babylon.module.d.ts 5.4 MB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857198581985919860198611986219863198641986519866198671986819869198701987119872198731987419875198761987719878198791988019881198821988319884198851988619887198881988919890198911989219893198941989519896198971989819899199001990119902199031990419905199061990719908199091991019911199121991319914199151991619917199181991919920199211992219923199241992519926199271992819929199301993119932199331993419935199361993719938199391994019941199421994319944199451994619947199481994919950199511995219953199541995519956199571995819959199601996119962199631996419965199661996719968199691997019971199721997319974199751997619977199781997919980199811998219983199841998519986199871998819989199901999119992199931999419995199961999719998199992000020001200022000320004200052000620007200082000920010200112001220013200142001520016200172001820019200202002120022200232002420025200262002720028200292003020031200322003320034200352003620037200382003920040200412004220043200442004520046200472004820049200502005120052200532005420055200562005720058200592006020061200622006320064200652006620067200682006920070200712007220073200742007520076200772007820079200802008120082200832008420085200862008720088200892009020091200922009320094200952009620097200982009920100201012010220103201042010520106201072010820109201102011120112201132011420115201162011720118201192012020121201222012320124201252012620127201282012920130201312013220133201342013520136201372013820139201402014120142201432014420145201462014720148201492015020151201522015320154201552015620157201582015920160201612016220163201642016520166201672016820169201702017120172201732017420175201762017720178201792018020181201822018320184201852018620187201882018920190201912019220193201942019520196201972019820199202002020120202202032020420205202062020720208202092021020211202122021320214202152021620217202182021920220202212022220223202242022520226202272022820229202302023120232202332023420235202362023720238202392024020241202422024320244202452024620247202482024920250202512025220253202542025520256202572025820259202602026120262202632026420265202662026720268202692027020271202722027320274202752027620277202782027920280202812028220283202842028520286202872028820289202902029120292202932029420295202962029720298202992030020301203022030320304203052030620307203082030920310203112031220313203142031520316203172031820319203202032120322203232032420325203262032720328203292033020331203322033320334203352033620337203382033920340203412034220343203442034520346203472034820349203502035120352203532035420355203562035720358203592036020361203622036320364203652036620367203682036920370203712037220373203742037520376203772037820379203802038120382203832038420385203862038720388203892039020391203922039320394203952039620397203982039920400204012040220403204042040520406204072040820409204102041120412204132041420415204162041720418204192042020421204222042320424204252042620427204282042920430204312043220433204342043520436204372043820439204402044120442204432044420445204462044720448204492045020451204522045320454204552045620457204582045920460204612046220463204642046520466204672046820469204702047120472204732047420475204762047720478204792048020481204822048320484204852048620487204882048920490204912049220493204942049520496204972049820499205002050120502205032050420505205062050720508205092051020511205122051320514205152051620517205182051920520205212052220523205242052520526205272052820529205302053120532205332053420535205362053720538205392054020541205422054320544205452054620547205482054920550205512055220553205542055520556205572055820559205602056120562205632056420565205662056720568205692057020571205722057320574205752057620577205782057920580205812058220583205842058520586205872058820589205902059120592205932059420595205962059720598205992060020601206022060320604206052060620607206082060920610206112061220613206142061520616206172061820619206202062120622206232062420625206262062720628206292063020631206322063320634206352063620637206382063920640206412064220643206442064520646206472064820649206502065120652206532065420655206562065720658206592066020661206622066320664206652066620667206682066920670206712067220673206742067520676206772067820679206802068120682206832068420685206862068720688206892069020691206922069320694206952069620697206982069920700207012070220703207042070520706207072070820709207102071120712207132071420715207162071720718207192072020721207222072320724207252072620727207282072920730207312073220733207342073520736207372073820739207402074120742207432074420745207462074720748207492075020751207522075320754207552075620757207582075920760207612076220763207642076520766207672076820769207702077120772207732077420775207762077720778207792078020781207822078320784207852078620787207882078920790207912079220793207942079520796207972079820799208002080120802208032080420805208062080720808208092081020811208122081320814208152081620817208182081920820208212082220823208242082520826208272082820829208302083120832208332083420835208362083720838208392084020841208422084320844208452084620847208482084920850208512085220853208542085520856208572085820859208602086120862208632086420865208662086720868208692087020871208722087320874208752087620877208782087920880208812088220883208842088520886208872088820889208902089120892208932089420895208962089720898208992090020901209022090320904209052090620907209082090920910209112091220913209142091520916209172091820919209202092120922209232092420925209262092720928209292093020931209322093320934209352093620937209382093920940209412094220943209442094520946209472094820949209502095120952209532095420955209562095720958209592096020961209622096320964209652096620967209682096920970209712097220973209742097520976209772097820979209802098120982209832098420985209862098720988209892099020991209922099320994209952099620997209982099921000210012100221003210042100521006210072100821009210102101121012210132101421015210162101721018210192102021021210222102321024210252102621027210282102921030210312103221033210342103521036210372103821039210402104121042210432104421045210462104721048210492105021051210522105321054210552105621057210582105921060210612106221063210642106521066210672106821069210702107121072210732107421075210762107721078210792108021081210822108321084210852108621087210882108921090210912109221093210942109521096210972109821099211002110121102211032110421105211062110721108211092111021111211122111321114211152111621117211182111921120211212112221123211242112521126211272112821129211302113121132211332113421135211362113721138211392114021141211422114321144211452114621147211482114921150211512115221153211542115521156211572115821159211602116121162211632116421165211662116721168211692117021171211722117321174211752117621177211782117921180211812118221183211842118521186211872118821189211902119121192211932119421195211962119721198211992120021201212022120321204212052120621207212082120921210212112121221213212142121521216212172121821219212202122121222212232122421225212262122721228212292123021231212322123321234212352123621237212382123921240212412124221243212442124521246212472124821249212502125121252212532125421255212562125721258212592126021261212622126321264212652126621267212682126921270212712127221273212742127521276212772127821279212802128121282212832128421285212862128721288212892129021291212922129321294212952129621297212982129921300213012130221303213042130521306213072130821309213102131121312213132131421315213162131721318213192132021321213222132321324213252132621327213282132921330213312133221333213342133521336213372133821339213402134121342213432134421345213462134721348213492135021351213522135321354213552135621357213582135921360213612136221363213642136521366213672136821369213702137121372213732137421375213762137721378213792138021381213822138321384213852138621387213882138921390213912139221393213942139521396213972139821399214002140121402214032140421405214062140721408214092141021411214122141321414214152141621417214182141921420214212142221423214242142521426214272142821429214302143121432214332143421435214362143721438214392144021441214422144321444214452144621447214482144921450214512145221453214542145521456214572145821459214602146121462214632146421465214662146721468214692147021471214722147321474214752147621477214782147921480214812148221483214842148521486214872148821489214902149121492214932149421495214962149721498214992150021501215022150321504215052150621507215082150921510215112151221513215142151521516215172151821519215202152121522215232152421525215262152721528215292153021531215322153321534215352153621537215382153921540215412154221543215442154521546215472154821549215502155121552215532155421555215562155721558215592156021561215622156321564215652156621567215682156921570215712157221573215742157521576215772157821579215802158121582215832158421585215862158721588215892159021591215922159321594215952159621597215982159921600216012160221603216042160521606216072160821609216102161121612216132161421615216162161721618216192162021621216222162321624216252162621627216282162921630216312163221633216342163521636216372163821639216402164121642216432164421645216462164721648216492165021651216522165321654216552165621657216582165921660216612166221663216642166521666216672166821669216702167121672216732167421675216762167721678216792168021681216822168321684216852168621687216882168921690216912169221693216942169521696216972169821699217002170121702217032170421705217062170721708217092171021711217122171321714217152171621717217182171921720217212172221723217242172521726217272172821729217302173121732217332173421735217362173721738217392174021741217422174321744217452174621747217482174921750217512175221753217542175521756217572175821759217602176121762217632176421765217662176721768217692177021771217722177321774217752177621777217782177921780217812178221783217842178521786217872178821789217902179121792217932179421795217962179721798217992180021801218022180321804218052180621807218082180921810218112181221813218142181521816218172181821819218202182121822218232182421825218262182721828218292183021831218322183321834218352183621837218382183921840218412184221843218442184521846218472184821849218502185121852218532185421855218562185721858218592186021861218622186321864218652186621867218682186921870218712187221873218742187521876218772187821879218802188121882218832188421885218862188721888218892189021891218922189321894218952189621897218982189921900219012190221903219042190521906219072190821909219102191121912219132191421915219162191721918219192192021921219222192321924219252192621927219282192921930219312193221933219342193521936219372193821939219402194121942219432194421945219462194721948219492195021951219522195321954219552195621957219582195921960219612196221963219642196521966219672196821969219702197121972219732197421975219762197721978219792198021981219822198321984219852198621987219882198921990219912199221993219942199521996219972199821999220002200122002220032200422005220062200722008220092201022011220122201322014220152201622017220182201922020220212202222023220242202522026220272202822029220302203122032220332203422035220362203722038220392204022041220422204322044220452204622047220482204922050220512205222053220542205522056220572205822059220602206122062220632206422065220662206722068220692207022071220722207322074220752207622077220782207922080220812208222083220842208522086220872208822089220902209122092220932209422095220962209722098220992210022101221022210322104221052210622107221082210922110221112211222113221142211522116221172211822119221202212122122221232212422125221262212722128221292213022131221322213322134221352213622137221382213922140221412214222143221442214522146221472214822149221502215122152221532215422155221562215722158221592216022161221622216322164221652216622167221682216922170221712217222173221742217522176221772217822179221802218122182221832218422185221862218722188221892219022191221922219322194221952219622197221982219922200222012220222203222042220522206222072220822209222102221122212222132221422215222162221722218222192222022221222222222322224222252222622227222282222922230222312223222233222342223522236222372223822239222402224122242222432224422245222462224722248222492225022251222522225322254222552225622257222582225922260222612226222263222642226522266222672226822269222702227122272222732227422275222762227722278222792228022281222822228322284222852228622287222882228922290222912229222293222942229522296222972229822299223002230122302223032230422305223062230722308223092231022311223122231322314223152231622317223182231922320223212232222323223242232522326223272232822329223302233122332223332233422335223362233722338223392234022341223422234322344223452234622347223482234922350223512235222353223542235522356223572235822359223602236122362223632236422365223662236722368223692237022371223722237322374223752237622377223782237922380223812238222383223842238522386223872238822389223902239122392223932239422395223962239722398223992240022401224022240322404224052240622407224082240922410224112241222413224142241522416224172241822419224202242122422224232242422425224262242722428224292243022431224322243322434224352243622437224382243922440224412244222443224442244522446224472244822449224502245122452224532245422455224562245722458224592246022461224622246322464224652246622467224682246922470224712247222473224742247522476224772247822479224802248122482224832248422485224862248722488224892249022491224922249322494224952249622497224982249922500225012250222503225042250522506225072250822509225102251122512225132251422515225162251722518225192252022521225222252322524225252252622527225282252922530225312253222533225342253522536225372253822539225402254122542225432254422545225462254722548225492255022551225522255322554225552255622557225582255922560225612256222563225642256522566225672256822569225702257122572225732257422575225762257722578225792258022581225822258322584225852258622587225882258922590225912259222593225942259522596225972259822599226002260122602226032260422605226062260722608226092261022611226122261322614226152261622617226182261922620226212262222623226242262522626226272262822629226302263122632226332263422635226362263722638226392264022641226422264322644226452264622647226482264922650226512265222653226542265522656226572265822659226602266122662226632266422665226662266722668226692267022671226722267322674226752267622677226782267922680226812268222683226842268522686226872268822689226902269122692226932269422695226962269722698226992270022701227022270322704227052270622707227082270922710227112271222713227142271522716227172271822719227202272122722227232272422725227262272722728227292273022731227322273322734227352273622737227382273922740227412274222743227442274522746227472274822749227502275122752227532275422755227562275722758227592276022761227622276322764227652276622767227682276922770227712277222773227742277522776227772277822779227802278122782227832278422785227862278722788227892279022791227922279322794227952279622797227982279922800228012280222803228042280522806228072280822809228102281122812228132281422815228162281722818228192282022821228222282322824228252282622827228282282922830228312283222833228342283522836228372283822839228402284122842228432284422845228462284722848228492285022851228522285322854228552285622857228582285922860228612286222863228642286522866228672286822869228702287122872228732287422875228762287722878228792288022881228822288322884228852288622887228882288922890228912289222893228942289522896228972289822899229002290122902229032290422905229062290722908229092291022911229122291322914229152291622917229182291922920229212292222923229242292522926229272292822929229302293122932229332293422935229362293722938229392294022941229422294322944229452294622947229482294922950229512295222953229542295522956229572295822959229602296122962229632296422965229662296722968229692297022971229722297322974229752297622977229782297922980229812298222983229842298522986229872298822989229902299122992229932299422995229962299722998229992300023001230022300323004230052300623007230082300923010230112301223013230142301523016230172301823019230202302123022230232302423025230262302723028230292303023031230322303323034230352303623037230382303923040230412304223043230442304523046230472304823049230502305123052230532305423055230562305723058230592306023061230622306323064230652306623067230682306923070230712307223073230742307523076230772307823079230802308123082230832308423085230862308723088230892309023091230922309323094230952309623097230982309923100231012310223103231042310523106231072310823109231102311123112231132311423115231162311723118231192312023121231222312323124231252312623127231282312923130231312313223133231342313523136231372313823139231402314123142231432314423145231462314723148231492315023151231522315323154231552315623157231582315923160231612316223163231642316523166231672316823169231702317123172231732317423175231762317723178231792318023181231822318323184231852318623187231882318923190231912319223193231942319523196231972319823199232002320123202232032320423205232062320723208232092321023211232122321323214232152321623217232182321923220232212322223223232242322523226232272322823229232302323123232232332323423235232362323723238232392324023241232422324323244232452324623247232482324923250232512325223253232542325523256232572325823259232602326123262232632326423265232662326723268232692327023271232722327323274232752327623277232782327923280232812328223283232842328523286232872328823289232902329123292232932329423295232962329723298232992330023301233022330323304233052330623307233082330923310233112331223313233142331523316233172331823319233202332123322233232332423325233262332723328233292333023331233322333323334233352333623337233382333923340233412334223343233442334523346233472334823349233502335123352233532335423355233562335723358233592336023361233622336323364233652336623367233682336923370233712337223373233742337523376233772337823379233802338123382233832338423385233862338723388233892339023391233922339323394233952339623397233982339923400234012340223403234042340523406234072340823409234102341123412234132341423415234162341723418234192342023421234222342323424234252342623427234282342923430234312343223433234342343523436234372343823439234402344123442234432344423445234462344723448234492345023451234522345323454234552345623457234582345923460234612346223463234642346523466234672346823469234702347123472234732347423475234762347723478234792348023481234822348323484234852348623487234882348923490234912349223493234942349523496234972349823499235002350123502235032350423505235062350723508235092351023511235122351323514235152351623517235182351923520235212352223523235242352523526235272352823529235302353123532235332353423535235362353723538235392354023541235422354323544235452354623547235482354923550235512355223553235542355523556235572355823559235602356123562235632356423565235662356723568235692357023571235722357323574235752357623577235782357923580235812358223583235842358523586235872358823589235902359123592235932359423595235962359723598235992360023601236022360323604236052360623607236082360923610236112361223613236142361523616236172361823619236202362123622236232362423625236262362723628236292363023631236322363323634236352363623637236382363923640236412364223643236442364523646236472364823649236502365123652236532365423655236562365723658236592366023661236622366323664236652366623667236682366923670236712367223673236742367523676236772367823679236802368123682236832368423685236862368723688236892369023691236922369323694236952369623697236982369923700237012370223703237042370523706237072370823709237102371123712237132371423715237162371723718237192372023721237222372323724237252372623727237282372923730237312373223733237342373523736237372373823739237402374123742237432374423745237462374723748237492375023751237522375323754237552375623757237582375923760237612376223763237642376523766237672376823769237702377123772237732377423775237762377723778237792378023781237822378323784237852378623787237882378923790237912379223793237942379523796237972379823799238002380123802238032380423805238062380723808238092381023811238122381323814238152381623817238182381923820238212382223823238242382523826238272382823829238302383123832238332383423835238362383723838238392384023841238422384323844238452384623847238482384923850238512385223853238542385523856238572385823859238602386123862238632386423865238662386723868238692387023871238722387323874238752387623877238782387923880238812388223883238842388523886238872388823889238902389123892238932389423895238962389723898238992390023901239022390323904239052390623907239082390923910239112391223913239142391523916239172391823919239202392123922239232392423925239262392723928239292393023931239322393323934239352393623937239382393923940239412394223943239442394523946239472394823949239502395123952239532395423955239562395723958239592396023961239622396323964239652396623967239682396923970239712397223973239742397523976239772397823979239802398123982239832398423985239862398723988239892399023991239922399323994239952399623997239982399924000240012400224003240042400524006240072400824009240102401124012240132401424015240162401724018240192402024021240222402324024240252402624027240282402924030240312403224033240342403524036240372403824039240402404124042240432404424045240462404724048240492405024051240522405324054240552405624057240582405924060240612406224063240642406524066240672406824069240702407124072240732407424075240762407724078240792408024081240822408324084240852408624087240882408924090240912409224093240942409524096240972409824099241002410124102241032410424105241062410724108241092411024111241122411324114241152411624117241182411924120241212412224123241242412524126241272412824129241302413124132241332413424135241362413724138241392414024141241422414324144241452414624147241482414924150241512415224153241542415524156241572415824159241602416124162241632416424165241662416724168241692417024171241722417324174241752417624177241782417924180241812418224183241842418524186241872418824189241902419124192241932419424195241962419724198241992420024201242022420324204242052420624207242082420924210242112421224213242142421524216242172421824219242202422124222242232422424225242262422724228242292423024231242322423324234242352423624237242382423924240242412424224243242442424524246242472424824249242502425124252242532425424255242562425724258242592426024261242622426324264242652426624267242682426924270242712427224273242742427524276242772427824279242802428124282242832428424285242862428724288242892429024291242922429324294242952429624297242982429924300243012430224303243042430524306243072430824309243102431124312243132431424315243162431724318243192432024321243222432324324243252432624327243282432924330243312433224333243342433524336243372433824339243402434124342243432434424345243462434724348243492435024351243522435324354243552435624357243582435924360243612436224363243642436524366243672436824369243702437124372243732437424375243762437724378243792438024381243822438324384243852438624387243882438924390243912439224393243942439524396243972439824399244002440124402244032440424405244062440724408244092441024411244122441324414244152441624417244182441924420244212442224423244242442524426244272442824429244302443124432244332443424435244362443724438244392444024441244422444324444244452444624447244482444924450244512445224453244542445524456244572445824459244602446124462244632446424465244662446724468244692447024471244722447324474244752447624477244782447924480244812448224483244842448524486244872448824489244902449124492244932449424495244962449724498244992450024501245022450324504245052450624507245082450924510245112451224513245142451524516245172451824519245202452124522245232452424525245262452724528245292453024531245322453324534245352453624537245382453924540245412454224543245442454524546245472454824549245502455124552245532455424555245562455724558245592456024561245622456324564245652456624567245682456924570245712457224573245742457524576245772457824579245802458124582245832458424585245862458724588245892459024591245922459324594245952459624597245982459924600246012460224603246042460524606246072460824609246102461124612246132461424615246162461724618246192462024621246222462324624246252462624627246282462924630246312463224633246342463524636246372463824639246402464124642246432464424645246462464724648246492465024651246522465324654246552465624657246582465924660246612466224663246642466524666246672466824669246702467124672246732467424675246762467724678246792468024681246822468324684246852468624687246882468924690246912469224693246942469524696246972469824699247002470124702247032470424705247062470724708247092471024711247122471324714247152471624717247182471924720247212472224723247242472524726247272472824729247302473124732247332473424735247362473724738247392474024741247422474324744247452474624747247482474924750247512475224753247542475524756247572475824759247602476124762247632476424765247662476724768247692477024771247722477324774247752477624777247782477924780247812478224783247842478524786247872478824789247902479124792247932479424795247962479724798247992480024801248022480324804248052480624807248082480924810248112481224813248142481524816248172481824819248202482124822248232482424825248262482724828248292483024831248322483324834248352483624837248382483924840248412484224843248442484524846248472484824849248502485124852248532485424855248562485724858248592486024861248622486324864248652486624867248682486924870248712487224873248742487524876248772487824879248802488124882248832488424885248862488724888248892489024891248922489324894248952489624897248982489924900249012490224903249042490524906249072490824909249102491124912249132491424915249162491724918249192492024921249222492324924249252492624927249282492924930249312493224933249342493524936249372493824939249402494124942249432494424945249462494724948249492495024951249522495324954249552495624957249582495924960249612496224963249642496524966249672496824969249702497124972249732497424975249762497724978249792498024981249822498324984249852498624987249882498924990249912499224993249942499524996249972499824999250002500125002250032500425005250062500725008250092501025011250122501325014250152501625017250182501925020250212502225023250242502525026250272502825029250302503125032250332503425035250362503725038250392504025041250422504325044250452504625047250482504925050250512505225053250542505525056250572505825059250602506125062250632506425065250662506725068250692507025071250722507325074250752507625077250782507925080250812508225083250842508525086250872508825089250902509125092250932509425095250962509725098250992510025101251022510325104251052510625107251082510925110251112511225113251142511525116251172511825119251202512125122251232512425125251262512725128251292513025131251322513325134251352513625137251382513925140251412514225143251442514525146251472514825149251502515125152251532515425155251562515725158251592516025161251622516325164251652516625167251682516925170251712517225173251742517525176251772517825179251802518125182251832518425185251862518725188251892519025191251922519325194251952519625197251982519925200252012520225203252042520525206252072520825209252102521125212252132521425215252162521725218252192522025221252222522325224252252522625227252282522925230252312523225233252342523525236252372523825239252402524125242252432524425245252462524725248252492525025251252522525325254252552525625257252582525925260252612526225263252642526525266252672526825269252702527125272252732527425275252762527725278252792528025281252822528325284252852528625287252882528925290252912529225293252942529525296252972529825299253002530125302253032530425305253062530725308253092531025311253122531325314253152531625317253182531925320253212532225323253242532525326253272532825329253302533125332253332533425335253362533725338253392534025341253422534325344253452534625347253482534925350253512535225353253542535525356253572535825359253602536125362253632536425365253662536725368253692537025371253722537325374253752537625377253782537925380253812538225383253842538525386253872538825389253902539125392253932539425395253962539725398253992540025401254022540325404254052540625407254082540925410254112541225413254142541525416254172541825419254202542125422254232542425425254262542725428254292543025431254322543325434254352543625437254382543925440254412544225443254442544525446254472544825449254502545125452254532545425455254562545725458254592546025461254622546325464254652546625467254682546925470254712547225473254742547525476254772547825479254802548125482254832548425485254862548725488254892549025491254922549325494254952549625497254982549925500255012550225503255042550525506255072550825509255102551125512255132551425515255162551725518255192552025521255222552325524255252552625527255282552925530255312553225533255342553525536255372553825539255402554125542255432554425545255462554725548255492555025551255522555325554255552555625557255582555925560255612556225563255642556525566255672556825569255702557125572255732557425575255762557725578255792558025581255822558325584255852558625587255882558925590255912559225593255942559525596255972559825599256002560125602256032560425605256062560725608256092561025611256122561325614256152561625617256182561925620256212562225623256242562525626256272562825629256302563125632256332563425635256362563725638256392564025641256422564325644256452564625647256482564925650256512565225653256542565525656256572565825659256602566125662256632566425665256662566725668256692567025671256722567325674256752567625677256782567925680256812568225683256842568525686256872568825689256902569125692256932569425695256962569725698256992570025701257022570325704257052570625707257082570925710257112571225713257142571525716257172571825719257202572125722257232572425725257262572725728257292573025731257322573325734257352573625737257382573925740257412574225743257442574525746257472574825749257502575125752257532575425755257562575725758257592576025761257622576325764257652576625767257682576925770257712577225773257742577525776257772577825779257802578125782257832578425785257862578725788257892579025791257922579325794257952579625797257982579925800258012580225803258042580525806258072580825809258102581125812258132581425815258162581725818258192582025821258222582325824258252582625827258282582925830258312583225833258342583525836258372583825839258402584125842258432584425845258462584725848258492585025851258522585325854258552585625857258582585925860258612586225863258642586525866258672586825869258702587125872258732587425875258762587725878258792588025881258822588325884258852588625887258882588925890258912589225893258942589525896258972589825899259002590125902259032590425905259062590725908259092591025911259122591325914259152591625917259182591925920259212592225923259242592525926259272592825929259302593125932259332593425935259362593725938259392594025941259422594325944259452594625947259482594925950259512595225953259542595525956259572595825959259602596125962259632596425965259662596725968259692597025971259722597325974259752597625977259782597925980259812598225983259842598525986259872598825989259902599125992259932599425995259962599725998259992600026001260022600326004260052600626007260082600926010260112601226013260142601526016260172601826019260202602126022260232602426025260262602726028260292603026031260322603326034260352603626037260382603926040260412604226043260442604526046260472604826049260502605126052260532605426055260562605726058260592606026061260622606326064260652606626067260682606926070260712607226073260742607526076260772607826079260802608126082260832608426085260862608726088260892609026091260922609326094260952609626097260982609926100261012610226103261042610526106261072610826109261102611126112261132611426115261162611726118261192612026121261222612326124261252612626127261282612926130261312613226133261342613526136261372613826139261402614126142261432614426145261462614726148261492615026151261522615326154261552615626157261582615926160261612616226163261642616526166261672616826169261702617126172261732617426175261762617726178261792618026181261822618326184261852618626187261882618926190261912619226193261942619526196261972619826199262002620126202262032620426205262062620726208262092621026211262122621326214262152621626217262182621926220262212622226223262242622526226262272622826229262302623126232262332623426235262362623726238262392624026241262422624326244262452624626247262482624926250262512625226253262542625526256262572625826259262602626126262262632626426265262662626726268262692627026271262722627326274262752627626277262782627926280262812628226283262842628526286262872628826289262902629126292262932629426295262962629726298262992630026301263022630326304263052630626307263082630926310263112631226313263142631526316263172631826319263202632126322263232632426325263262632726328263292633026331263322633326334263352633626337263382633926340263412634226343263442634526346263472634826349263502635126352263532635426355263562635726358263592636026361263622636326364263652636626367263682636926370263712637226373263742637526376263772637826379263802638126382263832638426385263862638726388263892639026391263922639326394263952639626397263982639926400264012640226403264042640526406264072640826409264102641126412264132641426415264162641726418264192642026421264222642326424264252642626427264282642926430264312643226433264342643526436264372643826439264402644126442264432644426445264462644726448264492645026451264522645326454264552645626457264582645926460264612646226463264642646526466264672646826469264702647126472264732647426475264762647726478264792648026481264822648326484264852648626487264882648926490264912649226493264942649526496264972649826499265002650126502265032650426505265062650726508265092651026511265122651326514265152651626517265182651926520265212652226523265242652526526265272652826529265302653126532265332653426535265362653726538265392654026541265422654326544265452654626547265482654926550265512655226553265542655526556265572655826559265602656126562265632656426565265662656726568265692657026571265722657326574265752657626577265782657926580265812658226583265842658526586265872658826589265902659126592265932659426595265962659726598265992660026601266022660326604266052660626607266082660926610266112661226613266142661526616266172661826619266202662126622266232662426625266262662726628266292663026631266322663326634266352663626637266382663926640266412664226643266442664526646266472664826649266502665126652266532665426655266562665726658266592666026661266622666326664266652666626667266682666926670266712667226673266742667526676266772667826679266802668126682266832668426685266862668726688266892669026691266922669326694266952669626697266982669926700267012670226703267042670526706267072670826709267102671126712267132671426715267162671726718267192672026721267222672326724267252672626727267282672926730267312673226733267342673526736267372673826739267402674126742267432674426745267462674726748267492675026751267522675326754267552675626757267582675926760267612676226763267642676526766267672676826769267702677126772267732677426775267762677726778267792678026781267822678326784267852678626787267882678926790267912679226793267942679526796267972679826799268002680126802268032680426805268062680726808268092681026811268122681326814268152681626817268182681926820268212682226823268242682526826268272682826829268302683126832268332683426835268362683726838268392684026841268422684326844268452684626847268482684926850268512685226853268542685526856268572685826859268602686126862268632686426865268662686726868268692687026871268722687326874268752687626877268782687926880268812688226883268842688526886268872688826889268902689126892268932689426895268962689726898268992690026901269022690326904269052690626907269082690926910269112691226913269142691526916269172691826919269202692126922269232692426925269262692726928269292693026931269322693326934269352693626937269382693926940269412694226943269442694526946269472694826949269502695126952269532695426955269562695726958269592696026961269622696326964269652696626967269682696926970269712697226973269742697526976269772697826979269802698126982269832698426985269862698726988269892699026991269922699326994269952699626997269982699927000270012700227003270042700527006270072700827009270102701127012270132701427015270162701727018270192702027021270222702327024270252702627027270282702927030270312703227033270342703527036270372703827039270402704127042270432704427045270462704727048270492705027051270522705327054270552705627057270582705927060270612706227063270642706527066270672706827069270702707127072270732707427075270762707727078270792708027081270822708327084270852708627087270882708927090270912709227093270942709527096270972709827099271002710127102271032710427105271062710727108271092711027111271122711327114271152711627117271182711927120271212712227123271242712527126271272712827129271302713127132271332713427135271362713727138271392714027141271422714327144271452714627147271482714927150271512715227153271542715527156271572715827159271602716127162271632716427165271662716727168271692717027171271722717327174271752717627177271782717927180271812718227183271842718527186271872718827189271902719127192271932719427195271962719727198271992720027201272022720327204272052720627207272082720927210272112721227213272142721527216272172721827219272202722127222272232722427225272262722727228272292723027231272322723327234272352723627237272382723927240272412724227243272442724527246272472724827249272502725127252272532725427255272562725727258272592726027261272622726327264272652726627267272682726927270272712727227273272742727527276272772727827279272802728127282272832728427285272862728727288272892729027291272922729327294272952729627297272982729927300273012730227303273042730527306273072730827309273102731127312273132731427315273162731727318273192732027321273222732327324273252732627327273282732927330273312733227333273342733527336273372733827339273402734127342273432734427345273462734727348273492735027351273522735327354273552735627357273582735927360273612736227363273642736527366273672736827369273702737127372273732737427375273762737727378273792738027381273822738327384273852738627387273882738927390273912739227393273942739527396273972739827399274002740127402274032740427405274062740727408274092741027411274122741327414274152741627417274182741927420274212742227423274242742527426274272742827429274302743127432274332743427435274362743727438274392744027441274422744327444274452744627447274482744927450274512745227453274542745527456274572745827459274602746127462274632746427465274662746727468274692747027471274722747327474274752747627477274782747927480274812748227483274842748527486274872748827489274902749127492274932749427495274962749727498274992750027501275022750327504275052750627507275082750927510275112751227513275142751527516275172751827519275202752127522275232752427525275262752727528275292753027531275322753327534275352753627537275382753927540275412754227543275442754527546275472754827549275502755127552275532755427555275562755727558275592756027561275622756327564275652756627567275682756927570275712757227573275742757527576275772757827579275802758127582275832758427585275862758727588275892759027591275922759327594275952759627597275982759927600276012760227603276042760527606276072760827609276102761127612276132761427615276162761727618276192762027621276222762327624276252762627627276282762927630276312763227633276342763527636276372763827639276402764127642276432764427645276462764727648276492765027651276522765327654276552765627657276582765927660276612766227663276642766527666276672766827669276702767127672276732767427675276762767727678276792768027681276822768327684276852768627687276882768927690276912769227693276942769527696276972769827699277002770127702277032770427705277062770727708277092771027711277122771327714277152771627717277182771927720277212772227723277242772527726277272772827729277302773127732277332773427735277362773727738277392774027741277422774327744277452774627747277482774927750277512775227753277542775527756277572775827759277602776127762277632776427765277662776727768277692777027771277722777327774277752777627777277782777927780277812778227783277842778527786277872778827789277902779127792277932779427795277962779727798277992780027801278022780327804278052780627807278082780927810278112781227813278142781527816278172781827819278202782127822278232782427825278262782727828278292783027831278322783327834278352783627837278382783927840278412784227843278442784527846278472784827849278502785127852278532785427855278562785727858278592786027861278622786327864278652786627867278682786927870278712787227873278742787527876278772787827879278802788127882278832788427885278862788727888278892789027891278922789327894278952789627897278982789927900279012790227903279042790527906279072790827909279102791127912279132791427915279162791727918279192792027921279222792327924279252792627927279282792927930279312793227933279342793527936279372793827939279402794127942279432794427945279462794727948279492795027951279522795327954279552795627957279582795927960279612796227963279642796527966279672796827969279702797127972279732797427975279762797727978279792798027981279822798327984279852798627987279882798927990279912799227993279942799527996279972799827999280002800128002280032800428005280062800728008280092801028011280122801328014280152801628017280182801928020280212802228023280242802528026280272802828029280302803128032280332803428035280362803728038280392804028041280422804328044280452804628047280482804928050280512805228053280542805528056280572805828059280602806128062280632806428065280662806728068280692807028071280722807328074280752807628077280782807928080280812808228083280842808528086280872808828089280902809128092280932809428095280962809728098280992810028101281022810328104281052810628107281082810928110281112811228113281142811528116281172811828119281202812128122281232812428125281262812728128281292813028131281322813328134281352813628137281382813928140281412814228143281442814528146281472814828149281502815128152281532815428155281562815728158281592816028161281622816328164281652816628167281682816928170281712817228173281742817528176281772817828179281802818128182281832818428185281862818728188281892819028191281922819328194281952819628197281982819928200282012820228203282042820528206282072820828209282102821128212282132821428215282162821728218282192822028221282222822328224282252822628227282282822928230282312823228233282342823528236282372823828239282402824128242282432824428245282462824728248282492825028251282522825328254282552825628257282582825928260282612826228263282642826528266282672826828269282702827128272282732827428275282762827728278282792828028281282822828328284282852828628287282882828928290282912829228293282942829528296282972829828299283002830128302283032830428305283062830728308283092831028311283122831328314283152831628317283182831928320283212832228323283242832528326283272832828329283302833128332283332833428335283362833728338283392834028341283422834328344283452834628347283482834928350283512835228353283542835528356283572835828359283602836128362283632836428365283662836728368283692837028371283722837328374283752837628377283782837928380283812838228383283842838528386283872838828389283902839128392283932839428395283962839728398283992840028401284022840328404284052840628407284082840928410284112841228413284142841528416284172841828419284202842128422284232842428425284262842728428284292843028431284322843328434284352843628437284382843928440284412844228443284442844528446284472844828449284502845128452284532845428455284562845728458284592846028461284622846328464284652846628467284682846928470284712847228473284742847528476284772847828479284802848128482284832848428485284862848728488284892849028491284922849328494284952849628497284982849928500285012850228503285042850528506285072850828509285102851128512285132851428515285162851728518285192852028521285222852328524285252852628527285282852928530285312853228533285342853528536285372853828539285402854128542285432854428545285462854728548285492855028551285522855328554285552855628557285582855928560285612856228563285642856528566285672856828569285702857128572285732857428575285762857728578285792858028581285822858328584285852858628587285882858928590285912859228593285942859528596285972859828599286002860128602286032860428605286062860728608286092861028611286122861328614286152861628617286182861928620286212862228623286242862528626286272862828629286302863128632286332863428635286362863728638286392864028641286422864328644286452864628647286482864928650286512865228653286542865528656286572865828659286602866128662286632866428665286662866728668286692867028671286722867328674286752867628677286782867928680286812868228683286842868528686286872868828689286902869128692286932869428695286962869728698286992870028701287022870328704287052870628707287082870928710287112871228713287142871528716287172871828719287202872128722287232872428725287262872728728287292873028731287322873328734287352873628737287382873928740287412874228743287442874528746287472874828749287502875128752287532875428755287562875728758287592876028761287622876328764287652876628767287682876928770287712877228773287742877528776287772877828779287802878128782287832878428785287862878728788287892879028791287922879328794287952879628797287982879928800288012880228803288042880528806288072880828809288102881128812288132881428815288162881728818288192882028821288222882328824288252882628827288282882928830288312883228833288342883528836288372883828839288402884128842288432884428845288462884728848288492885028851288522885328854288552885628857288582885928860288612886228863288642886528866288672886828869288702887128872288732887428875288762887728878288792888028881288822888328884288852888628887288882888928890288912889228893288942889528896288972889828899289002890128902289032890428905289062890728908289092891028911289122891328914289152891628917289182891928920289212892228923289242892528926289272892828929289302893128932289332893428935289362893728938289392894028941289422894328944289452894628947289482894928950289512895228953289542895528956289572895828959289602896128962289632896428965289662896728968289692897028971289722897328974289752897628977289782897928980289812898228983289842898528986289872898828989289902899128992289932899428995289962899728998289992900029001290022900329004290052900629007290082900929010290112901229013290142901529016290172901829019290202902129022290232902429025290262902729028290292903029031290322903329034290352903629037290382903929040290412904229043290442904529046290472904829049290502905129052290532905429055290562905729058290592906029061290622906329064290652906629067290682906929070290712907229073290742907529076290772907829079290802908129082290832908429085290862908729088290892909029091290922909329094290952909629097290982909929100291012910229103291042910529106291072910829109291102911129112291132911429115291162911729118291192912029121291222912329124291252912629127291282912929130291312913229133291342913529136291372913829139291402914129142291432914429145291462914729148291492915029151291522915329154291552915629157291582915929160291612916229163291642916529166291672916829169291702917129172291732917429175291762917729178291792918029181291822918329184291852918629187291882918929190291912919229193291942919529196291972919829199292002920129202292032920429205292062920729208292092921029211292122921329214292152921629217292182921929220292212922229223292242922529226292272922829229292302923129232292332923429235292362923729238292392924029241292422924329244292452924629247292482924929250292512925229253292542925529256292572925829259292602926129262292632926429265292662926729268292692927029271292722927329274292752927629277292782927929280292812928229283292842928529286292872928829289292902929129292292932929429295292962929729298292992930029301293022930329304293052930629307293082930929310293112931229313293142931529316293172931829319293202932129322293232932429325293262932729328293292933029331293322933329334293352933629337293382933929340293412934229343293442934529346293472934829349293502935129352293532935429355293562935729358293592936029361293622936329364293652936629367293682936929370293712937229373293742937529376293772937829379293802938129382293832938429385293862938729388293892939029391293922939329394293952939629397293982939929400294012940229403294042940529406294072940829409294102941129412294132941429415294162941729418294192942029421294222942329424294252942629427294282942929430294312943229433294342943529436294372943829439294402944129442294432944429445294462944729448294492945029451294522945329454294552945629457294582945929460294612946229463294642946529466294672946829469294702947129472294732947429475294762947729478294792948029481294822948329484294852948629487294882948929490294912949229493294942949529496294972949829499295002950129502295032950429505295062950729508295092951029511295122951329514295152951629517295182951929520295212952229523295242952529526295272952829529295302953129532295332953429535295362953729538295392954029541295422954329544295452954629547295482954929550295512955229553295542955529556295572955829559295602956129562295632956429565295662956729568295692957029571295722957329574295752957629577295782957929580295812958229583295842958529586295872958829589295902959129592295932959429595295962959729598295992960029601296022960329604296052960629607296082960929610296112961229613296142961529616296172961829619296202962129622296232962429625296262962729628296292963029631296322963329634296352963629637296382963929640296412964229643296442964529646296472964829649296502965129652296532965429655296562965729658296592966029661296622966329664296652966629667296682966929670296712967229673296742967529676296772967829679296802968129682296832968429685296862968729688296892969029691296922969329694296952969629697296982969929700297012970229703297042970529706297072970829709297102971129712297132971429715297162971729718297192972029721297222972329724297252972629727297282972929730297312973229733297342973529736297372973829739297402974129742297432974429745297462974729748297492975029751297522975329754297552975629757297582975929760297612976229763297642976529766297672976829769297702977129772297732977429775297762977729778297792978029781297822978329784297852978629787297882978929790297912979229793297942979529796297972979829799298002980129802298032980429805298062980729808298092981029811298122981329814298152981629817298182981929820298212982229823298242982529826298272982829829298302983129832298332983429835298362983729838298392984029841298422984329844298452984629847298482984929850298512985229853298542985529856298572985829859298602986129862298632986429865298662986729868298692987029871298722987329874298752987629877298782987929880298812988229883298842988529886298872988829889298902989129892298932989429895298962989729898298992990029901299022990329904299052990629907299082990929910299112991229913299142991529916299172991829919299202992129922299232992429925299262992729928299292993029931299322993329934299352993629937299382993929940299412994229943299442994529946299472994829949299502995129952299532995429955299562995729958299592996029961299622996329964299652996629967299682996929970299712997229973299742997529976299772997829979299802998129982299832998429985299862998729988299892999029991299922999329994299952999629997299982999930000300013000230003300043000530006300073000830009300103001130012300133001430015300163001730018300193002030021300223002330024300253002630027300283002930030300313003230033300343003530036300373003830039300403004130042300433004430045300463004730048300493005030051300523005330054300553005630057300583005930060300613006230063300643006530066300673006830069300703007130072300733007430075300763007730078300793008030081300823008330084300853008630087300883008930090300913009230093300943009530096300973009830099301003010130102301033010430105301063010730108301093011030111301123011330114301153011630117301183011930120301213012230123301243012530126301273012830129301303013130132301333013430135301363013730138301393014030141301423014330144301453014630147301483014930150301513015230153301543015530156301573015830159301603016130162301633016430165301663016730168301693017030171301723017330174301753017630177301783017930180301813018230183301843018530186301873018830189301903019130192301933019430195301963019730198301993020030201302023020330204302053020630207302083020930210302113021230213302143021530216302173021830219302203022130222302233022430225302263022730228302293023030231302323023330234302353023630237302383023930240302413024230243302443024530246302473024830249302503025130252302533025430255302563025730258302593026030261302623026330264302653026630267302683026930270302713027230273302743027530276302773027830279302803028130282302833028430285302863028730288302893029030291302923029330294302953029630297302983029930300303013030230303303043030530306303073030830309303103031130312303133031430315303163031730318303193032030321303223032330324303253032630327303283032930330303313033230333303343033530336303373033830339303403034130342303433034430345303463034730348303493035030351303523035330354303553035630357303583035930360303613036230363303643036530366303673036830369303703037130372303733037430375303763037730378303793038030381303823038330384303853038630387303883038930390303913039230393303943039530396303973039830399304003040130402304033040430405304063040730408304093041030411304123041330414304153041630417304183041930420304213042230423304243042530426304273042830429304303043130432304333043430435304363043730438304393044030441304423044330444304453044630447304483044930450304513045230453304543045530456304573045830459304603046130462304633046430465304663046730468304693047030471304723047330474304753047630477304783047930480304813048230483304843048530486304873048830489304903049130492304933049430495304963049730498304993050030501305023050330504305053050630507305083050930510305113051230513305143051530516305173051830519305203052130522305233052430525305263052730528305293053030531305323053330534305353053630537305383053930540305413054230543305443054530546305473054830549305503055130552305533055430555305563055730558305593056030561305623056330564305653056630567305683056930570305713057230573305743057530576305773057830579305803058130582305833058430585305863058730588305893059030591305923059330594305953059630597305983059930600306013060230603306043060530606306073060830609306103061130612306133061430615306163061730618306193062030621306223062330624306253062630627306283062930630306313063230633306343063530636306373063830639306403064130642306433064430645306463064730648306493065030651306523065330654306553065630657306583065930660306613066230663306643066530666306673066830669306703067130672306733067430675306763067730678306793068030681306823068330684306853068630687306883068930690306913069230693306943069530696306973069830699307003070130702307033070430705307063070730708307093071030711307123071330714307153071630717307183071930720307213072230723307243072530726307273072830729307303073130732307333073430735307363073730738307393074030741307423074330744307453074630747307483074930750307513075230753307543075530756307573075830759307603076130762307633076430765307663076730768307693077030771307723077330774307753077630777307783077930780307813078230783307843078530786307873078830789307903079130792307933079430795307963079730798307993080030801308023080330804308053080630807308083080930810308113081230813308143081530816308173081830819308203082130822308233082430825308263082730828308293083030831308323083330834308353083630837308383083930840308413084230843308443084530846308473084830849308503085130852308533085430855308563085730858308593086030861308623086330864308653086630867308683086930870308713087230873308743087530876308773087830879308803088130882308833088430885308863088730888308893089030891308923089330894308953089630897308983089930900309013090230903309043090530906309073090830909309103091130912309133091430915309163091730918309193092030921309223092330924309253092630927309283092930930309313093230933309343093530936309373093830939309403094130942309433094430945309463094730948309493095030951309523095330954309553095630957309583095930960309613096230963309643096530966309673096830969309703097130972309733097430975309763097730978309793098030981309823098330984309853098630987309883098930990309913099230993309943099530996309973099830999310003100131002310033100431005310063100731008310093101031011310123101331014310153101631017310183101931020310213102231023310243102531026310273102831029310303103131032310333103431035310363103731038310393104031041310423104331044310453104631047310483104931050310513105231053310543105531056310573105831059310603106131062310633106431065310663106731068310693107031071310723107331074310753107631077310783107931080310813108231083310843108531086310873108831089310903109131092310933109431095310963109731098310993110031101311023110331104311053110631107311083110931110311113111231113311143111531116311173111831119311203112131122311233112431125311263112731128311293113031131311323113331134311353113631137311383113931140311413114231143311443114531146311473114831149311503115131152311533115431155311563115731158311593116031161311623116331164311653116631167311683116931170311713117231173311743117531176311773117831179311803118131182311833118431185311863118731188311893119031191311923119331194311953119631197311983119931200312013120231203312043120531206312073120831209312103121131212312133121431215312163121731218312193122031221312223122331224312253122631227312283122931230312313123231233312343123531236312373123831239312403124131242312433124431245312463124731248312493125031251312523125331254312553125631257312583125931260312613126231263312643126531266312673126831269312703127131272312733127431275312763127731278312793128031281312823128331284312853128631287312883128931290312913129231293312943129531296312973129831299313003130131302313033130431305313063130731308313093131031311313123131331314313153131631317313183131931320313213132231323313243132531326313273132831329313303133131332313333133431335313363133731338313393134031341313423134331344313453134631347313483134931350313513135231353313543135531356313573135831359313603136131362313633136431365313663136731368313693137031371313723137331374313753137631377313783137931380313813138231383313843138531386313873138831389313903139131392313933139431395313963139731398313993140031401314023140331404314053140631407314083140931410314113141231413314143141531416314173141831419314203142131422314233142431425314263142731428314293143031431314323143331434314353143631437314383143931440314413144231443314443144531446314473144831449314503145131452314533145431455314563145731458314593146031461314623146331464314653146631467314683146931470314713147231473314743147531476314773147831479314803148131482314833148431485314863148731488314893149031491314923149331494314953149631497314983149931500315013150231503315043150531506315073150831509315103151131512315133151431515315163151731518315193152031521315223152331524315253152631527315283152931530315313153231533315343153531536315373153831539315403154131542315433154431545315463154731548315493155031551315523155331554315553155631557315583155931560315613156231563315643156531566315673156831569315703157131572315733157431575315763157731578315793158031581315823158331584315853158631587315883158931590315913159231593315943159531596315973159831599316003160131602316033160431605316063160731608316093161031611316123161331614316153161631617316183161931620316213162231623316243162531626316273162831629316303163131632316333163431635316363163731638316393164031641316423164331644316453164631647316483164931650316513165231653316543165531656316573165831659316603166131662316633166431665316663166731668316693167031671316723167331674316753167631677316783167931680316813168231683316843168531686316873168831689316903169131692316933169431695316963169731698316993170031701317023170331704317053170631707317083170931710317113171231713317143171531716317173171831719317203172131722317233172431725317263172731728317293173031731317323173331734317353173631737317383173931740317413174231743317443174531746317473174831749317503175131752317533175431755317563175731758317593176031761317623176331764317653176631767317683176931770317713177231773317743177531776317773177831779317803178131782317833178431785317863178731788317893179031791317923179331794317953179631797317983179931800318013180231803318043180531806318073180831809318103181131812318133181431815318163181731818318193182031821318223182331824318253182631827318283182931830318313183231833318343183531836318373183831839318403184131842318433184431845318463184731848318493185031851318523185331854318553185631857318583185931860318613186231863318643186531866318673186831869318703187131872318733187431875318763187731878318793188031881318823188331884318853188631887318883188931890318913189231893318943189531896318973189831899319003190131902319033190431905319063190731908319093191031911319123191331914319153191631917319183191931920319213192231923319243192531926319273192831929319303193131932319333193431935319363193731938319393194031941319423194331944319453194631947319483194931950319513195231953319543195531956319573195831959319603196131962319633196431965319663196731968319693197031971319723197331974319753197631977319783197931980319813198231983319843198531986319873198831989319903199131992319933199431995319963199731998319993200032001320023200332004320053200632007320083200932010320113201232013320143201532016320173201832019320203202132022320233202432025320263202732028320293203032031320323203332034320353203632037320383203932040320413204232043320443204532046320473204832049320503205132052320533205432055320563205732058320593206032061320623206332064320653206632067320683206932070320713207232073320743207532076320773207832079320803208132082320833208432085320863208732088320893209032091320923209332094320953209632097320983209932100321013210232103321043210532106321073210832109321103211132112321133211432115321163211732118321193212032121321223212332124321253212632127321283212932130321313213232133321343213532136321373213832139321403214132142321433214432145321463214732148321493215032151321523215332154321553215632157321583215932160321613216232163321643216532166321673216832169321703217132172321733217432175321763217732178321793218032181321823218332184321853218632187321883218932190321913219232193321943219532196321973219832199322003220132202322033220432205322063220732208322093221032211322123221332214322153221632217322183221932220322213222232223322243222532226322273222832229322303223132232322333223432235322363223732238322393224032241322423224332244322453224632247322483224932250322513225232253322543225532256322573225832259322603226132262322633226432265322663226732268322693227032271322723227332274322753227632277322783227932280322813228232283322843228532286322873228832289322903229132292322933229432295322963229732298322993230032301323023230332304323053230632307323083230932310323113231232313323143231532316323173231832319323203232132322323233232432325323263232732328323293233032331323323233332334323353233632337323383233932340323413234232343323443234532346323473234832349323503235132352323533235432355323563235732358323593236032361323623236332364323653236632367323683236932370323713237232373323743237532376323773237832379323803238132382323833238432385323863238732388323893239032391323923239332394323953239632397323983239932400324013240232403324043240532406324073240832409324103241132412324133241432415324163241732418324193242032421324223242332424324253242632427324283242932430324313243232433324343243532436324373243832439324403244132442324433244432445324463244732448324493245032451324523245332454324553245632457324583245932460324613246232463324643246532466324673246832469324703247132472324733247432475324763247732478324793248032481324823248332484324853248632487324883248932490324913249232493324943249532496324973249832499325003250132502325033250432505325063250732508325093251032511325123251332514325153251632517325183251932520325213252232523325243252532526325273252832529325303253132532325333253432535325363253732538325393254032541325423254332544325453254632547325483254932550325513255232553325543255532556325573255832559325603256132562325633256432565325663256732568325693257032571325723257332574325753257632577325783257932580325813258232583325843258532586325873258832589325903259132592325933259432595325963259732598325993260032601326023260332604326053260632607326083260932610326113261232613326143261532616326173261832619326203262132622326233262432625326263262732628326293263032631326323263332634326353263632637326383263932640326413264232643326443264532646326473264832649326503265132652326533265432655326563265732658326593266032661326623266332664326653266632667326683266932670326713267232673326743267532676326773267832679326803268132682326833268432685326863268732688326893269032691326923269332694326953269632697326983269932700327013270232703327043270532706327073270832709327103271132712327133271432715327163271732718327193272032721327223272332724327253272632727327283272932730327313273232733327343273532736327373273832739327403274132742327433274432745327463274732748327493275032751327523275332754327553275632757327583275932760327613276232763327643276532766327673276832769327703277132772327733277432775327763277732778327793278032781327823278332784327853278632787327883278932790327913279232793327943279532796327973279832799328003280132802328033280432805328063280732808328093281032811328123281332814328153281632817328183281932820328213282232823328243282532826328273282832829328303283132832328333283432835328363283732838328393284032841328423284332844328453284632847328483284932850328513285232853328543285532856328573285832859328603286132862328633286432865328663286732868328693287032871328723287332874328753287632877328783287932880328813288232883328843288532886328873288832889328903289132892328933289432895328963289732898328993290032901329023290332904329053290632907329083290932910329113291232913329143291532916329173291832919329203292132922329233292432925329263292732928329293293032931329323293332934329353293632937329383293932940329413294232943329443294532946329473294832949329503295132952329533295432955329563295732958329593296032961329623296332964329653296632967329683296932970329713297232973329743297532976329773297832979329803298132982329833298432985329863298732988329893299032991329923299332994329953299632997329983299933000330013300233003330043300533006330073300833009330103301133012330133301433015330163301733018330193302033021330223302333024330253302633027330283302933030330313303233033330343303533036330373303833039330403304133042330433304433045330463304733048330493305033051330523305333054330553305633057330583305933060330613306233063330643306533066330673306833069330703307133072330733307433075330763307733078330793308033081330823308333084330853308633087330883308933090330913309233093330943309533096330973309833099331003310133102331033310433105331063310733108331093311033111331123311333114331153311633117331183311933120331213312233123331243312533126331273312833129331303313133132331333313433135331363313733138331393314033141331423314333144331453314633147331483314933150331513315233153331543315533156331573315833159331603316133162331633316433165331663316733168331693317033171331723317333174331753317633177331783317933180331813318233183331843318533186331873318833189331903319133192331933319433195331963319733198331993320033201332023320333204332053320633207332083320933210332113321233213332143321533216332173321833219332203322133222332233322433225332263322733228332293323033231332323323333234332353323633237332383323933240332413324233243332443324533246332473324833249332503325133252332533325433255332563325733258332593326033261332623326333264332653326633267332683326933270332713327233273332743327533276332773327833279332803328133282332833328433285332863328733288332893329033291332923329333294332953329633297332983329933300333013330233303333043330533306333073330833309333103331133312333133331433315333163331733318333193332033321333223332333324333253332633327333283332933330333313333233333333343333533336333373333833339333403334133342333433334433345333463334733348333493335033351333523335333354333553335633357333583335933360333613336233363333643336533366333673336833369333703337133372333733337433375333763337733378333793338033381333823338333384333853338633387333883338933390333913339233393333943339533396333973339833399334003340133402334033340433405334063340733408334093341033411334123341333414334153341633417334183341933420334213342233423334243342533426334273342833429334303343133432334333343433435334363343733438334393344033441334423344333444334453344633447334483344933450334513345233453334543345533456334573345833459334603346133462334633346433465334663346733468334693347033471334723347333474334753347633477334783347933480334813348233483334843348533486334873348833489334903349133492334933349433495334963349733498334993350033501335023350333504335053350633507335083350933510335113351233513335143351533516335173351833519335203352133522335233352433525335263352733528335293353033531335323353333534335353353633537335383353933540335413354233543335443354533546335473354833549335503355133552335533355433555335563355733558335593356033561335623356333564335653356633567335683356933570335713357233573335743357533576335773357833579335803358133582335833358433585335863358733588335893359033591335923359333594335953359633597335983359933600336013360233603336043360533606336073360833609336103361133612336133361433615336163361733618336193362033621336223362333624336253362633627336283362933630336313363233633336343363533636336373363833639336403364133642336433364433645336463364733648336493365033651336523365333654336553365633657336583365933660336613366233663336643366533666336673366833669336703367133672336733367433675336763367733678336793368033681336823368333684336853368633687336883368933690336913369233693336943369533696336973369833699337003370133702337033370433705337063370733708337093371033711337123371333714337153371633717337183371933720337213372233723337243372533726337273372833729337303373133732337333373433735337363373733738337393374033741337423374333744337453374633747337483374933750337513375233753337543375533756337573375833759337603376133762337633376433765337663376733768337693377033771337723377333774337753377633777337783377933780337813378233783337843378533786337873378833789337903379133792337933379433795337963379733798337993380033801338023380333804338053380633807338083380933810338113381233813338143381533816338173381833819338203382133822338233382433825338263382733828338293383033831338323383333834338353383633837338383383933840338413384233843338443384533846338473384833849338503385133852338533385433855338563385733858338593386033861338623386333864338653386633867338683386933870338713387233873338743387533876338773387833879338803388133882338833388433885338863388733888338893389033891338923389333894338953389633897338983389933900339013390233903339043390533906339073390833909339103391133912339133391433915339163391733918339193392033921339223392333924339253392633927339283392933930339313393233933339343393533936339373393833939339403394133942339433394433945339463394733948339493395033951339523395333954339553395633957339583395933960339613396233963339643396533966339673396833969339703397133972339733397433975339763397733978339793398033981339823398333984339853398633987339883398933990339913399233993339943399533996339973399833999340003400134002340033400434005340063400734008340093401034011340123401334014340153401634017340183401934020340213402234023340243402534026340273402834029340303403134032340333403434035340363403734038340393404034041340423404334044340453404634047340483404934050340513405234053340543405534056340573405834059340603406134062340633406434065340663406734068340693407034071340723407334074340753407634077340783407934080340813408234083340843408534086340873408834089340903409134092340933409434095340963409734098340993410034101341023410334104341053410634107341083410934110341113411234113341143411534116341173411834119341203412134122341233412434125341263412734128341293413034131341323413334134341353413634137341383413934140341413414234143341443414534146341473414834149341503415134152341533415434155341563415734158341593416034161341623416334164341653416634167341683416934170341713417234173341743417534176341773417834179341803418134182341833418434185341863418734188341893419034191341923419334194341953419634197341983419934200342013420234203342043420534206342073420834209342103421134212342133421434215342163421734218342193422034221342223422334224342253422634227342283422934230342313423234233342343423534236342373423834239342403424134242342433424434245342463424734248342493425034251342523425334254342553425634257342583425934260342613426234263342643426534266342673426834269342703427134272342733427434275342763427734278342793428034281342823428334284342853428634287342883428934290342913429234293342943429534296342973429834299343003430134302343033430434305343063430734308343093431034311343123431334314343153431634317343183431934320343213432234323343243432534326343273432834329343303433134332343333433434335343363433734338343393434034341343423434334344343453434634347343483434934350343513435234353343543435534356343573435834359343603436134362343633436434365343663436734368343693437034371343723437334374343753437634377343783437934380343813438234383343843438534386343873438834389343903439134392343933439434395343963439734398343993440034401344023440334404344053440634407344083440934410344113441234413344143441534416344173441834419344203442134422344233442434425344263442734428344293443034431344323443334434344353443634437344383443934440344413444234443344443444534446344473444834449344503445134452344533445434455344563445734458344593446034461344623446334464344653446634467344683446934470344713447234473344743447534476344773447834479344803448134482344833448434485344863448734488344893449034491344923449334494344953449634497344983449934500345013450234503345043450534506345073450834509345103451134512345133451434515345163451734518345193452034521345223452334524345253452634527345283452934530345313453234533345343453534536345373453834539345403454134542345433454434545345463454734548345493455034551345523455334554345553455634557345583455934560345613456234563345643456534566345673456834569345703457134572345733457434575345763457734578345793458034581345823458334584345853458634587345883458934590345913459234593345943459534596345973459834599346003460134602346033460434605346063460734608346093461034611346123461334614346153461634617346183461934620346213462234623346243462534626346273462834629346303463134632346333463434635346363463734638346393464034641346423464334644346453464634647346483464934650346513465234653346543465534656346573465834659346603466134662346633466434665346663466734668346693467034671346723467334674346753467634677346783467934680346813468234683346843468534686346873468834689346903469134692346933469434695346963469734698346993470034701347023470334704347053470634707347083470934710347113471234713347143471534716347173471834719347203472134722347233472434725347263472734728347293473034731347323473334734347353473634737347383473934740347413474234743347443474534746347473474834749347503475134752347533475434755347563475734758347593476034761347623476334764347653476634767347683476934770347713477234773347743477534776347773477834779347803478134782347833478434785347863478734788347893479034791347923479334794347953479634797347983479934800348013480234803348043480534806348073480834809348103481134812348133481434815348163481734818348193482034821348223482334824348253482634827348283482934830348313483234833348343483534836348373483834839348403484134842348433484434845348463484734848348493485034851348523485334854348553485634857348583485934860348613486234863348643486534866348673486834869348703487134872348733487434875348763487734878348793488034881348823488334884348853488634887348883488934890348913489234893348943489534896348973489834899349003490134902349033490434905349063490734908349093491034911349123491334914349153491634917349183491934920349213492234923349243492534926349273492834929349303493134932349333493434935349363493734938349393494034941349423494334944349453494634947349483494934950349513495234953349543495534956349573495834959349603496134962349633496434965349663496734968349693497034971349723497334974349753497634977349783497934980349813498234983349843498534986349873498834989349903499134992349933499434995349963499734998349993500035001350023500335004350053500635007350083500935010350113501235013350143501535016350173501835019350203502135022350233502435025350263502735028350293503035031350323503335034350353503635037350383503935040350413504235043350443504535046350473504835049350503505135052350533505435055350563505735058350593506035061350623506335064350653506635067350683506935070350713507235073350743507535076350773507835079350803508135082350833508435085350863508735088350893509035091350923509335094350953509635097350983509935100351013510235103351043510535106351073510835109351103511135112351133511435115351163511735118351193512035121351223512335124351253512635127351283512935130351313513235133351343513535136351373513835139351403514135142351433514435145351463514735148351493515035151351523515335154351553515635157351583515935160351613516235163351643516535166351673516835169351703517135172351733517435175351763517735178351793518035181351823518335184351853518635187351883518935190351913519235193351943519535196351973519835199352003520135202352033520435205352063520735208352093521035211352123521335214352153521635217352183521935220352213522235223352243522535226352273522835229352303523135232352333523435235352363523735238352393524035241352423524335244352453524635247352483524935250352513525235253352543525535256352573525835259352603526135262352633526435265352663526735268352693527035271352723527335274352753527635277352783527935280352813528235283352843528535286352873528835289352903529135292352933529435295352963529735298352993530035301353023530335304353053530635307353083530935310353113531235313353143531535316353173531835319353203532135322353233532435325353263532735328353293533035331353323533335334353353533635337353383533935340353413534235343353443534535346353473534835349353503535135352353533535435355353563535735358353593536035361353623536335364353653536635367353683536935370353713537235373353743537535376353773537835379353803538135382353833538435385353863538735388353893539035391353923539335394353953539635397353983539935400354013540235403354043540535406354073540835409354103541135412354133541435415354163541735418354193542035421354223542335424354253542635427354283542935430354313543235433354343543535436354373543835439354403544135442354433544435445354463544735448354493545035451354523545335454354553545635457354583545935460354613546235463354643546535466354673546835469354703547135472354733547435475354763547735478354793548035481354823548335484354853548635487354883548935490354913549235493354943549535496354973549835499355003550135502355033550435505355063550735508355093551035511355123551335514355153551635517355183551935520355213552235523355243552535526355273552835529355303553135532355333553435535355363553735538355393554035541355423554335544355453554635547355483554935550355513555235553355543555535556355573555835559355603556135562355633556435565355663556735568355693557035571355723557335574355753557635577355783557935580355813558235583355843558535586355873558835589355903559135592355933559435595355963559735598355993560035601356023560335604356053560635607356083560935610356113561235613356143561535616356173561835619356203562135622356233562435625356263562735628356293563035631356323563335634356353563635637356383563935640356413564235643356443564535646356473564835649356503565135652356533565435655356563565735658356593566035661356623566335664356653566635667356683566935670356713567235673356743567535676356773567835679356803568135682356833568435685356863568735688356893569035691356923569335694356953569635697356983569935700357013570235703357043570535706357073570835709357103571135712357133571435715357163571735718357193572035721357223572335724357253572635727357283572935730357313573235733357343573535736357373573835739357403574135742357433574435745357463574735748357493575035751357523575335754357553575635757357583575935760357613576235763357643576535766357673576835769357703577135772357733577435775357763577735778357793578035781357823578335784357853578635787357883578935790357913579235793357943579535796357973579835799358003580135802358033580435805358063580735808358093581035811358123581335814358153581635817358183581935820358213582235823358243582535826358273582835829358303583135832358333583435835358363583735838358393584035841358423584335844358453584635847358483584935850358513585235853358543585535856358573585835859358603586135862358633586435865358663586735868358693587035871358723587335874358753587635877358783587935880358813588235883358843588535886358873588835889358903589135892358933589435895358963589735898358993590035901359023590335904359053590635907359083590935910359113591235913359143591535916359173591835919359203592135922359233592435925359263592735928359293593035931359323593335934359353593635937359383593935940359413594235943359443594535946359473594835949359503595135952359533595435955359563595735958359593596035961359623596335964359653596635967359683596935970359713597235973359743597535976359773597835979359803598135982359833598435985359863598735988359893599035991359923599335994359953599635997359983599936000360013600236003360043600536006360073600836009360103601136012360133601436015360163601736018360193602036021360223602336024360253602636027360283602936030360313603236033360343603536036360373603836039360403604136042360433604436045360463604736048360493605036051360523605336054360553605636057360583605936060360613606236063360643606536066360673606836069360703607136072360733607436075360763607736078360793608036081360823608336084360853608636087360883608936090360913609236093360943609536096360973609836099361003610136102361033610436105361063610736108361093611036111361123611336114361153611636117361183611936120361213612236123361243612536126361273612836129361303613136132361333613436135361363613736138361393614036141361423614336144361453614636147361483614936150361513615236153361543615536156361573615836159361603616136162361633616436165361663616736168361693617036171361723617336174361753617636177361783617936180361813618236183361843618536186361873618836189361903619136192361933619436195361963619736198361993620036201362023620336204362053620636207362083620936210362113621236213362143621536216362173621836219362203622136222362233622436225362263622736228362293623036231362323623336234362353623636237362383623936240362413624236243362443624536246362473624836249362503625136252362533625436255362563625736258362593626036261362623626336264362653626636267362683626936270362713627236273362743627536276362773627836279362803628136282362833628436285362863628736288362893629036291362923629336294362953629636297362983629936300363013630236303363043630536306363073630836309363103631136312363133631436315363163631736318363193632036321363223632336324363253632636327363283632936330363313633236333363343633536336363373633836339363403634136342363433634436345363463634736348363493635036351363523635336354363553635636357363583635936360363613636236363363643636536366363673636836369363703637136372363733637436375363763637736378363793638036381363823638336384363853638636387363883638936390363913639236393363943639536396363973639836399364003640136402364033640436405364063640736408364093641036411364123641336414364153641636417364183641936420364213642236423364243642536426364273642836429364303643136432364333643436435364363643736438364393644036441364423644336444364453644636447364483644936450364513645236453364543645536456364573645836459364603646136462364633646436465364663646736468364693647036471364723647336474364753647636477364783647936480364813648236483364843648536486364873648836489364903649136492364933649436495364963649736498364993650036501365023650336504365053650636507365083650936510365113651236513365143651536516365173651836519365203652136522365233652436525365263652736528365293653036531365323653336534365353653636537365383653936540365413654236543365443654536546365473654836549365503655136552365533655436555365563655736558365593656036561365623656336564365653656636567365683656936570365713657236573365743657536576365773657836579365803658136582365833658436585365863658736588365893659036591365923659336594365953659636597365983659936600366013660236603366043660536606366073660836609366103661136612366133661436615366163661736618366193662036621366223662336624366253662636627366283662936630366313663236633366343663536636366373663836639366403664136642366433664436645366463664736648366493665036651366523665336654366553665636657366583665936660366613666236663366643666536666366673666836669366703667136672366733667436675366763667736678366793668036681366823668336684366853668636687366883668936690366913669236693366943669536696366973669836699367003670136702367033670436705367063670736708367093671036711367123671336714367153671636717367183671936720367213672236723367243672536726367273672836729367303673136732367333673436735367363673736738367393674036741367423674336744367453674636747367483674936750367513675236753367543675536756367573675836759367603676136762367633676436765367663676736768367693677036771367723677336774367753677636777367783677936780367813678236783367843678536786367873678836789367903679136792367933679436795367963679736798367993680036801368023680336804368053680636807368083680936810368113681236813368143681536816368173681836819368203682136822368233682436825368263682736828368293683036831368323683336834368353683636837368383683936840368413684236843368443684536846368473684836849368503685136852368533685436855368563685736858368593686036861368623686336864368653686636867368683686936870368713687236873368743687536876368773687836879368803688136882368833688436885368863688736888368893689036891368923689336894368953689636897368983689936900369013690236903369043690536906369073690836909369103691136912369133691436915369163691736918369193692036921369223692336924369253692636927369283692936930369313693236933369343693536936369373693836939369403694136942369433694436945369463694736948369493695036951369523695336954369553695636957369583695936960369613696236963369643696536966369673696836969369703697136972369733697436975369763697736978369793698036981369823698336984369853698636987369883698936990369913699236993369943699536996369973699836999370003700137002370033700437005370063700737008370093701037011370123701337014370153701637017370183701937020370213702237023370243702537026370273702837029370303703137032370333703437035370363703737038370393704037041370423704337044370453704637047370483704937050370513705237053370543705537056370573705837059370603706137062370633706437065370663706737068370693707037071370723707337074370753707637077370783707937080370813708237083370843708537086370873708837089370903709137092370933709437095370963709737098370993710037101371023710337104371053710637107371083710937110371113711237113371143711537116371173711837119371203712137122371233712437125371263712737128371293713037131371323713337134371353713637137371383713937140371413714237143371443714537146371473714837149371503715137152371533715437155371563715737158371593716037161371623716337164371653716637167371683716937170371713717237173371743717537176371773717837179371803718137182371833718437185371863718737188371893719037191371923719337194371953719637197371983719937200372013720237203372043720537206372073720837209372103721137212372133721437215372163721737218372193722037221372223722337224372253722637227372283722937230372313723237233372343723537236372373723837239372403724137242372433724437245372463724737248372493725037251372523725337254372553725637257372583725937260372613726237263372643726537266372673726837269372703727137272372733727437275372763727737278372793728037281372823728337284372853728637287372883728937290372913729237293372943729537296372973729837299373003730137302373033730437305373063730737308373093731037311373123731337314373153731637317373183731937320373213732237323373243732537326373273732837329373303733137332373333733437335373363733737338373393734037341373423734337344373453734637347373483734937350373513735237353373543735537356373573735837359373603736137362373633736437365373663736737368373693737037371373723737337374373753737637377373783737937380373813738237383373843738537386373873738837389373903739137392373933739437395373963739737398373993740037401374023740337404374053740637407374083740937410374113741237413374143741537416374173741837419374203742137422374233742437425374263742737428374293743037431374323743337434374353743637437374383743937440374413744237443374443744537446374473744837449374503745137452374533745437455374563745737458374593746037461374623746337464374653746637467374683746937470374713747237473374743747537476374773747837479374803748137482374833748437485374863748737488374893749037491374923749337494374953749637497374983749937500375013750237503375043750537506375073750837509375103751137512375133751437515375163751737518375193752037521375223752337524375253752637527375283752937530375313753237533375343753537536375373753837539375403754137542375433754437545375463754737548375493755037551375523755337554375553755637557375583755937560375613756237563375643756537566375673756837569375703757137572375733757437575375763757737578375793758037581375823758337584375853758637587375883758937590375913759237593375943759537596375973759837599376003760137602376033760437605376063760737608376093761037611376123761337614376153761637617376183761937620376213762237623376243762537626376273762837629376303763137632376333763437635376363763737638376393764037641376423764337644376453764637647376483764937650376513765237653376543765537656376573765837659376603766137662376633766437665376663766737668376693767037671376723767337674376753767637677376783767937680376813768237683376843768537686376873768837689376903769137692376933769437695376963769737698376993770037701377023770337704377053770637707377083770937710377113771237713377143771537716377173771837719377203772137722377233772437725377263772737728377293773037731377323773337734377353773637737377383773937740377413774237743377443774537746377473774837749377503775137752377533775437755377563775737758377593776037761377623776337764377653776637767377683776937770377713777237773377743777537776377773777837779377803778137782377833778437785377863778737788377893779037791377923779337794377953779637797377983779937800378013780237803378043780537806378073780837809378103781137812378133781437815378163781737818378193782037821378223782337824378253782637827378283782937830378313783237833378343783537836378373783837839378403784137842378433784437845378463784737848378493785037851378523785337854378553785637857378583785937860378613786237863378643786537866378673786837869378703787137872378733787437875378763787737878378793788037881378823788337884378853788637887378883788937890378913789237893378943789537896378973789837899379003790137902379033790437905379063790737908379093791037911379123791337914379153791637917379183791937920379213792237923379243792537926379273792837929379303793137932379333793437935379363793737938379393794037941379423794337944379453794637947379483794937950379513795237953379543795537956379573795837959379603796137962379633796437965379663796737968379693797037971379723797337974379753797637977379783797937980379813798237983379843798537986379873798837989379903799137992379933799437995379963799737998379993800038001380023800338004380053800638007380083800938010380113801238013380143801538016380173801838019380203802138022380233802438025380263802738028380293803038031380323803338034380353803638037380383803938040380413804238043380443804538046380473804838049380503805138052380533805438055380563805738058380593806038061380623806338064380653806638067380683806938070380713807238073380743807538076380773807838079380803808138082380833808438085380863808738088380893809038091380923809338094380953809638097380983809938100381013810238103381043810538106381073810838109381103811138112381133811438115381163811738118381193812038121381223812338124381253812638127381283812938130381313813238133381343813538136381373813838139381403814138142381433814438145381463814738148381493815038151381523815338154381553815638157381583815938160381613816238163381643816538166381673816838169381703817138172381733817438175381763817738178381793818038181381823818338184381853818638187381883818938190381913819238193381943819538196381973819838199382003820138202382033820438205382063820738208382093821038211382123821338214382153821638217382183821938220382213822238223382243822538226382273822838229382303823138232382333823438235382363823738238382393824038241382423824338244382453824638247382483824938250382513825238253382543825538256382573825838259382603826138262382633826438265382663826738268382693827038271382723827338274382753827638277382783827938280382813828238283382843828538286382873828838289382903829138292382933829438295382963829738298382993830038301383023830338304383053830638307383083830938310383113831238313383143831538316383173831838319383203832138322383233832438325383263832738328383293833038331383323833338334383353833638337383383833938340383413834238343383443834538346383473834838349383503835138352383533835438355383563835738358383593836038361383623836338364383653836638367383683836938370383713837238373383743837538376383773837838379383803838138382383833838438385383863838738388383893839038391383923839338394383953839638397383983839938400384013840238403384043840538406384073840838409384103841138412384133841438415384163841738418384193842038421384223842338424384253842638427384283842938430384313843238433384343843538436384373843838439384403844138442384433844438445384463844738448384493845038451384523845338454384553845638457384583845938460384613846238463384643846538466384673846838469384703847138472384733847438475384763847738478384793848038481384823848338484384853848638487384883848938490384913849238493384943849538496384973849838499385003850138502385033850438505385063850738508385093851038511385123851338514385153851638517385183851938520385213852238523385243852538526385273852838529385303853138532385333853438535385363853738538385393854038541385423854338544385453854638547385483854938550385513855238553385543855538556385573855838559385603856138562385633856438565385663856738568385693857038571385723857338574385753857638577385783857938580385813858238583385843858538586385873858838589385903859138592385933859438595385963859738598385993860038601386023860338604386053860638607386083860938610386113861238613386143861538616386173861838619386203862138622386233862438625386263862738628386293863038631386323863338634386353863638637386383863938640386413864238643386443864538646386473864838649386503865138652386533865438655386563865738658386593866038661386623866338664386653866638667386683866938670386713867238673386743867538676386773867838679386803868138682386833868438685386863868738688386893869038691386923869338694386953869638697386983869938700387013870238703387043870538706387073870838709387103871138712387133871438715387163871738718387193872038721387223872338724387253872638727387283872938730387313873238733387343873538736387373873838739387403874138742387433874438745387463874738748387493875038751387523875338754387553875638757387583875938760387613876238763387643876538766387673876838769387703877138772387733877438775387763877738778387793878038781387823878338784387853878638787387883878938790387913879238793387943879538796387973879838799388003880138802388033880438805388063880738808388093881038811388123881338814388153881638817388183881938820388213882238823388243882538826388273882838829388303883138832388333883438835388363883738838388393884038841388423884338844388453884638847388483884938850388513885238853388543885538856388573885838859388603886138862388633886438865388663886738868388693887038871388723887338874388753887638877388783887938880388813888238883388843888538886388873888838889388903889138892388933889438895388963889738898388993890038901389023890338904389053890638907389083890938910389113891238913389143891538916389173891838919389203892138922389233892438925389263892738928389293893038931389323893338934389353893638937389383893938940389413894238943389443894538946389473894838949389503895138952389533895438955389563895738958389593896038961389623896338964389653896638967389683896938970389713897238973389743897538976389773897838979389803898138982389833898438985389863898738988389893899038991389923899338994389953899638997389983899939000390013900239003390043900539006390073900839009390103901139012390133901439015390163901739018390193902039021390223902339024390253902639027390283902939030390313903239033390343903539036390373903839039390403904139042390433904439045390463904739048390493905039051390523905339054390553905639057390583905939060390613906239063390643906539066390673906839069390703907139072390733907439075390763907739078390793908039081390823908339084390853908639087390883908939090390913909239093390943909539096390973909839099391003910139102391033910439105391063910739108391093911039111391123911339114391153911639117391183911939120391213912239123391243912539126391273912839129391303913139132391333913439135391363913739138391393914039141391423914339144391453914639147391483914939150391513915239153391543915539156391573915839159391603916139162391633916439165391663916739168391693917039171391723917339174391753917639177391783917939180391813918239183391843918539186391873918839189391903919139192391933919439195391963919739198391993920039201392023920339204392053920639207392083920939210392113921239213392143921539216392173921839219392203922139222392233922439225392263922739228392293923039231392323923339234392353923639237392383923939240392413924239243392443924539246392473924839249392503925139252392533925439255392563925739258392593926039261392623926339264392653926639267392683926939270392713927239273392743927539276392773927839279392803928139282392833928439285392863928739288392893929039291392923929339294392953929639297392983929939300393013930239303393043930539306393073930839309393103931139312393133931439315393163931739318393193932039321393223932339324393253932639327393283932939330393313933239333393343933539336393373933839339393403934139342393433934439345393463934739348393493935039351393523935339354393553935639357393583935939360393613936239363393643936539366393673936839369393703937139372393733937439375393763937739378393793938039381393823938339384393853938639387393883938939390393913939239393393943939539396393973939839399394003940139402394033940439405394063940739408394093941039411394123941339414394153941639417394183941939420394213942239423394243942539426394273942839429394303943139432394333943439435394363943739438394393944039441394423944339444394453944639447394483944939450394513945239453394543945539456394573945839459394603946139462394633946439465394663946739468394693947039471394723947339474394753947639477394783947939480394813948239483394843948539486394873948839489394903949139492394933949439495394963949739498394993950039501395023950339504395053950639507395083950939510395113951239513395143951539516395173951839519395203952139522395233952439525395263952739528395293953039531395323953339534395353953639537395383953939540395413954239543395443954539546395473954839549395503955139552395533955439555395563955739558395593956039561395623956339564395653956639567395683956939570395713957239573395743957539576395773957839579395803958139582395833958439585395863958739588395893959039591395923959339594395953959639597395983959939600396013960239603396043960539606396073960839609396103961139612396133961439615396163961739618396193962039621396223962339624396253962639627396283962939630396313963239633396343963539636396373963839639396403964139642396433964439645396463964739648396493965039651396523965339654396553965639657396583965939660396613966239663396643966539666396673966839669396703967139672396733967439675396763967739678396793968039681396823968339684396853968639687396883968939690396913969239693396943969539696396973969839699397003970139702397033970439705397063970739708397093971039711397123971339714397153971639717397183971939720397213972239723397243972539726397273972839729397303973139732397333973439735397363973739738397393974039741397423974339744397453974639747397483974939750397513975239753397543975539756397573975839759397603976139762397633976439765397663976739768397693977039771397723977339774397753977639777397783977939780397813978239783397843978539786397873978839789397903979139792397933979439795397963979739798397993980039801398023980339804398053980639807398083980939810398113981239813398143981539816398173981839819398203982139822398233982439825398263982739828398293983039831398323983339834398353983639837398383983939840398413984239843398443984539846398473984839849398503985139852398533985439855398563985739858398593986039861398623986339864398653986639867398683986939870398713987239873398743987539876398773987839879398803988139882398833988439885398863988739888398893989039891398923989339894398953989639897398983989939900399013990239903399043990539906399073990839909399103991139912399133991439915399163991739918399193992039921399223992339924399253992639927399283992939930399313993239933399343993539936399373993839939399403994139942399433994439945399463994739948399493995039951399523995339954399553995639957399583995939960399613996239963399643996539966399673996839969399703997139972399733997439975399763997739978399793998039981399823998339984399853998639987399883998939990399913999239993399943999539996399973999839999400004000140002400034000440005400064000740008400094001040011400124001340014400154001640017400184001940020400214002240023400244002540026400274002840029400304003140032400334003440035400364003740038400394004040041400424004340044400454004640047400484004940050400514005240053400544005540056400574005840059400604006140062400634006440065400664006740068400694007040071400724007340074400754007640077400784007940080400814008240083400844008540086400874008840089400904009140092400934009440095400964009740098400994010040101401024010340104401054010640107401084010940110401114011240113401144011540116401174011840119401204012140122401234012440125401264012740128401294013040131401324013340134401354013640137401384013940140401414014240143401444014540146401474014840149401504015140152401534015440155401564015740158401594016040161401624016340164401654016640167401684016940170401714017240173401744017540176401774017840179401804018140182401834018440185401864018740188401894019040191401924019340194401954019640197401984019940200402014020240203402044020540206402074020840209402104021140212402134021440215402164021740218402194022040221402224022340224402254022640227402284022940230402314023240233402344023540236402374023840239402404024140242402434024440245402464024740248402494025040251402524025340254402554025640257402584025940260402614026240263402644026540266402674026840269402704027140272402734027440275402764027740278402794028040281402824028340284402854028640287402884028940290402914029240293402944029540296402974029840299403004030140302403034030440305403064030740308403094031040311403124031340314403154031640317403184031940320403214032240323403244032540326403274032840329403304033140332403334033440335403364033740338403394034040341403424034340344403454034640347403484034940350403514035240353403544035540356403574035840359403604036140362403634036440365403664036740368403694037040371403724037340374403754037640377403784037940380403814038240383403844038540386403874038840389403904039140392403934039440395403964039740398403994040040401404024040340404404054040640407404084040940410404114041240413404144041540416404174041840419404204042140422404234042440425404264042740428404294043040431404324043340434404354043640437404384043940440404414044240443404444044540446404474044840449404504045140452404534045440455404564045740458404594046040461404624046340464404654046640467404684046940470404714047240473404744047540476404774047840479404804048140482404834048440485404864048740488404894049040491404924049340494404954049640497404984049940500405014050240503405044050540506405074050840509405104051140512405134051440515405164051740518405194052040521405224052340524405254052640527405284052940530405314053240533405344053540536405374053840539405404054140542405434054440545405464054740548405494055040551405524055340554405554055640557405584055940560405614056240563405644056540566405674056840569405704057140572405734057440575405764057740578405794058040581405824058340584405854058640587405884058940590405914059240593405944059540596405974059840599406004060140602406034060440605406064060740608406094061040611406124061340614406154061640617406184061940620406214062240623406244062540626406274062840629406304063140632406334063440635406364063740638406394064040641406424064340644406454064640647406484064940650406514065240653406544065540656406574065840659406604066140662406634066440665406664066740668406694067040671406724067340674406754067640677406784067940680406814068240683406844068540686406874068840689406904069140692406934069440695406964069740698406994070040701407024070340704407054070640707407084070940710407114071240713407144071540716407174071840719407204072140722407234072440725407264072740728407294073040731407324073340734407354073640737407384073940740407414074240743407444074540746407474074840749407504075140752407534075440755407564075740758407594076040761407624076340764407654076640767407684076940770407714077240773407744077540776407774077840779407804078140782407834078440785407864078740788407894079040791407924079340794407954079640797407984079940800408014080240803408044080540806408074080840809408104081140812408134081440815408164081740818408194082040821408224082340824408254082640827408284082940830408314083240833408344083540836408374083840839408404084140842408434084440845408464084740848408494085040851408524085340854408554085640857408584085940860408614086240863408644086540866408674086840869408704087140872408734087440875408764087740878408794088040881408824088340884408854088640887408884088940890408914089240893408944089540896408974089840899409004090140902409034090440905409064090740908409094091040911409124091340914409154091640917409184091940920409214092240923409244092540926409274092840929409304093140932409334093440935409364093740938409394094040941409424094340944409454094640947409484094940950409514095240953409544095540956409574095840959409604096140962409634096440965409664096740968409694097040971409724097340974409754097640977409784097940980409814098240983409844098540986409874098840989409904099140992409934099440995409964099740998409994100041001410024100341004410054100641007410084100941010410114101241013410144101541016410174101841019410204102141022410234102441025410264102741028410294103041031410324103341034410354103641037410384103941040410414104241043410444104541046410474104841049410504105141052410534105441055410564105741058410594106041061410624106341064410654106641067410684106941070410714107241073410744107541076410774107841079410804108141082410834108441085410864108741088410894109041091410924109341094410954109641097410984109941100411014110241103411044110541106411074110841109411104111141112411134111441115411164111741118411194112041121411224112341124411254112641127411284112941130411314113241133411344113541136411374113841139411404114141142411434114441145411464114741148411494115041151411524115341154411554115641157411584115941160411614116241163411644116541166411674116841169411704117141172411734117441175411764117741178411794118041181411824118341184411854118641187411884118941190411914119241193411944119541196411974119841199412004120141202412034120441205412064120741208412094121041211412124121341214412154121641217412184121941220412214122241223412244122541226412274122841229412304123141232412334123441235412364123741238412394124041241412424124341244412454124641247412484124941250412514125241253412544125541256412574125841259412604126141262412634126441265412664126741268412694127041271412724127341274412754127641277412784127941280412814128241283412844128541286412874128841289412904129141292412934129441295412964129741298412994130041301413024130341304413054130641307413084130941310413114131241313413144131541316413174131841319413204132141322413234132441325413264132741328413294133041331413324133341334413354133641337413384133941340413414134241343413444134541346413474134841349413504135141352413534135441355413564135741358413594136041361413624136341364413654136641367413684136941370413714137241373413744137541376413774137841379413804138141382413834138441385413864138741388413894139041391413924139341394413954139641397413984139941400414014140241403414044140541406414074140841409414104141141412414134141441415414164141741418414194142041421414224142341424414254142641427414284142941430414314143241433414344143541436414374143841439414404144141442414434144441445414464144741448414494145041451414524145341454414554145641457414584145941460414614146241463414644146541466414674146841469414704147141472414734147441475414764147741478414794148041481414824148341484414854148641487414884148941490414914149241493414944149541496414974149841499415004150141502415034150441505415064150741508415094151041511415124151341514415154151641517415184151941520415214152241523415244152541526415274152841529415304153141532415334153441535415364153741538415394154041541415424154341544415454154641547415484154941550415514155241553415544155541556415574155841559415604156141562415634156441565415664156741568415694157041571415724157341574415754157641577415784157941580415814158241583415844158541586415874158841589415904159141592415934159441595415964159741598415994160041601416024160341604416054160641607416084160941610416114161241613416144161541616416174161841619416204162141622416234162441625416264162741628416294163041631416324163341634416354163641637416384163941640416414164241643416444164541646416474164841649416504165141652416534165441655416564165741658416594166041661416624166341664416654166641667416684166941670416714167241673416744167541676416774167841679416804168141682416834168441685416864168741688416894169041691416924169341694416954169641697416984169941700417014170241703417044170541706417074170841709417104171141712417134171441715417164171741718417194172041721417224172341724417254172641727417284172941730417314173241733417344173541736417374173841739417404174141742417434174441745417464174741748417494175041751417524175341754417554175641757417584175941760417614176241763417644176541766417674176841769417704177141772417734177441775417764177741778417794178041781417824178341784417854178641787417884178941790417914179241793417944179541796417974179841799418004180141802418034180441805418064180741808418094181041811418124181341814418154181641817418184181941820418214182241823418244182541826418274182841829418304183141832418334183441835418364183741838418394184041841418424184341844418454184641847418484184941850418514185241853418544185541856418574185841859418604186141862418634186441865418664186741868418694187041871418724187341874418754187641877418784187941880418814188241883418844188541886418874188841889418904189141892418934189441895418964189741898418994190041901419024190341904419054190641907419084190941910419114191241913419144191541916419174191841919419204192141922419234192441925419264192741928419294193041931419324193341934419354193641937419384193941940419414194241943419444194541946419474194841949419504195141952419534195441955419564195741958419594196041961419624196341964419654196641967419684196941970419714197241973419744197541976419774197841979419804198141982419834198441985419864198741988419894199041991419924199341994419954199641997419984199942000420014200242003420044200542006420074200842009420104201142012420134201442015420164201742018420194202042021420224202342024420254202642027420284202942030420314203242033420344203542036420374203842039420404204142042420434204442045420464204742048420494205042051420524205342054420554205642057420584205942060420614206242063420644206542066420674206842069420704207142072420734207442075420764207742078420794208042081420824208342084420854208642087420884208942090420914209242093420944209542096420974209842099421004210142102421034210442105421064210742108421094211042111421124211342114421154211642117421184211942120421214212242123421244212542126421274212842129421304213142132421334213442135421364213742138421394214042141421424214342144421454214642147421484214942150421514215242153421544215542156421574215842159421604216142162421634216442165421664216742168421694217042171421724217342174421754217642177421784217942180421814218242183421844218542186421874218842189421904219142192421934219442195421964219742198421994220042201422024220342204422054220642207422084220942210422114221242213422144221542216422174221842219422204222142222422234222442225422264222742228422294223042231422324223342234422354223642237422384223942240422414224242243422444224542246422474224842249422504225142252422534225442255422564225742258422594226042261422624226342264422654226642267422684226942270422714227242273422744227542276422774227842279422804228142282422834228442285422864228742288422894229042291422924229342294422954229642297422984229942300423014230242303423044230542306423074230842309423104231142312423134231442315423164231742318423194232042321423224232342324423254232642327423284232942330423314233242333423344233542336423374233842339423404234142342423434234442345423464234742348423494235042351423524235342354423554235642357423584235942360423614236242363423644236542366423674236842369423704237142372423734237442375423764237742378423794238042381423824238342384423854238642387423884238942390423914239242393423944239542396423974239842399424004240142402424034240442405424064240742408424094241042411424124241342414424154241642417424184241942420424214242242423424244242542426424274242842429424304243142432424334243442435424364243742438424394244042441424424244342444424454244642447424484244942450424514245242453424544245542456424574245842459424604246142462424634246442465424664246742468424694247042471424724247342474424754247642477424784247942480424814248242483424844248542486424874248842489424904249142492424934249442495424964249742498424994250042501425024250342504425054250642507425084250942510425114251242513425144251542516425174251842519425204252142522425234252442525425264252742528425294253042531425324253342534425354253642537425384253942540425414254242543425444254542546425474254842549425504255142552425534255442555425564255742558425594256042561425624256342564425654256642567425684256942570425714257242573425744257542576425774257842579425804258142582425834258442585425864258742588425894259042591425924259342594425954259642597425984259942600426014260242603426044260542606426074260842609426104261142612426134261442615426164261742618426194262042621426224262342624426254262642627426284262942630426314263242633426344263542636426374263842639426404264142642426434264442645426464264742648426494265042651426524265342654426554265642657426584265942660426614266242663426644266542666426674266842669426704267142672426734267442675426764267742678426794268042681426824268342684426854268642687426884268942690426914269242693426944269542696426974269842699427004270142702427034270442705427064270742708427094271042711427124271342714427154271642717427184271942720427214272242723427244272542726427274272842729427304273142732427334273442735427364273742738427394274042741427424274342744427454274642747427484274942750427514275242753427544275542756427574275842759427604276142762427634276442765427664276742768427694277042771427724277342774427754277642777427784277942780427814278242783427844278542786427874278842789427904279142792427934279442795427964279742798427994280042801428024280342804428054280642807428084280942810428114281242813428144281542816428174281842819428204282142822428234282442825428264282742828428294283042831428324283342834428354283642837428384283942840428414284242843428444284542846428474284842849428504285142852428534285442855428564285742858428594286042861428624286342864428654286642867428684286942870428714287242873428744287542876428774287842879428804288142882428834288442885428864288742888428894289042891428924289342894428954289642897428984289942900429014290242903429044290542906429074290842909429104291142912429134291442915429164291742918429194292042921429224292342924429254292642927429284292942930429314293242933429344293542936429374293842939429404294142942429434294442945429464294742948429494295042951429524295342954429554295642957429584295942960429614296242963429644296542966429674296842969429704297142972429734297442975429764297742978429794298042981429824298342984429854298642987429884298942990429914299242993429944299542996429974299842999430004300143002430034300443005430064300743008430094301043011430124301343014430154301643017430184301943020430214302243023430244302543026430274302843029430304303143032430334303443035430364303743038430394304043041430424304343044430454304643047430484304943050430514305243053430544305543056430574305843059430604306143062430634306443065430664306743068430694307043071430724307343074430754307643077430784307943080430814308243083430844308543086430874308843089430904309143092430934309443095430964309743098430994310043101431024310343104431054310643107431084310943110431114311243113431144311543116431174311843119431204312143122431234312443125431264312743128431294313043131431324313343134431354313643137431384313943140431414314243143431444314543146431474314843149431504315143152431534315443155431564315743158431594316043161431624316343164431654316643167431684316943170431714317243173431744317543176431774317843179431804318143182431834318443185431864318743188431894319043191431924319343194431954319643197431984319943200432014320243203432044320543206432074320843209432104321143212432134321443215432164321743218432194322043221432224322343224432254322643227432284322943230432314323243233432344323543236432374323843239432404324143242432434324443245432464324743248432494325043251432524325343254432554325643257432584325943260432614326243263432644326543266432674326843269432704327143272432734327443275432764327743278432794328043281432824328343284432854328643287432884328943290432914329243293432944329543296432974329843299433004330143302433034330443305433064330743308433094331043311433124331343314433154331643317433184331943320433214332243323433244332543326433274332843329433304333143332433334333443335433364333743338433394334043341433424334343344433454334643347433484334943350433514335243353433544335543356433574335843359433604336143362433634336443365433664336743368433694337043371433724337343374433754337643377433784337943380433814338243383433844338543386433874338843389433904339143392433934339443395433964339743398433994340043401434024340343404434054340643407434084340943410434114341243413434144341543416434174341843419434204342143422434234342443425434264342743428434294343043431434324343343434434354343643437434384343943440434414344243443434444344543446434474344843449434504345143452434534345443455434564345743458434594346043461434624346343464434654346643467434684346943470434714347243473434744347543476434774347843479434804348143482434834348443485434864348743488434894349043491434924349343494434954349643497434984349943500435014350243503435044350543506435074350843509435104351143512435134351443515435164351743518435194352043521435224352343524435254352643527435284352943530435314353243533435344353543536435374353843539435404354143542435434354443545435464354743548435494355043551435524355343554435554355643557435584355943560435614356243563435644356543566435674356843569435704357143572435734357443575435764357743578435794358043581435824358343584435854358643587435884358943590435914359243593435944359543596435974359843599436004360143602436034360443605436064360743608436094361043611436124361343614436154361643617436184361943620436214362243623436244362543626436274362843629436304363143632436334363443635436364363743638436394364043641436424364343644436454364643647436484364943650436514365243653436544365543656436574365843659436604366143662436634366443665436664366743668436694367043671436724367343674436754367643677436784367943680436814368243683436844368543686436874368843689436904369143692436934369443695436964369743698436994370043701437024370343704437054370643707437084370943710437114371243713437144371543716437174371843719437204372143722437234372443725437264372743728437294373043731437324373343734437354373643737437384373943740437414374243743437444374543746437474374843749437504375143752437534375443755437564375743758437594376043761437624376343764437654376643767437684376943770437714377243773437744377543776437774377843779437804378143782437834378443785437864378743788437894379043791437924379343794437954379643797437984379943800438014380243803438044380543806438074380843809438104381143812438134381443815438164381743818438194382043821438224382343824438254382643827438284382943830438314383243833438344383543836438374383843839438404384143842438434384443845438464384743848438494385043851438524385343854438554385643857438584385943860438614386243863438644386543866438674386843869438704387143872438734387443875438764387743878438794388043881438824388343884438854388643887438884388943890438914389243893438944389543896438974389843899439004390143902439034390443905439064390743908439094391043911439124391343914439154391643917439184391943920439214392243923439244392543926439274392843929439304393143932439334393443935439364393743938439394394043941439424394343944439454394643947439484394943950439514395243953439544395543956439574395843959439604396143962439634396443965439664396743968439694397043971439724397343974439754397643977439784397943980439814398243983439844398543986439874398843989439904399143992439934399443995439964399743998439994400044001440024400344004440054400644007440084400944010440114401244013440144401544016440174401844019440204402144022440234402444025440264402744028440294403044031440324403344034440354403644037440384403944040440414404244043440444404544046440474404844049440504405144052440534405444055440564405744058440594406044061440624406344064440654406644067440684406944070440714407244073440744407544076440774407844079440804408144082440834408444085440864408744088440894409044091440924409344094440954409644097440984409944100441014410244103441044410544106441074410844109441104411144112441134411444115441164411744118441194412044121441224412344124441254412644127441284412944130441314413244133441344413544136441374413844139441404414144142441434414444145441464414744148441494415044151441524415344154441554415644157441584415944160441614416244163441644416544166441674416844169441704417144172441734417444175441764417744178441794418044181441824418344184441854418644187441884418944190441914419244193441944419544196441974419844199442004420144202442034420444205442064420744208442094421044211442124421344214442154421644217442184421944220442214422244223442244422544226442274422844229442304423144232442334423444235442364423744238442394424044241442424424344244442454424644247442484424944250442514425244253442544425544256442574425844259442604426144262442634426444265442664426744268442694427044271442724427344274442754427644277442784427944280442814428244283442844428544286442874428844289442904429144292442934429444295442964429744298442994430044301443024430344304443054430644307443084430944310443114431244313443144431544316443174431844319443204432144322443234432444325443264432744328443294433044331443324433344334443354433644337443384433944340443414434244343443444434544346443474434844349443504435144352443534435444355443564435744358443594436044361443624436344364443654436644367443684436944370443714437244373443744437544376443774437844379443804438144382443834438444385443864438744388443894439044391443924439344394443954439644397443984439944400444014440244403444044440544406444074440844409444104441144412444134441444415444164441744418444194442044421444224442344424444254442644427444284442944430444314443244433444344443544436444374443844439444404444144442444434444444445444464444744448444494445044451444524445344454444554445644457444584445944460444614446244463444644446544466444674446844469444704447144472444734447444475444764447744478444794448044481444824448344484444854448644487444884448944490444914449244493444944449544496444974449844499445004450144502445034450444505445064450744508445094451044511445124451344514445154451644517445184451944520445214452244523445244452544526445274452844529445304453144532445334453444535445364453744538445394454044541445424454344544445454454644547445484454944550445514455244553445544455544556445574455844559445604456144562445634456444565445664456744568445694457044571445724457344574445754457644577445784457944580445814458244583445844458544586445874458844589445904459144592445934459444595445964459744598445994460044601446024460344604446054460644607446084460944610446114461244613446144461544616446174461844619446204462144622446234462444625446264462744628446294463044631446324463344634446354463644637446384463944640446414464244643446444464544646446474464844649446504465144652446534465444655446564465744658446594466044661446624466344664446654466644667446684466944670446714467244673446744467544676446774467844679446804468144682446834468444685446864468744688446894469044691446924469344694446954469644697446984469944700447014470244703447044470544706447074470844709447104471144712447134471444715447164471744718447194472044721447224472344724447254472644727447284472944730447314473244733447344473544736447374473844739447404474144742447434474444745447464474744748447494475044751447524475344754447554475644757447584475944760447614476244763447644476544766447674476844769447704477144772447734477444775447764477744778447794478044781447824478344784447854478644787447884478944790447914479244793447944479544796447974479844799448004480144802448034480444805448064480744808448094481044811448124481344814448154481644817448184481944820448214482244823448244482544826448274482844829448304483144832448334483444835448364483744838448394484044841448424484344844448454484644847448484484944850448514485244853448544485544856448574485844859448604486144862448634486444865448664486744868448694487044871448724487344874448754487644877448784487944880448814488244883448844488544886448874488844889448904489144892448934489444895448964489744898448994490044901449024490344904449054490644907449084490944910449114491244913449144491544916449174491844919449204492144922449234492444925449264492744928449294493044931449324493344934449354493644937449384493944940449414494244943449444494544946449474494844949449504495144952449534495444955449564495744958449594496044961449624496344964449654496644967449684496944970449714497244973449744497544976449774497844979449804498144982449834498444985449864498744988449894499044991449924499344994449954499644997449984499945000450014500245003450044500545006450074500845009450104501145012450134501445015450164501745018450194502045021450224502345024450254502645027450284502945030450314503245033450344503545036450374503845039450404504145042450434504445045450464504745048450494505045051450524505345054450554505645057450584505945060450614506245063450644506545066450674506845069450704507145072450734507445075450764507745078450794508045081450824508345084450854508645087450884508945090450914509245093450944509545096450974509845099451004510145102451034510445105451064510745108451094511045111451124511345114451154511645117451184511945120451214512245123451244512545126451274512845129451304513145132451334513445135451364513745138451394514045141451424514345144451454514645147451484514945150451514515245153451544515545156451574515845159451604516145162451634516445165451664516745168451694517045171451724517345174451754517645177451784517945180451814518245183451844518545186451874518845189451904519145192451934519445195451964519745198451994520045201452024520345204452054520645207452084520945210452114521245213452144521545216452174521845219452204522145222452234522445225452264522745228452294523045231452324523345234452354523645237452384523945240452414524245243452444524545246452474524845249452504525145252452534525445255452564525745258452594526045261452624526345264452654526645267452684526945270452714527245273452744527545276452774527845279452804528145282452834528445285452864528745288452894529045291452924529345294452954529645297452984529945300453014530245303453044530545306453074530845309453104531145312453134531445315453164531745318453194532045321453224532345324453254532645327453284532945330453314533245333453344533545336453374533845339453404534145342453434534445345453464534745348453494535045351453524535345354453554535645357453584535945360453614536245363453644536545366453674536845369453704537145372453734537445375453764537745378453794538045381453824538345384453854538645387453884538945390453914539245393453944539545396453974539845399454004540145402454034540445405454064540745408454094541045411454124541345414454154541645417454184541945420454214542245423454244542545426454274542845429454304543145432454334543445435454364543745438454394544045441454424544345444454454544645447454484544945450454514545245453454544545545456454574545845459454604546145462454634546445465454664546745468454694547045471454724547345474454754547645477454784547945480454814548245483454844548545486454874548845489454904549145492454934549445495454964549745498454994550045501455024550345504455054550645507455084550945510455114551245513455144551545516455174551845519455204552145522455234552445525455264552745528455294553045531455324553345534455354553645537455384553945540455414554245543455444554545546455474554845549455504555145552455534555445555455564555745558455594556045561455624556345564455654556645567455684556945570455714557245573455744557545576455774557845579455804558145582455834558445585455864558745588455894559045591455924559345594455954559645597455984559945600456014560245603456044560545606456074560845609456104561145612456134561445615456164561745618456194562045621456224562345624456254562645627456284562945630456314563245633456344563545636456374563845639456404564145642456434564445645456464564745648456494565045651456524565345654456554565645657456584565945660456614566245663456644566545666456674566845669456704567145672456734567445675456764567745678456794568045681456824568345684456854568645687456884568945690456914569245693456944569545696456974569845699457004570145702457034570445705457064570745708457094571045711457124571345714457154571645717457184571945720457214572245723457244572545726457274572845729457304573145732457334573445735457364573745738457394574045741457424574345744457454574645747457484574945750457514575245753457544575545756457574575845759457604576145762457634576445765457664576745768457694577045771457724577345774457754577645777457784577945780457814578245783457844578545786457874578845789457904579145792457934579445795457964579745798457994580045801458024580345804458054580645807458084580945810458114581245813458144581545816458174581845819458204582145822458234582445825458264582745828458294583045831458324583345834458354583645837458384583945840458414584245843458444584545846458474584845849458504585145852458534585445855458564585745858458594586045861458624586345864458654586645867458684586945870458714587245873458744587545876458774587845879458804588145882458834588445885458864588745888458894589045891458924589345894458954589645897458984589945900459014590245903459044590545906459074590845909459104591145912459134591445915459164591745918459194592045921459224592345924459254592645927459284592945930459314593245933459344593545936459374593845939459404594145942459434594445945459464594745948459494595045951459524595345954459554595645957459584595945960459614596245963459644596545966459674596845969459704597145972459734597445975459764597745978459794598045981459824598345984459854598645987459884598945990459914599245993459944599545996459974599845999460004600146002460034600446005460064600746008460094601046011460124601346014460154601646017460184601946020460214602246023460244602546026460274602846029460304603146032460334603446035460364603746038460394604046041460424604346044460454604646047460484604946050460514605246053460544605546056460574605846059460604606146062460634606446065460664606746068460694607046071460724607346074460754607646077460784607946080460814608246083460844608546086460874608846089460904609146092460934609446095460964609746098460994610046101461024610346104461054610646107461084610946110461114611246113461144611546116461174611846119461204612146122461234612446125461264612746128461294613046131461324613346134461354613646137461384613946140461414614246143461444614546146461474614846149461504615146152461534615446155461564615746158461594616046161461624616346164461654616646167461684616946170461714617246173461744617546176461774617846179461804618146182461834618446185461864618746188461894619046191461924619346194461954619646197461984619946200462014620246203462044620546206462074620846209462104621146212462134621446215462164621746218462194622046221462224622346224462254622646227462284622946230462314623246233462344623546236462374623846239462404624146242462434624446245462464624746248462494625046251462524625346254462554625646257462584625946260462614626246263462644626546266462674626846269462704627146272462734627446275462764627746278462794628046281462824628346284462854628646287462884628946290462914629246293462944629546296462974629846299463004630146302463034630446305463064630746308463094631046311463124631346314463154631646317463184631946320463214632246323463244632546326463274632846329463304633146332463334633446335463364633746338463394634046341463424634346344463454634646347463484634946350463514635246353463544635546356463574635846359463604636146362463634636446365463664636746368463694637046371463724637346374463754637646377463784637946380463814638246383463844638546386463874638846389463904639146392463934639446395463964639746398463994640046401464024640346404464054640646407464084640946410464114641246413464144641546416464174641846419464204642146422464234642446425464264642746428464294643046431464324643346434464354643646437464384643946440464414644246443464444644546446464474644846449464504645146452464534645446455464564645746458464594646046461464624646346464464654646646467464684646946470464714647246473464744647546476464774647846479464804648146482464834648446485464864648746488464894649046491464924649346494464954649646497464984649946500465014650246503465044650546506465074650846509465104651146512465134651446515465164651746518465194652046521465224652346524465254652646527465284652946530465314653246533465344653546536465374653846539465404654146542465434654446545465464654746548465494655046551465524655346554465554655646557465584655946560465614656246563465644656546566465674656846569465704657146572465734657446575465764657746578465794658046581465824658346584465854658646587465884658946590465914659246593465944659546596465974659846599466004660146602466034660446605466064660746608466094661046611466124661346614466154661646617466184661946620466214662246623466244662546626466274662846629466304663146632466334663446635466364663746638466394664046641466424664346644466454664646647466484664946650466514665246653466544665546656466574665846659466604666146662466634666446665466664666746668466694667046671466724667346674466754667646677466784667946680466814668246683466844668546686466874668846689466904669146692466934669446695466964669746698466994670046701467024670346704467054670646707467084670946710467114671246713467144671546716467174671846719467204672146722467234672446725467264672746728467294673046731467324673346734467354673646737467384673946740467414674246743467444674546746467474674846749467504675146752467534675446755467564675746758467594676046761467624676346764467654676646767467684676946770467714677246773467744677546776467774677846779467804678146782467834678446785467864678746788467894679046791467924679346794467954679646797467984679946800468014680246803468044680546806468074680846809468104681146812468134681446815468164681746818468194682046821468224682346824468254682646827468284682946830468314683246833468344683546836468374683846839468404684146842468434684446845468464684746848468494685046851468524685346854468554685646857468584685946860468614686246863468644686546866468674686846869468704687146872468734687446875468764687746878468794688046881468824688346884468854688646887468884688946890468914689246893468944689546896468974689846899469004690146902469034690446905469064690746908469094691046911469124691346914469154691646917469184691946920469214692246923469244692546926469274692846929469304693146932469334693446935469364693746938469394694046941469424694346944469454694646947469484694946950469514695246953469544695546956469574695846959469604696146962469634696446965469664696746968469694697046971469724697346974469754697646977469784697946980469814698246983469844698546986469874698846989469904699146992469934699446995469964699746998469994700047001470024700347004470054700647007470084700947010470114701247013470144701547016470174701847019470204702147022470234702447025470264702747028470294703047031470324703347034470354703647037470384703947040470414704247043470444704547046470474704847049470504705147052470534705447055470564705747058470594706047061470624706347064470654706647067470684706947070470714707247073470744707547076470774707847079470804708147082470834708447085470864708747088470894709047091470924709347094470954709647097470984709947100471014710247103471044710547106471074710847109471104711147112471134711447115471164711747118471194712047121471224712347124471254712647127471284712947130471314713247133471344713547136471374713847139471404714147142471434714447145471464714747148471494715047151471524715347154471554715647157471584715947160471614716247163471644716547166471674716847169471704717147172471734717447175471764717747178471794718047181471824718347184471854718647187471884718947190471914719247193471944719547196471974719847199472004720147202472034720447205472064720747208472094721047211472124721347214472154721647217472184721947220472214722247223472244722547226472274722847229472304723147232472334723447235472364723747238472394724047241472424724347244472454724647247472484724947250472514725247253472544725547256472574725847259472604726147262472634726447265472664726747268472694727047271472724727347274472754727647277472784727947280472814728247283472844728547286472874728847289472904729147292472934729447295472964729747298472994730047301473024730347304473054730647307473084730947310473114731247313473144731547316473174731847319473204732147322473234732447325473264732747328473294733047331473324733347334473354733647337473384733947340473414734247343473444734547346473474734847349473504735147352473534735447355473564735747358473594736047361473624736347364473654736647367473684736947370473714737247373473744737547376473774737847379473804738147382473834738447385473864738747388473894739047391473924739347394473954739647397473984739947400474014740247403474044740547406474074740847409474104741147412474134741447415474164741747418474194742047421474224742347424474254742647427474284742947430474314743247433474344743547436474374743847439474404744147442474434744447445474464744747448474494745047451474524745347454474554745647457474584745947460474614746247463474644746547466474674746847469474704747147472474734747447475474764747747478474794748047481474824748347484474854748647487474884748947490474914749247493474944749547496474974749847499475004750147502475034750447505475064750747508475094751047511475124751347514475154751647517475184751947520475214752247523475244752547526475274752847529475304753147532475334753447535475364753747538475394754047541475424754347544475454754647547475484754947550475514755247553475544755547556475574755847559475604756147562475634756447565475664756747568475694757047571475724757347574475754757647577475784757947580475814758247583475844758547586475874758847589475904759147592475934759447595475964759747598475994760047601476024760347604476054760647607476084760947610476114761247613476144761547616476174761847619476204762147622476234762447625476264762747628476294763047631476324763347634476354763647637476384763947640476414764247643476444764547646476474764847649476504765147652476534765447655476564765747658476594766047661476624766347664476654766647667476684766947670476714767247673476744767547676476774767847679476804768147682476834768447685476864768747688476894769047691476924769347694476954769647697476984769947700477014770247703477044770547706477074770847709477104771147712477134771447715477164771747718477194772047721477224772347724477254772647727477284772947730477314773247733477344773547736477374773847739477404774147742477434774447745477464774747748477494775047751477524775347754477554775647757477584775947760477614776247763477644776547766477674776847769477704777147772477734777447775477764777747778477794778047781477824778347784477854778647787477884778947790477914779247793477944779547796477974779847799478004780147802478034780447805478064780747808478094781047811478124781347814478154781647817478184781947820478214782247823478244782547826478274782847829478304783147832478334783447835478364783747838478394784047841478424784347844478454784647847478484784947850478514785247853478544785547856478574785847859478604786147862478634786447865478664786747868478694787047871478724787347874478754787647877478784787947880478814788247883478844788547886478874788847889478904789147892478934789447895478964789747898478994790047901479024790347904479054790647907479084790947910479114791247913479144791547916479174791847919479204792147922479234792447925479264792747928479294793047931479324793347934479354793647937479384793947940479414794247943479444794547946479474794847949479504795147952479534795447955479564795747958479594796047961479624796347964479654796647967479684796947970479714797247973479744797547976479774797847979479804798147982479834798447985479864798747988479894799047991479924799347994479954799647997479984799948000480014800248003480044800548006480074800848009480104801148012480134801448015480164801748018480194802048021480224802348024480254802648027480284802948030480314803248033480344803548036480374803848039480404804148042480434804448045480464804748048480494805048051480524805348054480554805648057480584805948060480614806248063480644806548066480674806848069480704807148072480734807448075480764807748078480794808048081480824808348084480854808648087480884808948090480914809248093480944809548096480974809848099481004810148102481034810448105481064810748108481094811048111481124811348114481154811648117481184811948120481214812248123481244812548126481274812848129481304813148132481334813448135481364813748138481394814048141481424814348144481454814648147481484814948150481514815248153481544815548156481574815848159481604816148162481634816448165481664816748168481694817048171481724817348174481754817648177481784817948180481814818248183481844818548186481874818848189481904819148192481934819448195481964819748198481994820048201482024820348204482054820648207482084820948210482114821248213482144821548216482174821848219482204822148222482234822448225482264822748228482294823048231482324823348234482354823648237482384823948240482414824248243482444824548246482474824848249482504825148252482534825448255482564825748258482594826048261482624826348264482654826648267482684826948270482714827248273482744827548276482774827848279482804828148282482834828448285482864828748288482894829048291482924829348294482954829648297482984829948300483014830248303483044830548306483074830848309483104831148312483134831448315483164831748318483194832048321483224832348324483254832648327483284832948330483314833248333483344833548336483374833848339483404834148342483434834448345483464834748348483494835048351483524835348354483554835648357483584835948360483614836248363483644836548366483674836848369483704837148372483734837448375483764837748378483794838048381483824838348384483854838648387483884838948390483914839248393483944839548396483974839848399484004840148402484034840448405484064840748408484094841048411484124841348414484154841648417484184841948420484214842248423484244842548426484274842848429484304843148432484334843448435484364843748438484394844048441484424844348444484454844648447484484844948450484514845248453484544845548456484574845848459484604846148462484634846448465484664846748468484694847048471484724847348474484754847648477484784847948480484814848248483484844848548486484874848848489484904849148492484934849448495484964849748498484994850048501485024850348504485054850648507485084850948510485114851248513485144851548516485174851848519485204852148522485234852448525485264852748528485294853048531485324853348534485354853648537485384853948540485414854248543485444854548546485474854848549485504855148552485534855448555485564855748558485594856048561485624856348564485654856648567485684856948570485714857248573485744857548576485774857848579485804858148582485834858448585485864858748588485894859048591485924859348594485954859648597485984859948600486014860248603486044860548606486074860848609486104861148612486134861448615486164861748618486194862048621486224862348624486254862648627486284862948630486314863248633486344863548636486374863848639486404864148642486434864448645486464864748648486494865048651486524865348654486554865648657486584865948660486614866248663486644866548666486674866848669486704867148672486734867448675486764867748678486794868048681486824868348684486854868648687486884868948690486914869248693486944869548696486974869848699487004870148702487034870448705487064870748708487094871048711487124871348714487154871648717487184871948720487214872248723487244872548726487274872848729487304873148732487334873448735487364873748738487394874048741487424874348744487454874648747487484874948750487514875248753487544875548756487574875848759487604876148762487634876448765487664876748768487694877048771487724877348774487754877648777487784877948780487814878248783487844878548786487874878848789487904879148792487934879448795487964879748798487994880048801488024880348804488054880648807488084880948810488114881248813488144881548816488174881848819488204882148822488234882448825488264882748828488294883048831488324883348834488354883648837488384883948840488414884248843488444884548846488474884848849488504885148852488534885448855488564885748858488594886048861488624886348864488654886648867488684886948870488714887248873488744887548876488774887848879488804888148882488834888448885488864888748888488894889048891488924889348894488954889648897488984889948900489014890248903489044890548906489074890848909489104891148912489134891448915489164891748918489194892048921489224892348924489254892648927489284892948930489314893248933489344893548936489374893848939489404894148942489434894448945489464894748948489494895048951489524895348954489554895648957489584895948960489614896248963489644896548966489674896848969489704897148972489734897448975489764897748978489794898048981489824898348984489854898648987489884898948990489914899248993489944899548996489974899848999490004900149002490034900449005490064900749008490094901049011490124901349014490154901649017490184901949020490214902249023490244902549026490274902849029490304903149032490334903449035490364903749038490394904049041490424904349044490454904649047490484904949050490514905249053490544905549056490574905849059490604906149062490634906449065490664906749068490694907049071490724907349074490754907649077490784907949080490814908249083490844908549086490874908849089490904909149092490934909449095490964909749098490994910049101491024910349104491054910649107491084910949110491114911249113491144911549116491174911849119491204912149122491234912449125491264912749128491294913049131491324913349134491354913649137491384913949140491414914249143491444914549146491474914849149491504915149152491534915449155491564915749158491594916049161491624916349164491654916649167491684916949170491714917249173491744917549176491774917849179491804918149182491834918449185491864918749188491894919049191491924919349194491954919649197491984919949200492014920249203492044920549206492074920849209492104921149212492134921449215492164921749218492194922049221492224922349224492254922649227492284922949230492314923249233492344923549236492374923849239492404924149242492434924449245492464924749248492494925049251492524925349254492554925649257492584925949260492614926249263492644926549266492674926849269492704927149272492734927449275492764927749278492794928049281492824928349284492854928649287492884928949290492914929249293492944929549296492974929849299493004930149302493034930449305493064930749308493094931049311493124931349314493154931649317493184931949320493214932249323493244932549326493274932849329493304933149332493334933449335493364933749338493394934049341493424934349344493454934649347493484934949350493514935249353493544935549356493574935849359493604936149362493634936449365493664936749368493694937049371493724937349374493754937649377493784937949380493814938249383493844938549386493874938849389493904939149392493934939449395493964939749398493994940049401494024940349404494054940649407494084940949410494114941249413494144941549416494174941849419494204942149422494234942449425494264942749428494294943049431494324943349434494354943649437494384943949440494414944249443494444944549446494474944849449494504945149452494534945449455494564945749458494594946049461494624946349464494654946649467494684946949470494714947249473494744947549476494774947849479494804948149482494834948449485494864948749488494894949049491494924949349494494954949649497494984949949500495014950249503495044950549506495074950849509495104951149512495134951449515495164951749518495194952049521495224952349524495254952649527495284952949530495314953249533495344953549536495374953849539495404954149542495434954449545495464954749548495494955049551495524955349554495554955649557495584955949560495614956249563495644956549566495674956849569495704957149572495734957449575495764957749578495794958049581495824958349584495854958649587495884958949590495914959249593495944959549596495974959849599496004960149602496034960449605496064960749608496094961049611496124961349614496154961649617496184961949620496214962249623496244962549626496274962849629496304963149632496334963449635496364963749638496394964049641496424964349644496454964649647496484964949650496514965249653496544965549656496574965849659496604966149662496634966449665496664966749668496694967049671496724967349674496754967649677496784967949680496814968249683496844968549686496874968849689496904969149692496934969449695496964969749698496994970049701497024970349704497054970649707497084970949710497114971249713497144971549716497174971849719497204972149722497234972449725497264972749728497294973049731497324973349734497354973649737497384973949740497414974249743497444974549746497474974849749497504975149752497534975449755497564975749758497594976049761497624976349764497654976649767497684976949770497714977249773497744977549776497774977849779497804978149782497834978449785497864978749788497894979049791497924979349794497954979649797497984979949800498014980249803498044980549806498074980849809498104981149812498134981449815498164981749818498194982049821498224982349824498254982649827498284982949830498314983249833498344983549836498374983849839498404984149842498434984449845498464984749848498494985049851498524985349854498554985649857498584985949860498614986249863498644986549866498674986849869498704987149872498734987449875498764987749878498794988049881498824988349884498854988649887498884988949890498914989249893498944989549896498974989849899499004990149902499034990449905499064990749908499094991049911499124991349914499154991649917499184991949920499214992249923499244992549926499274992849929499304993149932499334993449935499364993749938499394994049941499424994349944499454994649947499484994949950499514995249953499544995549956499574995849959499604996149962499634996449965499664996749968499694997049971499724997349974499754997649977499784997949980499814998249983499844998549986499874998849989499904999149992499934999449995499964999749998499995000050001500025000350004500055000650007500085000950010500115001250013500145001550016500175001850019500205002150022500235002450025500265002750028500295003050031500325003350034500355003650037500385003950040500415004250043500445004550046500475004850049500505005150052500535005450055500565005750058500595006050061500625006350064500655006650067500685006950070500715007250073500745007550076500775007850079500805008150082500835008450085500865008750088500895009050091500925009350094500955009650097500985009950100501015010250103501045010550106501075010850109501105011150112501135011450115501165011750118501195012050121501225012350124501255012650127501285012950130501315013250133501345013550136501375013850139501405014150142501435014450145501465014750148501495015050151501525015350154501555015650157501585015950160501615016250163501645016550166501675016850169501705017150172501735017450175501765017750178501795018050181501825018350184501855018650187501885018950190501915019250193501945019550196501975019850199502005020150202502035020450205502065020750208502095021050211502125021350214502155021650217502185021950220502215022250223502245022550226502275022850229502305023150232502335023450235502365023750238502395024050241502425024350244502455024650247502485024950250502515025250253502545025550256502575025850259502605026150262502635026450265502665026750268502695027050271502725027350274502755027650277502785027950280502815028250283502845028550286502875028850289502905029150292502935029450295502965029750298502995030050301503025030350304503055030650307503085030950310503115031250313503145031550316503175031850319503205032150322503235032450325503265032750328503295033050331503325033350334503355033650337503385033950340503415034250343503445034550346503475034850349503505035150352503535035450355503565035750358503595036050361503625036350364503655036650367503685036950370503715037250373503745037550376503775037850379503805038150382503835038450385503865038750388503895039050391503925039350394503955039650397503985039950400504015040250403504045040550406504075040850409504105041150412504135041450415504165041750418504195042050421504225042350424504255042650427504285042950430504315043250433504345043550436504375043850439504405044150442504435044450445504465044750448504495045050451504525045350454504555045650457504585045950460504615046250463504645046550466504675046850469504705047150472504735047450475504765047750478504795048050481504825048350484504855048650487504885048950490504915049250493504945049550496504975049850499505005050150502505035050450505505065050750508505095051050511505125051350514505155051650517505185051950520505215052250523505245052550526505275052850529505305053150532505335053450535505365053750538505395054050541505425054350544505455054650547505485054950550505515055250553505545055550556505575055850559505605056150562505635056450565505665056750568505695057050571505725057350574505755057650577505785057950580505815058250583505845058550586505875058850589505905059150592505935059450595505965059750598505995060050601506025060350604506055060650607506085060950610506115061250613506145061550616506175061850619506205062150622506235062450625506265062750628506295063050631506325063350634506355063650637506385063950640506415064250643506445064550646506475064850649506505065150652506535065450655506565065750658506595066050661506625066350664506655066650667506685066950670506715067250673506745067550676506775067850679506805068150682506835068450685506865068750688506895069050691506925069350694506955069650697506985069950700507015070250703507045070550706507075070850709507105071150712507135071450715507165071750718507195072050721507225072350724507255072650727507285072950730507315073250733507345073550736507375073850739507405074150742507435074450745507465074750748507495075050751507525075350754507555075650757507585075950760507615076250763507645076550766507675076850769507705077150772507735077450775507765077750778507795078050781507825078350784507855078650787507885078950790507915079250793507945079550796507975079850799508005080150802508035080450805508065080750808508095081050811508125081350814508155081650817508185081950820508215082250823508245082550826508275082850829508305083150832508335083450835508365083750838508395084050841508425084350844508455084650847508485084950850508515085250853508545085550856508575085850859508605086150862508635086450865508665086750868508695087050871508725087350874508755087650877508785087950880508815088250883508845088550886508875088850889508905089150892508935089450895508965089750898508995090050901509025090350904509055090650907509085090950910509115091250913509145091550916509175091850919509205092150922509235092450925509265092750928509295093050931509325093350934509355093650937509385093950940509415094250943509445094550946509475094850949509505095150952509535095450955509565095750958509595096050961509625096350964509655096650967509685096950970509715097250973509745097550976509775097850979509805098150982509835098450985509865098750988509895099050991509925099350994509955099650997509985099951000510015100251003510045100551006510075100851009510105101151012510135101451015510165101751018510195102051021510225102351024510255102651027510285102951030510315103251033510345103551036510375103851039510405104151042510435104451045510465104751048510495105051051510525105351054510555105651057510585105951060510615106251063510645106551066510675106851069510705107151072510735107451075510765107751078510795108051081510825108351084510855108651087510885108951090510915109251093510945109551096510975109851099511005110151102511035110451105511065110751108511095111051111511125111351114511155111651117511185111951120511215112251123511245112551126511275112851129511305113151132511335113451135511365113751138511395114051141511425114351144511455114651147511485114951150511515115251153511545115551156511575115851159511605116151162511635116451165511665116751168511695117051171511725117351174511755117651177511785117951180511815118251183511845118551186511875118851189511905119151192511935119451195511965119751198511995120051201512025120351204512055120651207512085120951210512115121251213512145121551216512175121851219512205122151222512235122451225512265122751228512295123051231512325123351234512355123651237512385123951240512415124251243512445124551246512475124851249512505125151252512535125451255512565125751258512595126051261512625126351264512655126651267512685126951270512715127251273512745127551276512775127851279512805128151282512835128451285512865128751288512895129051291512925129351294512955129651297512985129951300513015130251303513045130551306513075130851309513105131151312513135131451315513165131751318513195132051321513225132351324513255132651327513285132951330513315133251333513345133551336513375133851339513405134151342513435134451345513465134751348513495135051351513525135351354513555135651357513585135951360513615136251363513645136551366513675136851369513705137151372513735137451375513765137751378513795138051381513825138351384513855138651387513885138951390513915139251393513945139551396513975139851399514005140151402514035140451405514065140751408514095141051411514125141351414514155141651417514185141951420514215142251423514245142551426514275142851429514305143151432514335143451435514365143751438514395144051441514425144351444514455144651447514485144951450514515145251453514545145551456514575145851459514605146151462514635146451465514665146751468514695147051471514725147351474514755147651477514785147951480514815148251483514845148551486514875148851489514905149151492514935149451495514965149751498514995150051501515025150351504515055150651507515085150951510515115151251513515145151551516515175151851519515205152151522515235152451525515265152751528515295153051531515325153351534515355153651537515385153951540515415154251543515445154551546515475154851549515505155151552515535155451555515565155751558515595156051561515625156351564515655156651567515685156951570515715157251573515745157551576515775157851579515805158151582515835158451585515865158751588515895159051591515925159351594515955159651597515985159951600516015160251603516045160551606516075160851609516105161151612516135161451615516165161751618516195162051621516225162351624516255162651627516285162951630516315163251633516345163551636516375163851639516405164151642516435164451645516465164751648516495165051651516525165351654516555165651657516585165951660516615166251663516645166551666516675166851669516705167151672516735167451675516765167751678516795168051681516825168351684516855168651687516885168951690516915169251693516945169551696516975169851699517005170151702517035170451705517065170751708517095171051711517125171351714517155171651717517185171951720517215172251723517245172551726517275172851729517305173151732517335173451735517365173751738517395174051741517425174351744517455174651747517485174951750517515175251753517545175551756517575175851759517605176151762517635176451765517665176751768517695177051771517725177351774517755177651777517785177951780517815178251783517845178551786517875178851789517905179151792517935179451795517965179751798517995180051801518025180351804518055180651807518085180951810518115181251813518145181551816518175181851819518205182151822518235182451825518265182751828518295183051831518325183351834518355183651837518385183951840518415184251843518445184551846518475184851849518505185151852518535185451855518565185751858518595186051861518625186351864518655186651867518685186951870518715187251873518745187551876518775187851879518805188151882518835188451885518865188751888518895189051891518925189351894518955189651897518985189951900519015190251903519045190551906519075190851909519105191151912519135191451915519165191751918519195192051921519225192351924519255192651927519285192951930519315193251933519345193551936519375193851939519405194151942519435194451945519465194751948519495195051951519525195351954519555195651957519585195951960519615196251963519645196551966519675196851969519705197151972519735197451975519765197751978519795198051981519825198351984519855198651987519885198951990519915199251993519945199551996519975199851999520005200152002520035200452005520065200752008520095201052011520125201352014520155201652017520185201952020520215202252023520245202552026520275202852029520305203152032520335203452035520365203752038520395204052041520425204352044520455204652047520485204952050520515205252053520545205552056520575205852059520605206152062520635206452065520665206752068520695207052071520725207352074520755207652077520785207952080520815208252083520845208552086520875208852089520905209152092520935209452095520965209752098520995210052101521025210352104521055210652107521085210952110521115211252113521145211552116521175211852119521205212152122521235212452125521265212752128521295213052131521325213352134521355213652137521385213952140521415214252143521445214552146521475214852149521505215152152521535215452155521565215752158521595216052161521625216352164521655216652167521685216952170521715217252173521745217552176521775217852179521805218152182521835218452185521865218752188521895219052191521925219352194521955219652197521985219952200522015220252203522045220552206522075220852209522105221152212522135221452215522165221752218522195222052221522225222352224522255222652227522285222952230522315223252233522345223552236522375223852239522405224152242522435224452245522465224752248522495225052251522525225352254522555225652257522585225952260522615226252263522645226552266522675226852269522705227152272522735227452275522765227752278522795228052281522825228352284522855228652287522885228952290522915229252293522945229552296522975229852299523005230152302523035230452305523065230752308523095231052311523125231352314523155231652317523185231952320523215232252323523245232552326523275232852329523305233152332523335233452335523365233752338523395234052341523425234352344523455234652347523485234952350523515235252353523545235552356523575235852359523605236152362523635236452365523665236752368523695237052371523725237352374523755237652377523785237952380523815238252383523845238552386523875238852389523905239152392523935239452395523965239752398523995240052401524025240352404524055240652407524085240952410524115241252413524145241552416524175241852419524205242152422524235242452425524265242752428524295243052431524325243352434524355243652437524385243952440524415244252443524445244552446524475244852449524505245152452524535245452455524565245752458524595246052461524625246352464524655246652467524685246952470524715247252473524745247552476524775247852479524805248152482524835248452485524865248752488524895249052491524925249352494524955249652497524985249952500525015250252503525045250552506525075250852509525105251152512525135251452515525165251752518525195252052521525225252352524525255252652527525285252952530525315253252533525345253552536525375253852539525405254152542525435254452545525465254752548525495255052551525525255352554525555255652557525585255952560525615256252563525645256552566525675256852569525705257152572525735257452575525765257752578525795258052581525825258352584525855258652587525885258952590525915259252593525945259552596525975259852599526005260152602526035260452605526065260752608526095261052611526125261352614526155261652617526185261952620526215262252623526245262552626526275262852629526305263152632526335263452635526365263752638526395264052641526425264352644526455264652647526485264952650526515265252653526545265552656526575265852659526605266152662526635266452665526665266752668526695267052671526725267352674526755267652677526785267952680526815268252683526845268552686526875268852689526905269152692526935269452695526965269752698526995270052701527025270352704527055270652707527085270952710527115271252713527145271552716527175271852719527205272152722527235272452725527265272752728527295273052731527325273352734527355273652737527385273952740527415274252743527445274552746527475274852749527505275152752527535275452755527565275752758527595276052761527625276352764527655276652767527685276952770527715277252773527745277552776527775277852779527805278152782527835278452785527865278752788527895279052791527925279352794527955279652797527985279952800528015280252803528045280552806528075280852809528105281152812528135281452815528165281752818528195282052821528225282352824528255282652827528285282952830528315283252833528345283552836528375283852839528405284152842528435284452845528465284752848528495285052851528525285352854528555285652857528585285952860528615286252863528645286552866528675286852869528705287152872528735287452875528765287752878528795288052881528825288352884528855288652887528885288952890528915289252893528945289552896528975289852899529005290152902529035290452905529065290752908529095291052911529125291352914529155291652917529185291952920529215292252923529245292552926529275292852929529305293152932529335293452935529365293752938529395294052941529425294352944529455294652947529485294952950529515295252953529545295552956529575295852959529605296152962529635296452965529665296752968529695297052971529725297352974529755297652977529785297952980529815298252983529845298552986529875298852989529905299152992529935299452995529965299752998529995300053001530025300353004530055300653007530085300953010530115301253013530145301553016530175301853019530205302153022530235302453025530265302753028530295303053031530325303353034530355303653037530385303953040530415304253043530445304553046530475304853049530505305153052530535305453055530565305753058530595306053061530625306353064530655306653067530685306953070530715307253073530745307553076530775307853079530805308153082530835308453085530865308753088530895309053091530925309353094530955309653097530985309953100531015310253103531045310553106531075310853109531105311153112531135311453115531165311753118531195312053121531225312353124531255312653127531285312953130531315313253133531345313553136531375313853139531405314153142531435314453145531465314753148531495315053151531525315353154531555315653157531585315953160531615316253163531645316553166531675316853169531705317153172531735317453175531765317753178531795318053181531825318353184531855318653187531885318953190531915319253193531945319553196531975319853199532005320153202532035320453205532065320753208532095321053211532125321353214532155321653217532185321953220532215322253223532245322553226532275322853229532305323153232532335323453235532365323753238532395324053241532425324353244532455324653247532485324953250532515325253253532545325553256532575325853259532605326153262532635326453265532665326753268532695327053271532725327353274532755327653277532785327953280532815328253283532845328553286532875328853289532905329153292532935329453295532965329753298532995330053301533025330353304533055330653307533085330953310533115331253313533145331553316533175331853319533205332153322533235332453325533265332753328533295333053331533325333353334533355333653337533385333953340533415334253343533445334553346533475334853349533505335153352533535335453355533565335753358533595336053361533625336353364533655336653367533685336953370533715337253373533745337553376533775337853379533805338153382533835338453385533865338753388533895339053391533925339353394533955339653397533985339953400534015340253403534045340553406534075340853409534105341153412534135341453415534165341753418534195342053421534225342353424534255342653427534285342953430534315343253433534345343553436534375343853439534405344153442534435344453445534465344753448534495345053451534525345353454534555345653457534585345953460534615346253463534645346553466534675346853469534705347153472534735347453475534765347753478534795348053481534825348353484534855348653487534885348953490534915349253493534945349553496534975349853499535005350153502535035350453505535065350753508535095351053511535125351353514535155351653517535185351953520535215352253523535245352553526535275352853529535305353153532535335353453535535365353753538535395354053541535425354353544535455354653547535485354953550535515355253553535545355553556535575355853559535605356153562535635356453565535665356753568535695357053571535725357353574535755357653577535785357953580535815358253583535845358553586535875358853589535905359153592535935359453595535965359753598535995360053601536025360353604536055360653607536085360953610536115361253613536145361553616536175361853619536205362153622536235362453625536265362753628536295363053631536325363353634536355363653637536385363953640536415364253643536445364553646536475364853649536505365153652536535365453655536565365753658536595366053661536625366353664536655366653667536685366953670536715367253673536745367553676536775367853679536805368153682536835368453685536865368753688536895369053691536925369353694536955369653697536985369953700537015370253703537045370553706537075370853709537105371153712537135371453715537165371753718537195372053721537225372353724537255372653727537285372953730537315373253733537345373553736537375373853739537405374153742537435374453745537465374753748537495375053751537525375353754537555375653757537585375953760537615376253763537645376553766537675376853769537705377153772537735377453775537765377753778537795378053781537825378353784537855378653787537885378953790537915379253793537945379553796537975379853799538005380153802538035380453805538065380753808538095381053811538125381353814538155381653817538185381953820538215382253823538245382553826538275382853829538305383153832538335383453835538365383753838538395384053841538425384353844538455384653847538485384953850538515385253853538545385553856538575385853859538605386153862538635386453865538665386753868538695387053871538725387353874538755387653877538785387953880538815388253883538845388553886538875388853889538905389153892538935389453895538965389753898538995390053901539025390353904539055390653907539085390953910539115391253913539145391553916539175391853919539205392153922539235392453925539265392753928539295393053931539325393353934539355393653937539385393953940539415394253943539445394553946539475394853949539505395153952539535395453955539565395753958539595396053961539625396353964539655396653967539685396953970539715397253973539745397553976539775397853979539805398153982539835398453985539865398753988539895399053991539925399353994539955399653997539985399954000540015400254003540045400554006540075400854009540105401154012540135401454015540165401754018540195402054021540225402354024540255402654027540285402954030540315403254033540345403554036540375403854039540405404154042540435404454045540465404754048540495405054051540525405354054540555405654057540585405954060540615406254063540645406554066540675406854069540705407154072540735407454075540765407754078540795408054081540825408354084540855408654087540885408954090540915409254093540945409554096540975409854099541005410154102541035410454105541065410754108541095411054111541125411354114541155411654117541185411954120541215412254123541245412554126541275412854129541305413154132541335413454135541365413754138541395414054141541425414354144541455414654147541485414954150541515415254153541545415554156541575415854159541605416154162541635416454165541665416754168541695417054171541725417354174541755417654177541785417954180541815418254183541845418554186541875418854189541905419154192541935419454195541965419754198541995420054201542025420354204542055420654207542085420954210542115421254213542145421554216542175421854219542205422154222542235422454225542265422754228542295423054231542325423354234542355423654237542385423954240542415424254243542445424554246542475424854249542505425154252542535425454255542565425754258542595426054261542625426354264542655426654267542685426954270542715427254273542745427554276542775427854279542805428154282542835428454285542865428754288542895429054291542925429354294542955429654297542985429954300543015430254303543045430554306543075430854309543105431154312543135431454315543165431754318543195432054321543225432354324543255432654327543285432954330543315433254333543345433554336543375433854339543405434154342543435434454345543465434754348543495435054351543525435354354543555435654357543585435954360543615436254363543645436554366543675436854369543705437154372543735437454375543765437754378543795438054381543825438354384543855438654387543885438954390543915439254393543945439554396543975439854399544005440154402544035440454405544065440754408544095441054411544125441354414544155441654417544185441954420544215442254423544245442554426544275442854429544305443154432544335443454435544365443754438544395444054441544425444354444544455444654447544485444954450544515445254453544545445554456544575445854459544605446154462544635446454465544665446754468544695447054471544725447354474544755447654477544785447954480544815448254483544845448554486544875448854489544905449154492544935449454495544965449754498544995450054501545025450354504545055450654507545085450954510545115451254513545145451554516545175451854519545205452154522545235452454525545265452754528545295453054531545325453354534545355453654537545385453954540545415454254543545445454554546545475454854549545505455154552545535455454555545565455754558545595456054561545625456354564545655456654567545685456954570545715457254573545745457554576545775457854579545805458154582545835458454585545865458754588545895459054591545925459354594545955459654597545985459954600546015460254603546045460554606546075460854609546105461154612546135461454615546165461754618546195462054621546225462354624546255462654627546285462954630546315463254633546345463554636546375463854639546405464154642546435464454645546465464754648546495465054651546525465354654546555465654657546585465954660546615466254663546645466554666546675466854669546705467154672546735467454675546765467754678546795468054681546825468354684546855468654687546885468954690546915469254693546945469554696546975469854699547005470154702547035470454705547065470754708547095471054711547125471354714547155471654717547185471954720547215472254723547245472554726547275472854729547305473154732547335473454735547365473754738547395474054741547425474354744547455474654747547485474954750547515475254753547545475554756547575475854759547605476154762547635476454765547665476754768547695477054771547725477354774547755477654777547785477954780547815478254783547845478554786547875478854789547905479154792547935479454795547965479754798547995480054801548025480354804548055480654807548085480954810548115481254813548145481554816548175481854819548205482154822548235482454825548265482754828548295483054831548325483354834548355483654837548385483954840548415484254843548445484554846548475484854849548505485154852548535485454855548565485754858548595486054861548625486354864548655486654867548685486954870548715487254873548745487554876548775487854879548805488154882548835488454885548865488754888548895489054891548925489354894548955489654897548985489954900549015490254903549045490554906549075490854909549105491154912549135491454915549165491754918549195492054921549225492354924549255492654927549285492954930549315493254933549345493554936549375493854939549405494154942549435494454945549465494754948549495495054951549525495354954549555495654957549585495954960549615496254963549645496554966549675496854969549705497154972549735497454975549765497754978549795498054981549825498354984549855498654987549885498954990549915499254993549945499554996549975499854999550005500155002550035500455005550065500755008550095501055011550125501355014550155501655017550185501955020550215502255023550245502555026550275502855029550305503155032550335503455035550365503755038550395504055041550425504355044550455504655047550485504955050550515505255053550545505555056550575505855059550605506155062550635506455065550665506755068550695507055071550725507355074550755507655077550785507955080550815508255083550845508555086550875508855089550905509155092550935509455095550965509755098550995510055101551025510355104551055510655107551085510955110551115511255113551145511555116551175511855119551205512155122551235512455125551265512755128551295513055131551325513355134551355513655137551385513955140551415514255143551445514555146551475514855149551505515155152551535515455155551565515755158551595516055161551625516355164551655516655167551685516955170551715517255173551745517555176551775517855179551805518155182551835518455185551865518755188551895519055191551925519355194551955519655197551985519955200552015520255203552045520555206552075520855209552105521155212552135521455215552165521755218552195522055221552225522355224552255522655227552285522955230552315523255233552345523555236552375523855239552405524155242552435524455245552465524755248552495525055251552525525355254552555525655257552585525955260552615526255263552645526555266552675526855269552705527155272552735527455275552765527755278552795528055281552825528355284552855528655287552885528955290552915529255293552945529555296552975529855299553005530155302553035530455305553065530755308553095531055311553125531355314553155531655317553185531955320553215532255323553245532555326553275532855329553305533155332553335533455335553365533755338553395534055341553425534355344553455534655347553485534955350553515535255353553545535555356553575535855359553605536155362553635536455365553665536755368553695537055371553725537355374553755537655377553785537955380553815538255383553845538555386553875538855389553905539155392553935539455395553965539755398553995540055401554025540355404554055540655407554085540955410554115541255413554145541555416554175541855419554205542155422554235542455425554265542755428554295543055431554325543355434554355543655437554385543955440554415544255443554445544555446554475544855449554505545155452554535545455455554565545755458554595546055461554625546355464554655546655467554685546955470554715547255473554745547555476554775547855479554805548155482554835548455485554865548755488554895549055491554925549355494554955549655497554985549955500555015550255503555045550555506555075550855509555105551155512555135551455515555165551755518555195552055521555225552355524555255552655527555285552955530555315553255533555345553555536555375553855539555405554155542555435554455545555465554755548555495555055551555525555355554555555555655557555585555955560555615556255563555645556555566555675556855569555705557155572555735557455575555765557755578555795558055581555825558355584555855558655587555885558955590555915559255593555945559555596555975559855599556005560155602556035560455605556065560755608556095561055611556125561355614556155561655617556185561955620556215562255623556245562555626556275562855629556305563155632556335563455635556365563755638556395564055641556425564355644556455564655647556485564955650556515565255653556545565555656556575565855659556605566155662556635566455665556665566755668556695567055671556725567355674556755567655677556785567955680556815568255683556845568555686556875568855689556905569155692556935569455695556965569755698556995570055701557025570355704557055570655707557085570955710557115571255713557145571555716557175571855719557205572155722557235572455725557265572755728557295573055731557325573355734557355573655737557385573955740557415574255743557445574555746557475574855749557505575155752557535575455755557565575755758557595576055761557625576355764557655576655767557685576955770557715577255773557745577555776557775577855779557805578155782557835578455785557865578755788557895579055791557925579355794557955579655797557985579955800558015580255803558045580555806558075580855809558105581155812558135581455815558165581755818558195582055821558225582355824558255582655827558285582955830558315583255833558345583555836558375583855839558405584155842558435584455845558465584755848558495585055851558525585355854558555585655857558585585955860558615586255863558645586555866558675586855869558705587155872558735587455875558765587755878558795588055881558825588355884558855588655887558885588955890558915589255893558945589555896558975589855899559005590155902559035590455905559065590755908559095591055911559125591355914559155591655917559185591955920559215592255923559245592555926559275592855929559305593155932559335593455935559365593755938559395594055941559425594355944559455594655947559485594955950559515595255953559545595555956559575595855959559605596155962559635596455965559665596755968559695597055971559725597355974559755597655977559785597955980559815598255983559845598555986559875598855989559905599155992559935599455995559965599755998559995600056001560025600356004560055600656007560085600956010560115601256013560145601556016560175601856019560205602156022560235602456025560265602756028560295603056031560325603356034560355603656037560385603956040560415604256043560445604556046560475604856049560505605156052560535605456055560565605756058560595606056061560625606356064560655606656067560685606956070560715607256073560745607556076560775607856079560805608156082560835608456085560865608756088560895609056091560925609356094560955609656097560985609956100561015610256103561045610556106561075610856109561105611156112561135611456115561165611756118561195612056121561225612356124561255612656127561285612956130561315613256133561345613556136561375613856139561405614156142561435614456145561465614756148561495615056151561525615356154561555615656157561585615956160561615616256163561645616556166561675616856169561705617156172561735617456175561765617756178561795618056181561825618356184561855618656187561885618956190561915619256193561945619556196561975619856199562005620156202562035620456205562065620756208562095621056211562125621356214562155621656217562185621956220562215622256223562245622556226562275622856229562305623156232562335623456235562365623756238562395624056241562425624356244562455624656247562485624956250562515625256253562545625556256562575625856259562605626156262562635626456265562665626756268562695627056271562725627356274562755627656277562785627956280562815628256283562845628556286562875628856289562905629156292562935629456295562965629756298562995630056301563025630356304563055630656307563085630956310563115631256313563145631556316563175631856319563205632156322563235632456325563265632756328563295633056331563325633356334563355633656337563385633956340563415634256343563445634556346563475634856349563505635156352563535635456355563565635756358563595636056361563625636356364563655636656367563685636956370563715637256373563745637556376563775637856379563805638156382563835638456385563865638756388563895639056391563925639356394563955639656397563985639956400564015640256403564045640556406564075640856409564105641156412564135641456415564165641756418564195642056421564225642356424564255642656427564285642956430564315643256433564345643556436564375643856439564405644156442564435644456445564465644756448564495645056451564525645356454564555645656457564585645956460564615646256463564645646556466564675646856469564705647156472564735647456475564765647756478564795648056481564825648356484564855648656487564885648956490564915649256493564945649556496564975649856499565005650156502565035650456505565065650756508565095651056511565125651356514565155651656517565185651956520565215652256523565245652556526565275652856529565305653156532565335653456535565365653756538565395654056541565425654356544565455654656547565485654956550565515655256553565545655556556565575655856559565605656156562565635656456565565665656756568565695657056571565725657356574565755657656577565785657956580565815658256583565845658556586565875658856589565905659156592565935659456595565965659756598565995660056601566025660356604566055660656607566085660956610566115661256613566145661556616566175661856619566205662156622566235662456625566265662756628566295663056631566325663356634566355663656637566385663956640566415664256643566445664556646566475664856649566505665156652566535665456655566565665756658566595666056661566625666356664566655666656667566685666956670566715667256673566745667556676566775667856679566805668156682566835668456685566865668756688566895669056691566925669356694566955669656697566985669956700567015670256703567045670556706567075670856709567105671156712567135671456715567165671756718567195672056721567225672356724567255672656727567285672956730567315673256733567345673556736567375673856739567405674156742567435674456745567465674756748567495675056751567525675356754567555675656757567585675956760567615676256763567645676556766567675676856769567705677156772567735677456775567765677756778567795678056781567825678356784567855678656787567885678956790567915679256793567945679556796567975679856799568005680156802568035680456805568065680756808568095681056811568125681356814568155681656817568185681956820568215682256823568245682556826568275682856829568305683156832568335683456835568365683756838568395684056841568425684356844568455684656847568485684956850568515685256853568545685556856568575685856859568605686156862568635686456865568665686756868568695687056871568725687356874568755687656877568785687956880568815688256883568845688556886568875688856889568905689156892568935689456895568965689756898568995690056901569025690356904569055690656907569085690956910569115691256913569145691556916569175691856919569205692156922569235692456925569265692756928569295693056931569325693356934569355693656937569385693956940569415694256943569445694556946569475694856949569505695156952569535695456955569565695756958569595696056961569625696356964569655696656967569685696956970569715697256973569745697556976569775697856979569805698156982569835698456985569865698756988569895699056991569925699356994569955699656997569985699957000570015700257003570045700557006570075700857009570105701157012570135701457015570165701757018570195702057021570225702357024570255702657027570285702957030570315703257033570345703557036570375703857039570405704157042570435704457045570465704757048570495705057051570525705357054570555705657057570585705957060570615706257063570645706557066570675706857069570705707157072570735707457075570765707757078570795708057081570825708357084570855708657087570885708957090570915709257093570945709557096570975709857099571005710157102571035710457105571065710757108571095711057111571125711357114571155711657117571185711957120571215712257123571245712557126571275712857129571305713157132571335713457135571365713757138571395714057141571425714357144571455714657147571485714957150571515715257153571545715557156571575715857159571605716157162571635716457165571665716757168571695717057171571725717357174571755717657177571785717957180571815718257183571845718557186571875718857189571905719157192571935719457195571965719757198571995720057201572025720357204572055720657207572085720957210572115721257213572145721557216572175721857219572205722157222572235722457225572265722757228572295723057231572325723357234572355723657237572385723957240572415724257243572445724557246572475724857249572505725157252572535725457255572565725757258572595726057261572625726357264572655726657267572685726957270572715727257273572745727557276572775727857279572805728157282572835728457285572865728757288572895729057291572925729357294572955729657297572985729957300573015730257303573045730557306573075730857309573105731157312573135731457315573165731757318573195732057321573225732357324573255732657327573285732957330573315733257333573345733557336573375733857339573405734157342573435734457345573465734757348573495735057351573525735357354573555735657357573585735957360573615736257363573645736557366573675736857369573705737157372573735737457375573765737757378573795738057381573825738357384573855738657387573885738957390573915739257393573945739557396573975739857399574005740157402574035740457405574065740757408574095741057411574125741357414574155741657417574185741957420574215742257423574245742557426574275742857429574305743157432574335743457435574365743757438574395744057441574425744357444574455744657447574485744957450574515745257453574545745557456574575745857459574605746157462574635746457465574665746757468574695747057471574725747357474574755747657477574785747957480574815748257483574845748557486574875748857489574905749157492574935749457495574965749757498574995750057501575025750357504575055750657507575085750957510575115751257513575145751557516575175751857519575205752157522575235752457525575265752757528575295753057531575325753357534575355753657537575385753957540575415754257543575445754557546575475754857549575505755157552575535755457555575565755757558575595756057561575625756357564575655756657567575685756957570575715757257573575745757557576575775757857579575805758157582575835758457585575865758757588575895759057591575925759357594575955759657597575985759957600576015760257603576045760557606576075760857609576105761157612576135761457615576165761757618576195762057621576225762357624576255762657627576285762957630576315763257633576345763557636576375763857639576405764157642576435764457645576465764757648576495765057651576525765357654576555765657657576585765957660576615766257663576645766557666576675766857669576705767157672576735767457675576765767757678576795768057681576825768357684576855768657687576885768957690576915769257693576945769557696576975769857699577005770157702577035770457705577065770757708577095771057711577125771357714577155771657717577185771957720577215772257723577245772557726577275772857729577305773157732577335773457735577365773757738577395774057741577425774357744577455774657747577485774957750577515775257753577545775557756577575775857759577605776157762577635776457765577665776757768577695777057771577725777357774577755777657777577785777957780577815778257783577845778557786577875778857789577905779157792577935779457795577965779757798577995780057801578025780357804578055780657807578085780957810578115781257813578145781557816578175781857819578205782157822578235782457825578265782757828578295783057831578325783357834578355783657837578385783957840578415784257843578445784557846578475784857849578505785157852578535785457855578565785757858578595786057861578625786357864578655786657867578685786957870578715787257873578745787557876578775787857879578805788157882578835788457885578865788757888578895789057891578925789357894578955789657897578985789957900579015790257903579045790557906579075790857909579105791157912579135791457915579165791757918579195792057921579225792357924579255792657927579285792957930579315793257933579345793557936579375793857939579405794157942579435794457945579465794757948579495795057951579525795357954579555795657957579585795957960579615796257963579645796557966579675796857969579705797157972579735797457975579765797757978579795798057981579825798357984579855798657987579885798957990579915799257993579945799557996579975799857999580005800158002580035800458005580065800758008580095801058011580125801358014580155801658017580185801958020580215802258023580245802558026580275802858029580305803158032580335803458035580365803758038580395804058041580425804358044580455804658047580485804958050580515805258053580545805558056580575805858059580605806158062580635806458065580665806758068580695807058071580725807358074580755807658077580785807958080580815808258083580845808558086580875808858089580905809158092580935809458095580965809758098580995810058101581025810358104581055810658107581085810958110581115811258113581145811558116581175811858119581205812158122581235812458125581265812758128581295813058131581325813358134581355813658137581385813958140581415814258143581445814558146581475814858149581505815158152581535815458155581565815758158581595816058161581625816358164581655816658167581685816958170581715817258173581745817558176581775817858179581805818158182581835818458185581865818758188581895819058191581925819358194581955819658197581985819958200582015820258203582045820558206582075820858209582105821158212582135821458215582165821758218582195822058221582225822358224582255822658227582285822958230582315823258233582345823558236582375823858239582405824158242582435824458245582465824758248582495825058251582525825358254582555825658257582585825958260582615826258263582645826558266582675826858269582705827158272582735827458275582765827758278582795828058281582825828358284582855828658287582885828958290582915829258293582945829558296582975829858299583005830158302583035830458305583065830758308583095831058311583125831358314583155831658317583185831958320583215832258323583245832558326583275832858329583305833158332583335833458335583365833758338583395834058341583425834358344583455834658347583485834958350583515835258353583545835558356583575835858359583605836158362583635836458365583665836758368583695837058371583725837358374583755837658377583785837958380583815838258383583845838558386583875838858389583905839158392583935839458395583965839758398583995840058401584025840358404584055840658407584085840958410584115841258413584145841558416584175841858419584205842158422584235842458425584265842758428584295843058431584325843358434584355843658437584385843958440584415844258443584445844558446584475844858449584505845158452584535845458455584565845758458584595846058461584625846358464584655846658467584685846958470584715847258473584745847558476584775847858479584805848158482584835848458485584865848758488584895849058491584925849358494584955849658497584985849958500585015850258503585045850558506585075850858509585105851158512585135851458515585165851758518585195852058521585225852358524585255852658527585285852958530585315853258533585345853558536585375853858539585405854158542585435854458545585465854758548585495855058551585525855358554585555855658557585585855958560585615856258563585645856558566585675856858569585705857158572585735857458575585765857758578585795858058581585825858358584585855858658587585885858958590585915859258593585945859558596585975859858599586005860158602586035860458605586065860758608586095861058611586125861358614586155861658617586185861958620586215862258623586245862558626586275862858629586305863158632586335863458635586365863758638586395864058641586425864358644586455864658647586485864958650586515865258653586545865558656586575865858659586605866158662586635866458665586665866758668586695867058671586725867358674586755867658677586785867958680586815868258683586845868558686586875868858689586905869158692586935869458695586965869758698586995870058701587025870358704587055870658707587085870958710587115871258713587145871558716587175871858719587205872158722587235872458725587265872758728587295873058731587325873358734587355873658737587385873958740587415874258743587445874558746587475874858749587505875158752587535875458755587565875758758587595876058761587625876358764587655876658767587685876958770587715877258773587745877558776587775877858779587805878158782587835878458785587865878758788587895879058791587925879358794587955879658797587985879958800588015880258803588045880558806588075880858809588105881158812588135881458815588165881758818588195882058821588225882358824588255882658827588285882958830588315883258833588345883558836588375883858839588405884158842588435884458845588465884758848588495885058851588525885358854588555885658857588585885958860588615886258863588645886558866588675886858869588705887158872588735887458875588765887758878588795888058881588825888358884588855888658887588885888958890588915889258893588945889558896588975889858899589005890158902589035890458905589065890758908589095891058911589125891358914589155891658917589185891958920589215892258923589245892558926589275892858929589305893158932589335893458935589365893758938589395894058941589425894358944589455894658947589485894958950589515895258953589545895558956589575895858959589605896158962589635896458965589665896758968589695897058971589725897358974589755897658977589785897958980589815898258983589845898558986589875898858989589905899158992589935899458995589965899758998589995900059001590025900359004590055900659007590085900959010590115901259013590145901559016590175901859019590205902159022590235902459025590265902759028590295903059031590325903359034590355903659037590385903959040590415904259043590445904559046590475904859049590505905159052590535905459055590565905759058590595906059061590625906359064590655906659067590685906959070590715907259073590745907559076590775907859079590805908159082590835908459085590865908759088590895909059091590925909359094590955909659097590985909959100591015910259103591045910559106591075910859109591105911159112591135911459115591165911759118591195912059121591225912359124591255912659127591285912959130591315913259133591345913559136591375913859139591405914159142591435914459145591465914759148591495915059151591525915359154591555915659157591585915959160591615916259163591645916559166591675916859169591705917159172591735917459175591765917759178591795918059181591825918359184591855918659187591885918959190591915919259193591945919559196591975919859199592005920159202592035920459205592065920759208592095921059211592125921359214592155921659217592185921959220592215922259223592245922559226592275922859229592305923159232592335923459235592365923759238592395924059241592425924359244592455924659247592485924959250592515925259253592545925559256592575925859259592605926159262592635926459265592665926759268592695927059271592725927359274592755927659277592785927959280592815928259283592845928559286592875928859289592905929159292592935929459295592965929759298592995930059301593025930359304593055930659307593085930959310593115931259313593145931559316593175931859319593205932159322593235932459325593265932759328593295933059331593325933359334593355933659337593385933959340593415934259343593445934559346593475934859349593505935159352593535935459355593565935759358593595936059361593625936359364593655936659367593685936959370593715937259373593745937559376593775937859379593805938159382593835938459385593865938759388593895939059391593925939359394593955939659397593985939959400594015940259403594045940559406594075940859409594105941159412594135941459415594165941759418594195942059421594225942359424594255942659427594285942959430594315943259433594345943559436594375943859439594405944159442594435944459445594465944759448594495945059451594525945359454594555945659457594585945959460594615946259463594645946559466594675946859469594705947159472594735947459475594765947759478594795948059481594825948359484594855948659487594885948959490594915949259493594945949559496594975949859499595005950159502595035950459505595065950759508595095951059511595125951359514595155951659517595185951959520595215952259523595245952559526595275952859529595305953159532595335953459535595365953759538595395954059541595425954359544595455954659547595485954959550595515955259553595545955559556595575955859559595605956159562595635956459565595665956759568595695957059571595725957359574595755957659577595785957959580595815958259583595845958559586595875958859589595905959159592595935959459595595965959759598595995960059601596025960359604596055960659607596085960959610596115961259613596145961559616596175961859619596205962159622596235962459625596265962759628596295963059631596325963359634596355963659637596385963959640596415964259643596445964559646596475964859649596505965159652596535965459655596565965759658596595966059661596625966359664596655966659667596685966959670596715967259673596745967559676596775967859679596805968159682596835968459685596865968759688596895969059691596925969359694596955969659697596985969959700597015970259703597045970559706597075970859709597105971159712597135971459715597165971759718597195972059721597225972359724597255972659727597285972959730597315973259733597345973559736597375973859739597405974159742597435974459745597465974759748597495975059751597525975359754597555975659757597585975959760597615976259763597645976559766597675976859769597705977159772597735977459775597765977759778597795978059781597825978359784597855978659787597885978959790597915979259793597945979559796597975979859799598005980159802598035980459805598065980759808598095981059811598125981359814598155981659817598185981959820598215982259823598245982559826598275982859829598305983159832598335983459835598365983759838598395984059841598425984359844598455984659847598485984959850598515985259853598545985559856598575985859859598605986159862598635986459865598665986759868598695987059871598725987359874598755987659877598785987959880598815988259883598845988559886598875988859889598905989159892598935989459895598965989759898598995990059901599025990359904599055990659907599085990959910599115991259913599145991559916599175991859919599205992159922599235992459925599265992759928599295993059931599325993359934599355993659937599385993959940599415994259943599445994559946599475994859949599505995159952599535995459955599565995759958599595996059961599625996359964599655996659967599685996959970599715997259973599745997559976599775997859979599805998159982599835998459985599865998759988599895999059991599925999359994599955999659997599985999960000600016000260003600046000560006600076000860009600106001160012600136001460015600166001760018600196002060021600226002360024600256002660027600286002960030600316003260033600346003560036600376003860039600406004160042600436004460045600466004760048600496005060051600526005360054600556005660057600586005960060600616006260063600646006560066600676006860069600706007160072600736007460075600766007760078600796008060081600826008360084600856008660087600886008960090600916009260093600946009560096600976009860099601006010160102601036010460105601066010760108601096011060111601126011360114601156011660117601186011960120601216012260123601246012560126601276012860129601306013160132601336013460135601366013760138601396014060141601426014360144601456014660147601486014960150601516015260153601546015560156601576015860159601606016160162601636016460165601666016760168601696017060171601726017360174601756017660177601786017960180601816018260183601846018560186601876018860189601906019160192601936019460195601966019760198601996020060201602026020360204602056020660207602086020960210602116021260213602146021560216602176021860219602206022160222602236022460225602266022760228602296023060231602326023360234602356023660237602386023960240602416024260243602446024560246602476024860249602506025160252602536025460255602566025760258602596026060261602626026360264602656026660267602686026960270602716027260273602746027560276602776027860279602806028160282602836028460285602866028760288602896029060291602926029360294602956029660297602986029960300603016030260303603046030560306603076030860309603106031160312603136031460315603166031760318603196032060321603226032360324603256032660327603286032960330603316033260333603346033560336603376033860339603406034160342603436034460345603466034760348603496035060351603526035360354603556035660357603586035960360603616036260363603646036560366603676036860369603706037160372603736037460375603766037760378603796038060381603826038360384603856038660387603886038960390603916039260393603946039560396603976039860399604006040160402604036040460405604066040760408604096041060411604126041360414604156041660417604186041960420604216042260423604246042560426604276042860429604306043160432604336043460435604366043760438604396044060441604426044360444604456044660447604486044960450604516045260453604546045560456604576045860459604606046160462604636046460465604666046760468604696047060471604726047360474604756047660477604786047960480604816048260483604846048560486604876048860489604906049160492604936049460495604966049760498604996050060501605026050360504605056050660507605086050960510605116051260513605146051560516605176051860519605206052160522605236052460525605266052760528605296053060531605326053360534605356053660537605386053960540605416054260543605446054560546605476054860549605506055160552605536055460555605566055760558605596056060561605626056360564605656056660567605686056960570605716057260573605746057560576605776057860579605806058160582605836058460585605866058760588605896059060591605926059360594605956059660597605986059960600606016060260603606046060560606606076060860609606106061160612606136061460615606166061760618606196062060621606226062360624606256062660627606286062960630606316063260633606346063560636606376063860639606406064160642606436064460645606466064760648606496065060651606526065360654606556065660657606586065960660606616066260663606646066560666606676066860669606706067160672606736067460675606766067760678606796068060681606826068360684606856068660687606886068960690606916069260693606946069560696606976069860699607006070160702607036070460705607066070760708607096071060711607126071360714607156071660717607186071960720607216072260723607246072560726607276072860729607306073160732607336073460735607366073760738607396074060741607426074360744607456074660747607486074960750607516075260753607546075560756607576075860759607606076160762607636076460765607666076760768607696077060771607726077360774607756077660777607786077960780607816078260783607846078560786607876078860789607906079160792607936079460795607966079760798607996080060801608026080360804608056080660807608086080960810608116081260813608146081560816608176081860819608206082160822608236082460825608266082760828608296083060831608326083360834608356083660837608386083960840608416084260843608446084560846608476084860849608506085160852608536085460855608566085760858608596086060861608626086360864608656086660867608686086960870608716087260873608746087560876608776087860879608806088160882608836088460885608866088760888608896089060891608926089360894608956089660897608986089960900609016090260903609046090560906609076090860909609106091160912609136091460915609166091760918609196092060921609226092360924609256092660927609286092960930609316093260933609346093560936609376093860939609406094160942609436094460945609466094760948609496095060951609526095360954609556095660957609586095960960609616096260963609646096560966609676096860969609706097160972609736097460975609766097760978609796098060981609826098360984609856098660987609886098960990609916099260993609946099560996609976099860999610006100161002610036100461005610066100761008610096101061011610126101361014610156101661017610186101961020610216102261023610246102561026610276102861029610306103161032610336103461035610366103761038610396104061041610426104361044610456104661047610486104961050610516105261053610546105561056610576105861059610606106161062610636106461065610666106761068610696107061071610726107361074610756107661077610786107961080610816108261083610846108561086610876108861089610906109161092610936109461095610966109761098610996110061101611026110361104611056110661107611086110961110611116111261113611146111561116611176111861119611206112161122611236112461125611266112761128611296113061131611326113361134611356113661137611386113961140611416114261143611446114561146611476114861149611506115161152611536115461155611566115761158611596116061161611626116361164611656116661167611686116961170611716117261173611746117561176611776117861179611806118161182611836118461185611866118761188611896119061191611926119361194611956119661197611986119961200612016120261203612046120561206612076120861209612106121161212612136121461215612166121761218612196122061221612226122361224612256122661227612286122961230612316123261233612346123561236612376123861239612406124161242612436124461245612466124761248612496125061251612526125361254612556125661257612586125961260612616126261263612646126561266612676126861269612706127161272612736127461275612766127761278612796128061281612826128361284612856128661287612886128961290612916129261293612946129561296612976129861299613006130161302613036130461305613066130761308613096131061311613126131361314613156131661317613186131961320613216132261323613246132561326613276132861329613306133161332613336133461335613366133761338613396134061341613426134361344613456134661347613486134961350613516135261353613546135561356613576135861359613606136161362613636136461365613666136761368613696137061371613726137361374613756137661377613786137961380613816138261383613846138561386613876138861389613906139161392613936139461395613966139761398613996140061401614026140361404614056140661407614086140961410614116141261413614146141561416614176141861419614206142161422614236142461425614266142761428614296143061431614326143361434614356143661437614386143961440614416144261443614446144561446614476144861449614506145161452614536145461455614566145761458614596146061461614626146361464614656146661467614686146961470614716147261473614746147561476614776147861479614806148161482614836148461485614866148761488614896149061491614926149361494614956149661497614986149961500615016150261503615046150561506615076150861509615106151161512615136151461515615166151761518615196152061521615226152361524615256152661527615286152961530615316153261533615346153561536615376153861539615406154161542615436154461545615466154761548615496155061551615526155361554615556155661557615586155961560615616156261563615646156561566615676156861569615706157161572615736157461575615766157761578615796158061581615826158361584615856158661587615886158961590615916159261593615946159561596615976159861599616006160161602616036160461605616066160761608616096161061611616126161361614616156161661617616186161961620616216162261623616246162561626616276162861629616306163161632616336163461635616366163761638616396164061641616426164361644616456164661647616486164961650616516165261653616546165561656616576165861659616606166161662616636166461665616666166761668616696167061671616726167361674616756167661677616786167961680616816168261683616846168561686616876168861689616906169161692616936169461695616966169761698616996170061701617026170361704617056170661707617086170961710617116171261713617146171561716617176171861719617206172161722617236172461725617266172761728617296173061731617326173361734617356173661737617386173961740617416174261743617446174561746617476174861749617506175161752617536175461755617566175761758617596176061761617626176361764617656176661767617686176961770617716177261773617746177561776617776177861779617806178161782617836178461785617866178761788617896179061791617926179361794617956179661797617986179961800618016180261803618046180561806618076180861809618106181161812618136181461815618166181761818618196182061821618226182361824618256182661827618286182961830618316183261833618346183561836618376183861839618406184161842618436184461845618466184761848618496185061851618526185361854618556185661857618586185961860618616186261863618646186561866618676186861869618706187161872618736187461875618766187761878618796188061881618826188361884618856188661887618886188961890618916189261893618946189561896618976189861899619006190161902619036190461905619066190761908619096191061911619126191361914619156191661917619186191961920619216192261923619246192561926619276192861929619306193161932619336193461935619366193761938619396194061941619426194361944619456194661947619486194961950619516195261953619546195561956619576195861959619606196161962619636196461965619666196761968619696197061971619726197361974619756197661977619786197961980619816198261983619846198561986619876198861989619906199161992619936199461995619966199761998619996200062001620026200362004620056200662007620086200962010620116201262013620146201562016620176201862019620206202162022620236202462025620266202762028620296203062031620326203362034620356203662037620386203962040620416204262043620446204562046620476204862049620506205162052620536205462055620566205762058620596206062061620626206362064620656206662067620686206962070620716207262073620746207562076620776207862079620806208162082620836208462085620866208762088620896209062091620926209362094620956209662097620986209962100621016210262103621046210562106621076210862109621106211162112621136211462115621166211762118621196212062121621226212362124621256212662127621286212962130621316213262133621346213562136621376213862139621406214162142621436214462145621466214762148621496215062151621526215362154621556215662157621586215962160621616216262163621646216562166621676216862169621706217162172621736217462175621766217762178621796218062181621826218362184621856218662187621886218962190621916219262193621946219562196621976219862199622006220162202622036220462205622066220762208622096221062211622126221362214622156221662217622186221962220622216222262223622246222562226622276222862229622306223162232622336223462235622366223762238622396224062241622426224362244622456224662247622486224962250622516225262253622546225562256622576225862259622606226162262622636226462265622666226762268622696227062271622726227362274622756227662277622786227962280622816228262283622846228562286622876228862289622906229162292622936229462295622966229762298622996230062301623026230362304623056230662307623086230962310623116231262313623146231562316623176231862319623206232162322623236232462325623266232762328623296233062331623326233362334623356233662337623386233962340623416234262343623446234562346623476234862349623506235162352623536235462355623566235762358623596236062361623626236362364623656236662367623686236962370623716237262373623746237562376623776237862379623806238162382623836238462385623866238762388623896239062391623926239362394623956239662397623986239962400624016240262403624046240562406624076240862409624106241162412624136241462415624166241762418624196242062421624226242362424624256242662427624286242962430624316243262433624346243562436624376243862439624406244162442624436244462445624466244762448624496245062451624526245362454624556245662457624586245962460624616246262463624646246562466624676246862469624706247162472624736247462475624766247762478624796248062481624826248362484624856248662487624886248962490624916249262493624946249562496624976249862499625006250162502625036250462505625066250762508625096251062511625126251362514625156251662517625186251962520625216252262523625246252562526625276252862529625306253162532625336253462535625366253762538625396254062541625426254362544625456254662547625486254962550625516255262553625546255562556625576255862559625606256162562625636256462565625666256762568625696257062571625726257362574625756257662577625786257962580625816258262583625846258562586625876258862589625906259162592625936259462595625966259762598625996260062601626026260362604626056260662607626086260962610626116261262613626146261562616626176261862619626206262162622626236262462625626266262762628626296263062631626326263362634626356263662637626386263962640626416264262643626446264562646626476264862649626506265162652626536265462655626566265762658626596266062661626626266362664626656266662667626686266962670626716267262673626746267562676626776267862679626806268162682626836268462685626866268762688626896269062691626926269362694626956269662697626986269962700627016270262703627046270562706627076270862709627106271162712627136271462715627166271762718627196272062721627226272362724627256272662727627286272962730627316273262733627346273562736627376273862739627406274162742627436274462745627466274762748627496275062751627526275362754627556275662757627586275962760627616276262763627646276562766627676276862769627706277162772627736277462775627766277762778627796278062781627826278362784627856278662787627886278962790627916279262793627946279562796627976279862799628006280162802628036280462805628066280762808628096281062811628126281362814628156281662817628186281962820628216282262823628246282562826628276282862829628306283162832628336283462835628366283762838628396284062841628426284362844628456284662847628486284962850628516285262853628546285562856628576285862859628606286162862628636286462865628666286762868628696287062871628726287362874628756287662877628786287962880628816288262883628846288562886628876288862889628906289162892628936289462895628966289762898628996290062901629026290362904629056290662907629086290962910629116291262913629146291562916629176291862919629206292162922629236292462925629266292762928629296293062931629326293362934629356293662937629386293962940629416294262943629446294562946629476294862949629506295162952629536295462955629566295762958629596296062961629626296362964629656296662967629686296962970629716297262973629746297562976629776297862979629806298162982629836298462985629866298762988629896299062991629926299362994629956299662997629986299963000630016300263003630046300563006630076300863009630106301163012630136301463015630166301763018630196302063021630226302363024630256302663027630286302963030630316303263033630346303563036630376303863039630406304163042630436304463045630466304763048630496305063051630526305363054630556305663057630586305963060630616306263063630646306563066630676306863069630706307163072630736307463075630766307763078630796308063081630826308363084630856308663087630886308963090630916309263093630946309563096630976309863099631006310163102631036310463105631066310763108631096311063111631126311363114631156311663117631186311963120631216312263123631246312563126631276312863129631306313163132631336313463135631366313763138631396314063141631426314363144631456314663147631486314963150631516315263153631546315563156631576315863159631606316163162631636316463165631666316763168631696317063171631726317363174631756317663177631786317963180631816318263183631846318563186631876318863189631906319163192631936319463195631966319763198631996320063201632026320363204632056320663207632086320963210632116321263213632146321563216632176321863219632206322163222632236322463225632266322763228632296323063231632326323363234632356323663237632386323963240632416324263243632446324563246632476324863249632506325163252632536325463255632566325763258632596326063261632626326363264632656326663267632686326963270632716327263273632746327563276632776327863279632806328163282632836328463285632866328763288632896329063291632926329363294632956329663297632986329963300633016330263303633046330563306633076330863309633106331163312633136331463315633166331763318633196332063321633226332363324633256332663327633286332963330633316333263333633346333563336633376333863339633406334163342633436334463345633466334763348633496335063351633526335363354633556335663357633586335963360633616336263363633646336563366633676336863369633706337163372633736337463375633766337763378633796338063381633826338363384633856338663387633886338963390633916339263393633946339563396633976339863399634006340163402634036340463405634066340763408634096341063411634126341363414634156341663417634186341963420634216342263423634246342563426634276342863429634306343163432634336343463435634366343763438634396344063441634426344363444634456344663447634486344963450634516345263453634546345563456634576345863459634606346163462634636346463465634666346763468634696347063471634726347363474634756347663477634786347963480634816348263483634846348563486634876348863489634906349163492634936349463495634966349763498634996350063501635026350363504635056350663507635086350963510635116351263513635146351563516635176351863519635206352163522635236352463525635266352763528635296353063531635326353363534635356353663537635386353963540635416354263543635446354563546635476354863549635506355163552635536355463555635566355763558635596356063561635626356363564635656356663567635686356963570635716357263573635746357563576635776357863579635806358163582635836358463585635866358763588635896359063591635926359363594635956359663597635986359963600636016360263603636046360563606636076360863609636106361163612636136361463615636166361763618636196362063621636226362363624636256362663627636286362963630636316363263633636346363563636636376363863639636406364163642636436364463645636466364763648636496365063651636526365363654636556365663657636586365963660636616366263663636646366563666636676366863669636706367163672636736367463675636766367763678636796368063681636826368363684636856368663687636886368963690636916369263693636946369563696636976369863699637006370163702637036370463705637066370763708637096371063711637126371363714637156371663717637186371963720637216372263723637246372563726637276372863729637306373163732637336373463735637366373763738637396374063741637426374363744637456374663747637486374963750637516375263753637546375563756637576375863759637606376163762637636376463765637666376763768637696377063771637726377363774637756377663777637786377963780637816378263783637846378563786637876378863789637906379163792637936379463795637966379763798637996380063801638026380363804638056380663807638086380963810638116381263813638146381563816638176381863819638206382163822638236382463825638266382763828638296383063831638326383363834638356383663837638386383963840638416384263843638446384563846638476384863849638506385163852638536385463855638566385763858638596386063861638626386363864638656386663867638686386963870638716387263873638746387563876638776387863879638806388163882638836388463885638866388763888638896389063891638926389363894638956389663897638986389963900639016390263903639046390563906639076390863909639106391163912639136391463915639166391763918639196392063921639226392363924639256392663927639286392963930639316393263933639346393563936639376393863939639406394163942639436394463945639466394763948639496395063951639526395363954639556395663957639586395963960639616396263963639646396563966639676396863969639706397163972639736397463975639766397763978639796398063981639826398363984639856398663987639886398963990639916399263993639946399563996639976399863999640006400164002640036400464005640066400764008640096401064011640126401364014640156401664017640186401964020640216402264023640246402564026640276402864029640306403164032640336403464035640366403764038640396404064041640426404364044640456404664047640486404964050640516405264053640546405564056640576405864059640606406164062640636406464065640666406764068640696407064071640726407364074640756407664077640786407964080640816408264083640846408564086640876408864089640906409164092640936409464095640966409764098640996410064101641026410364104641056410664107641086410964110641116411264113641146411564116641176411864119641206412164122641236412464125641266412764128641296413064131641326413364134641356413664137641386413964140641416414264143641446414564146641476414864149641506415164152641536415464155641566415764158641596416064161641626416364164641656416664167641686416964170641716417264173641746417564176641776417864179641806418164182641836418464185641866418764188641896419064191641926419364194641956419664197641986419964200642016420264203642046420564206642076420864209642106421164212642136421464215642166421764218642196422064221642226422364224642256422664227642286422964230642316423264233642346423564236642376423864239642406424164242642436424464245642466424764248642496425064251642526425364254642556425664257642586425964260642616426264263642646426564266642676426864269642706427164272642736427464275642766427764278642796428064281642826428364284642856428664287642886428964290642916429264293642946429564296642976429864299643006430164302643036430464305643066430764308643096431064311643126431364314643156431664317643186431964320643216432264323643246432564326643276432864329643306433164332643336433464335643366433764338643396434064341643426434364344643456434664347643486434964350643516435264353643546435564356643576435864359643606436164362643636436464365643666436764368643696437064371643726437364374643756437664377643786437964380643816438264383643846438564386643876438864389643906439164392643936439464395643966439764398643996440064401644026440364404644056440664407644086440964410644116441264413644146441564416644176441864419644206442164422644236442464425644266442764428644296443064431644326443364434644356443664437644386443964440644416444264443644446444564446644476444864449644506445164452644536445464455644566445764458644596446064461644626446364464644656446664467644686446964470644716447264473644746447564476644776447864479644806448164482644836448464485644866448764488644896449064491644926449364494644956449664497644986449964500645016450264503645046450564506645076450864509645106451164512645136451464515645166451764518645196452064521645226452364524645256452664527645286452964530645316453264533645346453564536645376453864539645406454164542645436454464545645466454764548645496455064551645526455364554645556455664557645586455964560645616456264563645646456564566645676456864569645706457164572645736457464575645766457764578645796458064581645826458364584645856458664587645886458964590645916459264593645946459564596645976459864599646006460164602646036460464605646066460764608646096461064611646126461364614646156461664617646186461964620646216462264623646246462564626646276462864629646306463164632646336463464635646366463764638646396464064641646426464364644646456464664647646486464964650646516465264653646546465564656646576465864659646606466164662646636466464665646666466764668646696467064671646726467364674646756467664677646786467964680646816468264683646846468564686646876468864689646906469164692646936469464695646966469764698646996470064701647026470364704647056470664707647086470964710647116471264713647146471564716647176471864719647206472164722647236472464725647266472764728647296473064731647326473364734647356473664737647386473964740647416474264743647446474564746647476474864749647506475164752647536475464755647566475764758647596476064761647626476364764647656476664767647686476964770647716477264773647746477564776647776477864779647806478164782647836478464785647866478764788647896479064791647926479364794647956479664797647986479964800648016480264803648046480564806648076480864809648106481164812648136481464815648166481764818648196482064821648226482364824648256482664827648286482964830648316483264833648346483564836648376483864839648406484164842648436484464845648466484764848648496485064851648526485364854648556485664857648586485964860648616486264863648646486564866648676486864869648706487164872648736487464875648766487764878648796488064881648826488364884648856488664887648886488964890648916489264893648946489564896648976489864899649006490164902649036490464905649066490764908649096491064911649126491364914649156491664917649186491964920649216492264923649246492564926649276492864929649306493164932649336493464935649366493764938649396494064941649426494364944649456494664947649486494964950649516495264953649546495564956649576495864959649606496164962649636496464965649666496764968649696497064971649726497364974649756497664977649786497964980649816498264983649846498564986649876498864989649906499164992649936499464995649966499764998649996500065001650026500365004650056500665007650086500965010650116501265013650146501565016650176501865019650206502165022650236502465025650266502765028650296503065031650326503365034650356503665037650386503965040650416504265043650446504565046650476504865049650506505165052650536505465055650566505765058650596506065061650626506365064650656506665067650686506965070650716507265073650746507565076650776507865079650806508165082650836508465085650866508765088650896509065091650926509365094650956509665097650986509965100651016510265103651046510565106651076510865109651106511165112651136511465115651166511765118651196512065121651226512365124651256512665127651286512965130651316513265133651346513565136651376513865139651406514165142651436514465145651466514765148651496515065151651526515365154651556515665157651586515965160651616516265163651646516565166651676516865169651706517165172651736517465175651766517765178651796518065181651826518365184651856518665187651886518965190651916519265193651946519565196651976519865199652006520165202652036520465205652066520765208652096521065211652126521365214652156521665217652186521965220652216522265223652246522565226652276522865229652306523165232652336523465235652366523765238652396524065241652426524365244652456524665247652486524965250652516525265253652546525565256652576525865259652606526165262652636526465265652666526765268652696527065271652726527365274652756527665277652786527965280652816528265283652846528565286652876528865289652906529165292652936529465295652966529765298652996530065301653026530365304653056530665307653086530965310653116531265313653146531565316653176531865319653206532165322653236532465325653266532765328653296533065331653326533365334653356533665337653386533965340653416534265343653446534565346653476534865349653506535165352653536535465355653566535765358653596536065361653626536365364653656536665367653686536965370653716537265373653746537565376653776537865379653806538165382653836538465385653866538765388653896539065391653926539365394653956539665397653986539965400654016540265403654046540565406654076540865409654106541165412654136541465415654166541765418654196542065421654226542365424654256542665427654286542965430654316543265433654346543565436654376543865439654406544165442654436544465445654466544765448654496545065451654526545365454654556545665457654586545965460654616546265463654646546565466654676546865469654706547165472654736547465475654766547765478654796548065481654826548365484654856548665487654886548965490654916549265493654946549565496654976549865499655006550165502655036550465505655066550765508655096551065511655126551365514655156551665517655186551965520655216552265523655246552565526655276552865529655306553165532655336553465535655366553765538655396554065541655426554365544655456554665547655486554965550655516555265553655546555565556655576555865559655606556165562655636556465565655666556765568655696557065571655726557365574655756557665577655786557965580655816558265583655846558565586655876558865589655906559165592655936559465595655966559765598655996560065601656026560365604656056560665607656086560965610656116561265613656146561565616656176561865619656206562165622656236562465625656266562765628656296563065631656326563365634656356563665637656386563965640656416564265643656446564565646656476564865649656506565165652656536565465655656566565765658656596566065661656626566365664656656566665667656686566965670656716567265673656746567565676656776567865679656806568165682656836568465685656866568765688656896569065691656926569365694656956569665697656986569965700657016570265703657046570565706657076570865709657106571165712657136571465715657166571765718657196572065721657226572365724657256572665727657286572965730657316573265733657346573565736657376573865739657406574165742657436574465745657466574765748657496575065751657526575365754657556575665757657586575965760657616576265763657646576565766657676576865769657706577165772657736577465775657766577765778657796578065781657826578365784657856578665787657886578965790657916579265793657946579565796657976579865799658006580165802658036580465805658066580765808658096581065811658126581365814658156581665817658186581965820658216582265823658246582565826658276582865829658306583165832658336583465835658366583765838658396584065841658426584365844658456584665847658486584965850658516585265853658546585565856658576585865859658606586165862658636586465865658666586765868658696587065871658726587365874658756587665877658786587965880658816588265883658846588565886658876588865889658906589165892658936589465895658966589765898658996590065901659026590365904659056590665907659086590965910659116591265913659146591565916659176591865919659206592165922659236592465925659266592765928659296593065931659326593365934659356593665937659386593965940659416594265943659446594565946659476594865949659506595165952659536595465955659566595765958659596596065961659626596365964659656596665967659686596965970659716597265973659746597565976659776597865979659806598165982659836598465985659866598765988659896599065991659926599365994659956599665997659986599966000660016600266003660046600566006660076600866009660106601166012660136601466015660166601766018660196602066021660226602366024660256602666027660286602966030660316603266033660346603566036660376603866039660406604166042660436604466045660466604766048660496605066051660526605366054660556605666057660586605966060660616606266063660646606566066660676606866069660706607166072660736607466075660766607766078660796608066081660826608366084660856608666087660886608966090660916609266093660946609566096660976609866099661006610166102661036610466105661066610766108661096611066111661126611366114661156611666117661186611966120661216612266123661246612566126661276612866129661306613166132661336613466135661366613766138661396614066141661426614366144661456614666147661486614966150661516615266153661546615566156661576615866159661606616166162661636616466165661666616766168661696617066171661726617366174661756617666177661786617966180661816618266183661846618566186661876618866189661906619166192661936619466195661966619766198661996620066201662026620366204662056620666207662086620966210662116621266213662146621566216662176621866219662206622166222662236622466225662266622766228662296623066231662326623366234662356623666237662386623966240662416624266243662446624566246662476624866249662506625166252662536625466255662566625766258662596626066261662626626366264662656626666267662686626966270662716627266273662746627566276662776627866279662806628166282662836628466285662866628766288662896629066291662926629366294662956629666297662986629966300663016630266303663046630566306663076630866309663106631166312663136631466315663166631766318663196632066321663226632366324663256632666327663286632966330663316633266333663346633566336663376633866339663406634166342663436634466345663466634766348663496635066351663526635366354663556635666357663586635966360663616636266363663646636566366663676636866369663706637166372663736637466375663766637766378663796638066381663826638366384663856638666387663886638966390663916639266393663946639566396663976639866399664006640166402664036640466405664066640766408664096641066411664126641366414664156641666417664186641966420664216642266423664246642566426664276642866429664306643166432664336643466435664366643766438664396644066441664426644366444664456644666447664486644966450664516645266453664546645566456664576645866459664606646166462664636646466465664666646766468664696647066471664726647366474664756647666477664786647966480664816648266483664846648566486664876648866489664906649166492664936649466495664966649766498664996650066501665026650366504665056650666507665086650966510665116651266513665146651566516665176651866519665206652166522665236652466525665266652766528665296653066531665326653366534665356653666537665386653966540665416654266543665446654566546665476654866549665506655166552665536655466555665566655766558665596656066561665626656366564665656656666567665686656966570665716657266573665746657566576665776657866579665806658166582665836658466585665866658766588665896659066591665926659366594665956659666597665986659966600666016660266603666046660566606666076660866609666106661166612666136661466615666166661766618666196662066621666226662366624666256662666627666286662966630666316663266633666346663566636666376663866639666406664166642666436664466645666466664766648666496665066651666526665366654666556665666657666586665966660666616666266663666646666566666666676666866669666706667166672666736667466675666766667766678666796668066681666826668366684666856668666687666886668966690666916669266693666946669566696666976669866699667006670166702667036670466705667066670766708667096671066711667126671366714667156671666717667186671966720667216672266723667246672566726667276672866729667306673166732667336673466735667366673766738667396674066741667426674366744667456674666747667486674966750667516675266753667546675566756667576675866759667606676166762667636676466765667666676766768667696677066771667726677366774667756677666777667786677966780667816678266783667846678566786667876678866789667906679166792667936679466795667966679766798667996680066801668026680366804668056680666807668086680966810668116681266813668146681566816668176681866819668206682166822668236682466825668266682766828668296683066831668326683366834668356683666837668386683966840668416684266843668446684566846668476684866849668506685166852668536685466855668566685766858668596686066861668626686366864668656686666867668686686966870668716687266873668746687566876668776687866879668806688166882668836688466885668866688766888668896689066891668926689366894668956689666897668986689966900669016690266903669046690566906669076690866909669106691166912669136691466915669166691766918669196692066921669226692366924669256692666927669286692966930669316693266933669346693566936669376693866939669406694166942669436694466945669466694766948669496695066951669526695366954669556695666957669586695966960669616696266963669646696566966669676696866969669706697166972669736697466975669766697766978669796698066981669826698366984669856698666987669886698966990669916699266993669946699566996669976699866999670006700167002670036700467005670066700767008670096701067011670126701367014670156701667017670186701967020670216702267023670246702567026670276702867029670306703167032670336703467035670366703767038670396704067041670426704367044670456704667047670486704967050670516705267053670546705567056670576705867059670606706167062670636706467065670666706767068670696707067071670726707367074670756707667077670786707967080670816708267083670846708567086670876708867089670906709167092670936709467095670966709767098670996710067101671026710367104671056710667107671086710967110671116711267113671146711567116671176711867119671206712167122671236712467125671266712767128671296713067131671326713367134671356713667137671386713967140671416714267143671446714567146671476714867149671506715167152671536715467155671566715767158671596716067161671626716367164671656716667167671686716967170671716717267173671746717567176671776717867179671806718167182671836718467185671866718767188671896719067191671926719367194671956719667197671986719967200672016720267203672046720567206672076720867209672106721167212672136721467215672166721767218672196722067221672226722367224672256722667227672286722967230672316723267233672346723567236672376723867239672406724167242672436724467245672466724767248672496725067251672526725367254672556725667257672586725967260672616726267263672646726567266672676726867269672706727167272672736727467275672766727767278672796728067281672826728367284672856728667287672886728967290672916729267293672946729567296672976729867299673006730167302673036730467305673066730767308673096731067311673126731367314673156731667317673186731967320673216732267323673246732567326673276732867329673306733167332673336733467335673366733767338673396734067341673426734367344673456734667347673486734967350673516735267353673546735567356673576735867359673606736167362673636736467365673666736767368673696737067371673726737367374673756737667377673786737967380673816738267383673846738567386673876738867389673906739167392673936739467395673966739767398673996740067401674026740367404674056740667407674086740967410674116741267413674146741567416674176741867419674206742167422674236742467425674266742767428674296743067431674326743367434674356743667437674386743967440674416744267443674446744567446674476744867449674506745167452674536745467455674566745767458674596746067461674626746367464674656746667467674686746967470674716747267473674746747567476674776747867479674806748167482674836748467485674866748767488674896749067491674926749367494674956749667497674986749967500675016750267503675046750567506675076750867509675106751167512675136751467515675166751767518675196752067521675226752367524675256752667527675286752967530675316753267533675346753567536675376753867539675406754167542675436754467545675466754767548675496755067551675526755367554675556755667557675586755967560675616756267563675646756567566675676756867569675706757167572675736757467575675766757767578675796758067581675826758367584675856758667587675886758967590675916759267593675946759567596675976759867599676006760167602676036760467605676066760767608676096761067611676126761367614676156761667617676186761967620676216762267623676246762567626676276762867629676306763167632676336763467635676366763767638676396764067641676426764367644676456764667647676486764967650676516765267653676546765567656676576765867659676606766167662676636766467665676666766767668676696767067671676726767367674676756767667677676786767967680676816768267683676846768567686676876768867689676906769167692676936769467695676966769767698676996770067701677026770367704677056770667707677086770967710677116771267713677146771567716677176771867719677206772167722677236772467725677266772767728677296773067731677326773367734677356773667737677386773967740677416774267743677446774567746677476774867749677506775167752677536775467755677566775767758677596776067761677626776367764677656776667767677686776967770677716777267773677746777567776677776777867779677806778167782677836778467785677866778767788677896779067791677926779367794677956779667797677986779967800678016780267803678046780567806678076780867809678106781167812678136781467815678166781767818678196782067821678226782367824678256782667827678286782967830678316783267833678346783567836678376783867839678406784167842678436784467845678466784767848678496785067851678526785367854678556785667857678586785967860678616786267863678646786567866678676786867869678706787167872678736787467875678766787767878678796788067881678826788367884678856788667887678886788967890678916789267893678946789567896678976789867899679006790167902679036790467905679066790767908679096791067911679126791367914679156791667917679186791967920679216792267923679246792567926679276792867929679306793167932679336793467935679366793767938679396794067941679426794367944679456794667947679486794967950679516795267953679546795567956679576795867959679606796167962679636796467965679666796767968679696797067971679726797367974679756797667977679786797967980679816798267983679846798567986679876798867989679906799167992679936799467995679966799767998679996800068001680026800368004680056800668007680086800968010680116801268013680146801568016680176801868019680206802168022680236802468025680266802768028680296803068031680326803368034680356803668037680386803968040680416804268043680446804568046680476804868049680506805168052680536805468055680566805768058680596806068061680626806368064680656806668067680686806968070680716807268073680746807568076680776807868079680806808168082680836808468085680866808768088680896809068091680926809368094680956809668097680986809968100681016810268103681046810568106681076810868109681106811168112681136811468115681166811768118681196812068121681226812368124681256812668127681286812968130681316813268133681346813568136681376813868139681406814168142681436814468145681466814768148681496815068151681526815368154681556815668157681586815968160681616816268163681646816568166681676816868169681706817168172681736817468175681766817768178681796818068181681826818368184681856818668187681886818968190681916819268193681946819568196681976819868199682006820168202682036820468205682066820768208682096821068211682126821368214682156821668217682186821968220682216822268223682246822568226682276822868229682306823168232682336823468235682366823768238682396824068241682426824368244682456824668247682486824968250682516825268253682546825568256682576825868259682606826168262682636826468265682666826768268682696827068271682726827368274682756827668277682786827968280682816828268283682846828568286682876828868289682906829168292682936829468295682966829768298682996830068301683026830368304683056830668307683086830968310683116831268313683146831568316683176831868319683206832168322683236832468325683266832768328683296833068331683326833368334683356833668337683386833968340683416834268343683446834568346683476834868349683506835168352683536835468355683566835768358683596836068361683626836368364683656836668367683686836968370683716837268373683746837568376683776837868379683806838168382683836838468385683866838768388683896839068391683926839368394683956839668397683986839968400684016840268403684046840568406684076840868409684106841168412684136841468415684166841768418684196842068421684226842368424684256842668427684286842968430684316843268433684346843568436684376843868439684406844168442684436844468445684466844768448684496845068451684526845368454684556845668457684586845968460684616846268463684646846568466684676846868469684706847168472684736847468475684766847768478684796848068481684826848368484684856848668487684886848968490684916849268493684946849568496684976849868499685006850168502685036850468505685066850768508685096851068511685126851368514685156851668517685186851968520685216852268523685246852568526685276852868529685306853168532685336853468535685366853768538685396854068541685426854368544685456854668547685486854968550685516855268553685546855568556685576855868559685606856168562685636856468565685666856768568685696857068571685726857368574685756857668577685786857968580685816858268583685846858568586685876858868589685906859168592685936859468595685966859768598685996860068601686026860368604686056860668607686086860968610686116861268613686146861568616686176861868619686206862168622686236862468625686266862768628686296863068631686326863368634686356863668637686386863968640686416864268643686446864568646686476864868649686506865168652686536865468655686566865768658686596866068661686626866368664686656866668667686686866968670686716867268673686746867568676686776867868679686806868168682686836868468685686866868768688686896869068691686926869368694686956869668697686986869968700687016870268703687046870568706687076870868709687106871168712687136871468715687166871768718687196872068721687226872368724687256872668727687286872968730687316873268733687346873568736687376873868739687406874168742687436874468745687466874768748687496875068751687526875368754687556875668757687586875968760687616876268763687646876568766687676876868769687706877168772687736877468775687766877768778687796878068781687826878368784687856878668787687886878968790687916879268793687946879568796687976879868799688006880168802688036880468805688066880768808688096881068811688126881368814688156881668817688186881968820688216882268823688246882568826688276882868829688306883168832688336883468835688366883768838688396884068841688426884368844688456884668847688486884968850688516885268853688546885568856688576885868859688606886168862688636886468865688666886768868688696887068871688726887368874688756887668877688786887968880688816888268883688846888568886688876888868889688906889168892688936889468895688966889768898688996890068901689026890368904689056890668907689086890968910689116891268913689146891568916689176891868919689206892168922689236892468925689266892768928689296893068931689326893368934689356893668937689386893968940689416894268943689446894568946689476894868949689506895168952689536895468955689566895768958689596896068961689626896368964689656896668967689686896968970689716897268973689746897568976689776897868979689806898168982689836898468985689866898768988689896899068991689926899368994689956899668997689986899969000690016900269003690046900569006690076900869009690106901169012690136901469015690166901769018690196902069021690226902369024690256902669027690286902969030690316903269033690346903569036690376903869039690406904169042690436904469045690466904769048690496905069051690526905369054690556905669057690586905969060690616906269063690646906569066690676906869069690706907169072690736907469075690766907769078690796908069081690826908369084690856908669087690886908969090690916909269093690946909569096690976909869099691006910169102691036910469105691066910769108691096911069111691126911369114691156911669117691186911969120691216912269123691246912569126691276912869129691306913169132691336913469135691366913769138691396914069141691426914369144691456914669147691486914969150691516915269153691546915569156691576915869159691606916169162691636916469165691666916769168691696917069171691726917369174691756917669177691786917969180691816918269183691846918569186691876918869189691906919169192691936919469195691966919769198691996920069201692026920369204692056920669207692086920969210692116921269213692146921569216692176921869219692206922169222692236922469225692266922769228692296923069231692326923369234692356923669237692386923969240692416924269243692446924569246692476924869249692506925169252692536925469255692566925769258692596926069261692626926369264692656926669267692686926969270692716927269273692746927569276692776927869279692806928169282692836928469285692866928769288692896929069291692926929369294692956929669297692986929969300693016930269303693046930569306693076930869309693106931169312693136931469315693166931769318693196932069321693226932369324693256932669327693286932969330693316933269333693346933569336693376933869339693406934169342693436934469345693466934769348693496935069351693526935369354693556935669357693586935969360693616936269363693646936569366693676936869369693706937169372693736937469375693766937769378693796938069381693826938369384693856938669387693886938969390693916939269393693946939569396693976939869399694006940169402694036940469405694066940769408694096941069411694126941369414694156941669417694186941969420694216942269423694246942569426694276942869429694306943169432694336943469435694366943769438694396944069441694426944369444694456944669447694486944969450694516945269453694546945569456694576945869459694606946169462694636946469465694666946769468694696947069471694726947369474694756947669477694786947969480694816948269483694846948569486694876948869489694906949169492694936949469495694966949769498694996950069501695026950369504695056950669507695086950969510695116951269513695146951569516695176951869519695206952169522695236952469525695266952769528695296953069531695326953369534695356953669537695386953969540695416954269543695446954569546695476954869549695506955169552695536955469555695566955769558695596956069561695626956369564695656956669567695686956969570695716957269573695746957569576695776957869579695806958169582695836958469585695866958769588695896959069591695926959369594695956959669597695986959969600696016960269603696046960569606696076960869609696106961169612696136961469615696166961769618696196962069621696226962369624696256962669627696286962969630696316963269633696346963569636696376963869639696406964169642696436964469645696466964769648696496965069651696526965369654696556965669657696586965969660696616966269663696646966569666696676966869669696706967169672696736967469675696766967769678696796968069681696826968369684696856968669687696886968969690696916969269693696946969569696696976969869699697006970169702697036970469705697066970769708697096971069711697126971369714697156971669717697186971969720697216972269723697246972569726697276972869729697306973169732697336973469735697366973769738697396974069741697426974369744697456974669747697486974969750697516975269753697546975569756697576975869759697606976169762697636976469765697666976769768697696977069771697726977369774697756977669777697786977969780697816978269783697846978569786697876978869789697906979169792697936979469795697966979769798697996980069801698026980369804698056980669807698086980969810698116981269813698146981569816698176981869819698206982169822698236982469825698266982769828698296983069831698326983369834698356983669837698386983969840698416984269843698446984569846698476984869849698506985169852698536985469855698566985769858698596986069861698626986369864698656986669867698686986969870698716987269873698746987569876698776987869879698806988169882698836988469885698866988769888698896989069891698926989369894698956989669897698986989969900699016990269903699046990569906699076990869909699106991169912699136991469915699166991769918699196992069921699226992369924699256992669927699286992969930699316993269933699346993569936699376993869939699406994169942699436994469945699466994769948699496995069951699526995369954699556995669957699586995969960699616996269963699646996569966699676996869969699706997169972699736997469975699766997769978699796998069981699826998369984699856998669987699886998969990699916999269993699946999569996699976999869999700007000170002700037000470005700067000770008700097001070011700127001370014700157001670017700187001970020700217002270023700247002570026700277002870029700307003170032700337003470035700367003770038700397004070041700427004370044700457004670047700487004970050700517005270053700547005570056700577005870059700607006170062700637006470065700667006770068700697007070071700727007370074700757007670077700787007970080700817008270083700847008570086700877008870089700907009170092700937009470095700967009770098700997010070101701027010370104701057010670107701087010970110701117011270113701147011570116701177011870119701207012170122701237012470125701267012770128701297013070131701327013370134701357013670137701387013970140701417014270143701447014570146701477014870149701507015170152701537015470155701567015770158701597016070161701627016370164701657016670167701687016970170701717017270173701747017570176701777017870179701807018170182701837018470185701867018770188701897019070191701927019370194701957019670197701987019970200702017020270203702047020570206702077020870209702107021170212702137021470215702167021770218702197022070221702227022370224702257022670227702287022970230702317023270233702347023570236702377023870239702407024170242702437024470245702467024770248702497025070251702527025370254702557025670257702587025970260702617026270263702647026570266702677026870269702707027170272702737027470275702767027770278702797028070281702827028370284702857028670287702887028970290702917029270293702947029570296702977029870299703007030170302703037030470305703067030770308703097031070311703127031370314703157031670317703187031970320703217032270323703247032570326703277032870329703307033170332703337033470335703367033770338703397034070341703427034370344703457034670347703487034970350703517035270353703547035570356703577035870359703607036170362703637036470365703667036770368703697037070371703727037370374703757037670377703787037970380703817038270383703847038570386703877038870389703907039170392703937039470395703967039770398703997040070401704027040370404704057040670407704087040970410704117041270413704147041570416704177041870419704207042170422704237042470425704267042770428704297043070431704327043370434704357043670437704387043970440704417044270443704447044570446704477044870449704507045170452704537045470455704567045770458704597046070461704627046370464704657046670467704687046970470704717047270473704747047570476704777047870479704807048170482704837048470485704867048770488704897049070491704927049370494704957049670497704987049970500705017050270503705047050570506705077050870509705107051170512705137051470515705167051770518705197052070521705227052370524705257052670527705287052970530705317053270533705347053570536705377053870539705407054170542705437054470545705467054770548705497055070551705527055370554705557055670557705587055970560705617056270563705647056570566705677056870569705707057170572705737057470575705767057770578705797058070581705827058370584705857058670587705887058970590705917059270593705947059570596705977059870599706007060170602706037060470605706067060770608706097061070611706127061370614706157061670617706187061970620706217062270623706247062570626706277062870629706307063170632706337063470635706367063770638706397064070641706427064370644706457064670647706487064970650706517065270653706547065570656706577065870659706607066170662706637066470665706667066770668706697067070671706727067370674706757067670677706787067970680706817068270683706847068570686706877068870689706907069170692706937069470695706967069770698706997070070701707027070370704707057070670707707087070970710707117071270713707147071570716707177071870719707207072170722707237072470725707267072770728707297073070731707327073370734707357073670737707387073970740707417074270743707447074570746707477074870749707507075170752707537075470755707567075770758707597076070761707627076370764707657076670767707687076970770707717077270773707747077570776707777077870779707807078170782707837078470785707867078770788707897079070791707927079370794707957079670797707987079970800708017080270803708047080570806708077080870809708107081170812708137081470815708167081770818708197082070821708227082370824708257082670827708287082970830708317083270833708347083570836708377083870839708407084170842708437084470845708467084770848708497085070851708527085370854708557085670857708587085970860708617086270863708647086570866708677086870869708707087170872708737087470875708767087770878708797088070881708827088370884708857088670887708887088970890708917089270893708947089570896708977089870899709007090170902709037090470905709067090770908709097091070911709127091370914709157091670917709187091970920709217092270923709247092570926709277092870929709307093170932709337093470935709367093770938709397094070941709427094370944709457094670947709487094970950709517095270953709547095570956709577095870959709607096170962709637096470965709667096770968709697097070971709727097370974709757097670977709787097970980709817098270983709847098570986709877098870989709907099170992709937099470995709967099770998709997100071001710027100371004710057100671007710087100971010710117101271013710147101571016710177101871019710207102171022710237102471025710267102771028710297103071031710327103371034710357103671037710387103971040710417104271043710447104571046710477104871049710507105171052710537105471055710567105771058710597106071061710627106371064710657106671067710687106971070710717107271073710747107571076710777107871079710807108171082710837108471085710867108771088710897109071091710927109371094710957109671097710987109971100711017110271103711047110571106711077110871109711107111171112711137111471115711167111771118711197112071121711227112371124711257112671127711287112971130711317113271133711347113571136711377113871139711407114171142711437114471145711467114771148711497115071151711527115371154711557115671157711587115971160711617116271163711647116571166711677116871169711707117171172711737117471175711767117771178711797118071181711827118371184711857118671187711887118971190711917119271193711947119571196711977119871199712007120171202712037120471205712067120771208712097121071211712127121371214712157121671217712187121971220712217122271223712247122571226712277122871229712307123171232712337123471235712367123771238712397124071241712427124371244712457124671247712487124971250712517125271253712547125571256712577125871259712607126171262712637126471265712667126771268712697127071271712727127371274712757127671277712787127971280712817128271283712847128571286712877128871289712907129171292712937129471295712967129771298712997130071301713027130371304713057130671307713087130971310713117131271313713147131571316713177131871319713207132171322713237132471325713267132771328713297133071331713327133371334713357133671337713387133971340713417134271343713447134571346713477134871349713507135171352713537135471355713567135771358713597136071361713627136371364713657136671367713687136971370713717137271373713747137571376713777137871379713807138171382713837138471385713867138771388713897139071391713927139371394713957139671397713987139971400714017140271403714047140571406714077140871409714107141171412714137141471415714167141771418714197142071421714227142371424714257142671427714287142971430714317143271433714347143571436714377143871439714407144171442714437144471445714467144771448714497145071451714527145371454714557145671457714587145971460714617146271463714647146571466714677146871469714707147171472714737147471475714767147771478714797148071481714827148371484714857148671487714887148971490714917149271493714947149571496714977149871499715007150171502715037150471505715067150771508715097151071511715127151371514715157151671517715187151971520715217152271523715247152571526715277152871529715307153171532715337153471535715367153771538715397154071541715427154371544715457154671547715487154971550715517155271553715547155571556715577155871559715607156171562715637156471565715667156771568715697157071571715727157371574715757157671577715787157971580715817158271583715847158571586715877158871589715907159171592715937159471595715967159771598715997160071601716027160371604716057160671607716087160971610716117161271613716147161571616716177161871619716207162171622716237162471625716267162771628716297163071631716327163371634716357163671637716387163971640716417164271643716447164571646716477164871649716507165171652716537165471655716567165771658716597166071661716627166371664716657166671667716687166971670716717167271673716747167571676716777167871679716807168171682716837168471685716867168771688716897169071691716927169371694716957169671697716987169971700717017170271703717047170571706717077170871709717107171171712717137171471715717167171771718717197172071721717227172371724717257172671727717287172971730717317173271733717347173571736717377173871739717407174171742717437174471745717467174771748717497175071751717527175371754717557175671757717587175971760717617176271763717647176571766717677176871769717707177171772717737177471775717767177771778717797178071781717827178371784717857178671787717887178971790717917179271793717947179571796717977179871799718007180171802718037180471805718067180771808718097181071811718127181371814718157181671817718187181971820718217182271823718247182571826718277182871829718307183171832718337183471835718367183771838718397184071841718427184371844718457184671847718487184971850718517185271853718547185571856718577185871859718607186171862718637186471865718667186771868718697187071871718727187371874718757187671877718787187971880718817188271883718847188571886718877188871889718907189171892718937189471895718967189771898718997190071901719027190371904719057190671907719087190971910719117191271913719147191571916719177191871919719207192171922719237192471925719267192771928719297193071931719327193371934719357193671937719387193971940719417194271943719447194571946719477194871949719507195171952719537195471955719567195771958719597196071961719627196371964719657196671967719687196971970719717197271973719747197571976719777197871979719807198171982719837198471985719867198771988719897199071991719927199371994719957199671997719987199972000720017200272003720047200572006720077200872009720107201172012720137201472015720167201772018720197202072021720227202372024720257202672027720287202972030720317203272033720347203572036720377203872039720407204172042720437204472045720467204772048720497205072051720527205372054720557205672057720587205972060720617206272063720647206572066720677206872069720707207172072720737207472075720767207772078720797208072081720827208372084720857208672087720887208972090720917209272093720947209572096720977209872099721007210172102721037210472105721067210772108721097211072111721127211372114721157211672117721187211972120721217212272123721247212572126721277212872129721307213172132721337213472135721367213772138721397214072141721427214372144721457214672147721487214972150721517215272153721547215572156721577215872159721607216172162721637216472165721667216772168721697217072171721727217372174721757217672177721787217972180721817218272183721847218572186721877218872189721907219172192721937219472195721967219772198721997220072201722027220372204722057220672207722087220972210722117221272213722147221572216722177221872219722207222172222722237222472225722267222772228722297223072231722327223372234722357223672237722387223972240722417224272243722447224572246722477224872249722507225172252722537225472255722567225772258722597226072261722627226372264722657226672267722687226972270722717227272273722747227572276722777227872279722807228172282722837228472285722867228772288722897229072291722927229372294722957229672297722987229972300723017230272303723047230572306723077230872309723107231172312723137231472315723167231772318723197232072321723227232372324723257232672327723287232972330723317233272333723347233572336723377233872339723407234172342723437234472345723467234772348723497235072351723527235372354723557235672357723587235972360723617236272363723647236572366723677236872369723707237172372723737237472375723767237772378723797238072381723827238372384723857238672387723887238972390723917239272393723947239572396723977239872399724007240172402724037240472405724067240772408724097241072411724127241372414724157241672417724187241972420724217242272423724247242572426724277242872429724307243172432724337243472435724367243772438724397244072441724427244372444724457244672447724487244972450724517245272453724547245572456724577245872459724607246172462724637246472465724667246772468724697247072471724727247372474724757247672477724787247972480724817248272483724847248572486724877248872489724907249172492724937249472495724967249772498724997250072501725027250372504725057250672507725087250972510725117251272513725147251572516725177251872519725207252172522725237252472525725267252772528725297253072531725327253372534725357253672537725387253972540725417254272543725447254572546725477254872549725507255172552725537255472555725567255772558725597256072561725627256372564725657256672567725687256972570725717257272573725747257572576725777257872579725807258172582725837258472585725867258772588725897259072591725927259372594725957259672597725987259972600726017260272603726047260572606726077260872609726107261172612726137261472615726167261772618726197262072621726227262372624726257262672627726287262972630726317263272633726347263572636726377263872639726407264172642726437264472645726467264772648726497265072651726527265372654726557265672657726587265972660726617266272663726647266572666726677266872669726707267172672726737267472675726767267772678726797268072681726827268372684726857268672687726887268972690726917269272693726947269572696726977269872699727007270172702727037270472705727067270772708727097271072711727127271372714727157271672717727187271972720727217272272723727247272572726727277272872729727307273172732727337273472735727367273772738727397274072741727427274372744727457274672747727487274972750727517275272753727547275572756727577275872759727607276172762727637276472765727667276772768727697277072771727727277372774727757277672777727787277972780727817278272783727847278572786727877278872789727907279172792727937279472795727967279772798727997280072801728027280372804728057280672807728087280972810728117281272813728147281572816728177281872819728207282172822728237282472825728267282772828728297283072831728327283372834728357283672837728387283972840728417284272843728447284572846728477284872849728507285172852728537285472855728567285772858728597286072861728627286372864728657286672867728687286972870728717287272873728747287572876728777287872879728807288172882728837288472885728867288772888728897289072891728927289372894728957289672897728987289972900729017290272903729047290572906729077290872909729107291172912729137291472915729167291772918729197292072921729227292372924729257292672927729287292972930729317293272933729347293572936729377293872939729407294172942729437294472945729467294772948729497295072951729527295372954729557295672957729587295972960729617296272963729647296572966729677296872969729707297172972729737297472975729767297772978729797298072981729827298372984729857298672987729887298972990729917299272993729947299572996729977299872999730007300173002730037300473005730067300773008730097301073011730127301373014730157301673017730187301973020730217302273023730247302573026730277302873029730307303173032730337303473035730367303773038730397304073041730427304373044730457304673047730487304973050730517305273053730547305573056730577305873059730607306173062730637306473065730667306773068730697307073071730727307373074730757307673077730787307973080730817308273083730847308573086730877308873089730907309173092730937309473095730967309773098730997310073101731027310373104731057310673107731087310973110731117311273113731147311573116731177311873119731207312173122731237312473125731267312773128731297313073131731327313373134731357313673137731387313973140731417314273143731447314573146731477314873149731507315173152731537315473155731567315773158731597316073161731627316373164731657316673167731687316973170731717317273173731747317573176731777317873179731807318173182731837318473185731867318773188731897319073191731927319373194731957319673197731987319973200732017320273203732047320573206732077320873209732107321173212732137321473215732167321773218732197322073221732227322373224732257322673227732287322973230732317323273233732347323573236732377323873239732407324173242732437324473245732467324773248732497325073251732527325373254732557325673257732587325973260732617326273263732647326573266732677326873269732707327173272732737327473275732767327773278732797328073281732827328373284732857328673287732887328973290732917329273293732947329573296732977329873299733007330173302733037330473305733067330773308733097331073311733127331373314733157331673317733187331973320733217332273323733247332573326733277332873329733307333173332733337333473335733367333773338733397334073341733427334373344733457334673347733487334973350733517335273353733547335573356733577335873359733607336173362733637336473365733667336773368733697337073371733727337373374733757337673377733787337973380733817338273383733847338573386733877338873389733907339173392733937339473395733967339773398733997340073401734027340373404734057340673407734087340973410734117341273413734147341573416734177341873419734207342173422734237342473425734267342773428734297343073431734327343373434734357343673437734387343973440734417344273443734447344573446734477344873449734507345173452734537345473455734567345773458734597346073461734627346373464734657346673467734687346973470734717347273473734747347573476734777347873479734807348173482734837348473485734867348773488734897349073491734927349373494734957349673497734987349973500735017350273503735047350573506735077350873509735107351173512735137351473515735167351773518735197352073521735227352373524735257352673527735287352973530735317353273533735347353573536735377353873539735407354173542735437354473545735467354773548735497355073551735527355373554735557355673557735587355973560735617356273563735647356573566735677356873569735707357173572735737357473575735767357773578735797358073581735827358373584735857358673587735887358973590735917359273593735947359573596735977359873599736007360173602736037360473605736067360773608736097361073611736127361373614736157361673617736187361973620736217362273623736247362573626736277362873629736307363173632736337363473635736367363773638736397364073641736427364373644736457364673647736487364973650736517365273653736547365573656736577365873659736607366173662736637366473665736667366773668736697367073671736727367373674736757367673677736787367973680736817368273683736847368573686736877368873689736907369173692736937369473695736967369773698736997370073701737027370373704737057370673707737087370973710737117371273713737147371573716737177371873719737207372173722737237372473725737267372773728737297373073731737327373373734737357373673737737387373973740737417374273743737447374573746737477374873749737507375173752737537375473755737567375773758737597376073761737627376373764737657376673767737687376973770737717377273773737747377573776737777377873779737807378173782737837378473785737867378773788737897379073791737927379373794737957379673797737987379973800738017380273803738047380573806738077380873809738107381173812738137381473815738167381773818738197382073821738227382373824738257382673827738287382973830738317383273833738347383573836738377383873839738407384173842738437384473845738467384773848738497385073851738527385373854738557385673857738587385973860738617386273863738647386573866738677386873869738707387173872738737387473875738767387773878738797388073881738827388373884738857388673887738887388973890738917389273893738947389573896738977389873899739007390173902739037390473905739067390773908739097391073911739127391373914739157391673917739187391973920739217392273923739247392573926739277392873929739307393173932739337393473935739367393773938739397394073941739427394373944739457394673947739487394973950739517395273953739547395573956739577395873959739607396173962739637396473965739667396773968739697397073971739727397373974739757397673977739787397973980739817398273983739847398573986739877398873989739907399173992739937399473995739967399773998739997400074001740027400374004740057400674007740087400974010740117401274013740147401574016740177401874019740207402174022740237402474025740267402774028740297403074031740327403374034740357403674037740387403974040740417404274043740447404574046740477404874049740507405174052740537405474055740567405774058740597406074061740627406374064740657406674067740687406974070740717407274073740747407574076740777407874079740807408174082740837408474085740867408774088740897409074091740927409374094740957409674097740987409974100741017410274103741047410574106741077410874109741107411174112741137411474115741167411774118741197412074121741227412374124741257412674127741287412974130741317413274133741347413574136741377413874139741407414174142741437414474145741467414774148741497415074151741527415374154741557415674157741587415974160741617416274163741647416574166741677416874169741707417174172741737417474175741767417774178741797418074181741827418374184741857418674187741887418974190741917419274193741947419574196741977419874199742007420174202742037420474205742067420774208742097421074211742127421374214742157421674217742187421974220742217422274223742247422574226742277422874229742307423174232742337423474235742367423774238742397424074241742427424374244742457424674247742487424974250742517425274253742547425574256742577425874259742607426174262742637426474265742667426774268742697427074271742727427374274742757427674277742787427974280742817428274283742847428574286742877428874289742907429174292742937429474295742967429774298742997430074301743027430374304743057430674307743087430974310743117431274313743147431574316743177431874319743207432174322743237432474325743267432774328743297433074331743327433374334743357433674337743387433974340743417434274343743447434574346743477434874349743507435174352743537435474355743567435774358743597436074361743627436374364743657436674367743687436974370743717437274373743747437574376743777437874379743807438174382743837438474385743867438774388743897439074391743927439374394743957439674397743987439974400744017440274403744047440574406744077440874409744107441174412744137441474415744167441774418744197442074421744227442374424744257442674427744287442974430744317443274433744347443574436744377443874439744407444174442744437444474445744467444774448744497445074451744527445374454744557445674457744587445974460744617446274463744647446574466744677446874469744707447174472744737447474475744767447774478744797448074481744827448374484744857448674487744887448974490744917449274493744947449574496744977449874499745007450174502745037450474505745067450774508745097451074511745127451374514745157451674517745187451974520745217452274523745247452574526745277452874529745307453174532745337453474535745367453774538745397454074541745427454374544745457454674547745487454974550745517455274553745547455574556745577455874559745607456174562745637456474565745667456774568745697457074571745727457374574745757457674577745787457974580745817458274583745847458574586745877458874589745907459174592745937459474595745967459774598745997460074601746027460374604746057460674607746087460974610746117461274613746147461574616746177461874619746207462174622746237462474625746267462774628746297463074631746327463374634746357463674637746387463974640746417464274643746447464574646746477464874649746507465174652746537465474655746567465774658746597466074661746627466374664746657466674667746687466974670746717467274673746747467574676746777467874679746807468174682746837468474685746867468774688746897469074691746927469374694746957469674697746987469974700747017470274703747047470574706747077470874709747107471174712747137471474715747167471774718747197472074721747227472374724747257472674727747287472974730747317473274733747347473574736747377473874739747407474174742747437474474745747467474774748747497475074751747527475374754747557475674757747587475974760747617476274763747647476574766747677476874769747707477174772747737477474775747767477774778747797478074781747827478374784747857478674787747887478974790747917479274793747947479574796747977479874799748007480174802748037480474805748067480774808748097481074811748127481374814748157481674817748187481974820748217482274823748247482574826748277482874829748307483174832748337483474835748367483774838748397484074841748427484374844748457484674847748487484974850748517485274853748547485574856748577485874859748607486174862748637486474865748667486774868748697487074871748727487374874748757487674877748787487974880748817488274883748847488574886748877488874889748907489174892748937489474895748967489774898748997490074901749027490374904749057490674907749087490974910749117491274913749147491574916749177491874919749207492174922749237492474925749267492774928749297493074931749327493374934749357493674937749387493974940749417494274943749447494574946749477494874949749507495174952749537495474955749567495774958749597496074961749627496374964749657496674967749687496974970749717497274973749747497574976749777497874979749807498174982749837498474985749867498774988749897499074991749927499374994749957499674997749987499975000750017500275003750047500575006750077500875009750107501175012750137501475015750167501775018750197502075021750227502375024750257502675027750287502975030750317503275033750347503575036750377503875039750407504175042750437504475045750467504775048750497505075051750527505375054750557505675057750587505975060750617506275063750647506575066750677506875069750707507175072750737507475075750767507775078750797508075081750827508375084750857508675087750887508975090750917509275093750947509575096750977509875099751007510175102751037510475105751067510775108751097511075111751127511375114751157511675117751187511975120751217512275123751247512575126751277512875129751307513175132751337513475135751367513775138751397514075141751427514375144751457514675147751487514975150751517515275153751547515575156751577515875159751607516175162751637516475165751667516775168751697517075171751727517375174751757517675177751787517975180751817518275183751847518575186751877518875189751907519175192751937519475195751967519775198751997520075201752027520375204752057520675207752087520975210752117521275213752147521575216752177521875219752207522175222752237522475225752267522775228752297523075231752327523375234752357523675237752387523975240752417524275243752447524575246752477524875249752507525175252752537525475255752567525775258752597526075261752627526375264752657526675267752687526975270752717527275273752747527575276752777527875279752807528175282752837528475285752867528775288752897529075291752927529375294752957529675297752987529975300753017530275303753047530575306753077530875309753107531175312753137531475315753167531775318753197532075321753227532375324753257532675327753287532975330753317533275333753347533575336753377533875339753407534175342753437534475345753467534775348753497535075351753527535375354753557535675357753587535975360753617536275363753647536575366753677536875369753707537175372753737537475375753767537775378753797538075381753827538375384753857538675387753887538975390753917539275393753947539575396753977539875399754007540175402754037540475405754067540775408754097541075411754127541375414754157541675417754187541975420754217542275423754247542575426754277542875429754307543175432754337543475435754367543775438754397544075441754427544375444754457544675447754487544975450754517545275453754547545575456754577545875459754607546175462754637546475465754667546775468754697547075471754727547375474754757547675477754787547975480754817548275483754847548575486754877548875489754907549175492754937549475495754967549775498754997550075501755027550375504755057550675507755087550975510755117551275513755147551575516755177551875519755207552175522755237552475525755267552775528755297553075531755327553375534755357553675537755387553975540755417554275543755447554575546755477554875549755507555175552755537555475555755567555775558755597556075561755627556375564755657556675567755687556975570755717557275573755747557575576755777557875579755807558175582755837558475585755867558775588755897559075591755927559375594755957559675597755987559975600756017560275603756047560575606756077560875609756107561175612756137561475615756167561775618756197562075621756227562375624756257562675627756287562975630756317563275633756347563575636756377563875639756407564175642756437564475645756467564775648756497565075651756527565375654756557565675657756587565975660756617566275663756647566575666756677566875669756707567175672756737567475675756767567775678756797568075681756827568375684756857568675687756887568975690756917569275693756947569575696756977569875699757007570175702757037570475705757067570775708757097571075711757127571375714757157571675717757187571975720757217572275723757247572575726757277572875729757307573175732757337573475735757367573775738757397574075741757427574375744757457574675747757487574975750757517575275753757547575575756757577575875759757607576175762757637576475765757667576775768757697577075771757727577375774757757577675777757787577975780757817578275783757847578575786757877578875789757907579175792757937579475795757967579775798757997580075801758027580375804758057580675807758087580975810758117581275813758147581575816758177581875819758207582175822758237582475825758267582775828758297583075831758327583375834758357583675837758387583975840758417584275843758447584575846758477584875849758507585175852758537585475855758567585775858758597586075861758627586375864758657586675867758687586975870758717587275873758747587575876758777587875879758807588175882758837588475885758867588775888758897589075891758927589375894758957589675897758987589975900759017590275903759047590575906759077590875909759107591175912759137591475915759167591775918759197592075921759227592375924759257592675927759287592975930759317593275933759347593575936759377593875939759407594175942759437594475945759467594775948759497595075951759527595375954759557595675957759587595975960759617596275963759647596575966759677596875969759707597175972759737597475975759767597775978759797598075981759827598375984759857598675987759887598975990759917599275993759947599575996759977599875999760007600176002760037600476005760067600776008760097601076011760127601376014760157601676017760187601976020760217602276023760247602576026760277602876029760307603176032760337603476035760367603776038760397604076041760427604376044760457604676047760487604976050760517605276053760547605576056760577605876059760607606176062760637606476065760667606776068760697607076071760727607376074760757607676077760787607976080760817608276083760847608576086760877608876089760907609176092760937609476095760967609776098760997610076101761027610376104761057610676107761087610976110761117611276113761147611576116761177611876119761207612176122761237612476125761267612776128761297613076131761327613376134761357613676137761387613976140761417614276143761447614576146761477614876149761507615176152761537615476155761567615776158761597616076161761627616376164761657616676167761687616976170761717617276173761747617576176761777617876179761807618176182761837618476185761867618776188761897619076191761927619376194761957619676197761987619976200762017620276203762047620576206762077620876209762107621176212762137621476215762167621776218762197622076221762227622376224762257622676227762287622976230762317623276233762347623576236762377623876239762407624176242762437624476245762467624776248762497625076251762527625376254762557625676257762587625976260762617626276263762647626576266762677626876269762707627176272762737627476275762767627776278762797628076281762827628376284762857628676287762887628976290762917629276293762947629576296762977629876299763007630176302763037630476305763067630776308763097631076311763127631376314763157631676317763187631976320763217632276323763247632576326763277632876329763307633176332763337633476335763367633776338763397634076341763427634376344763457634676347763487634976350763517635276353763547635576356763577635876359763607636176362763637636476365763667636776368763697637076371763727637376374763757637676377763787637976380763817638276383763847638576386763877638876389763907639176392763937639476395763967639776398763997640076401764027640376404764057640676407764087640976410764117641276413764147641576416764177641876419764207642176422764237642476425764267642776428764297643076431764327643376434764357643676437764387643976440764417644276443764447644576446764477644876449764507645176452764537645476455764567645776458764597646076461764627646376464764657646676467764687646976470764717647276473764747647576476764777647876479764807648176482764837648476485764867648776488764897649076491764927649376494764957649676497764987649976500765017650276503765047650576506765077650876509765107651176512765137651476515765167651776518765197652076521765227652376524765257652676527765287652976530765317653276533765347653576536765377653876539765407654176542765437654476545765467654776548765497655076551765527655376554765557655676557765587655976560765617656276563765647656576566765677656876569765707657176572765737657476575765767657776578765797658076581765827658376584765857658676587765887658976590765917659276593765947659576596765977659876599766007660176602766037660476605766067660776608766097661076611766127661376614766157661676617766187661976620766217662276623766247662576626766277662876629766307663176632766337663476635766367663776638766397664076641766427664376644766457664676647766487664976650766517665276653766547665576656766577665876659766607666176662766637666476665766667666776668766697667076671766727667376674766757667676677766787667976680766817668276683766847668576686766877668876689766907669176692766937669476695766967669776698766997670076701767027670376704767057670676707767087670976710767117671276713767147671576716767177671876719767207672176722767237672476725767267672776728767297673076731767327673376734767357673676737767387673976740767417674276743767447674576746767477674876749767507675176752767537675476755767567675776758767597676076761767627676376764767657676676767767687676976770767717677276773767747677576776767777677876779767807678176782767837678476785767867678776788767897679076791767927679376794767957679676797767987679976800768017680276803768047680576806768077680876809768107681176812768137681476815768167681776818768197682076821768227682376824768257682676827768287682976830768317683276833768347683576836768377683876839768407684176842768437684476845768467684776848768497685076851768527685376854768557685676857768587685976860768617686276863768647686576866768677686876869768707687176872768737687476875768767687776878768797688076881768827688376884768857688676887768887688976890768917689276893768947689576896768977689876899769007690176902769037690476905769067690776908769097691076911769127691376914769157691676917769187691976920769217692276923769247692576926769277692876929769307693176932769337693476935769367693776938769397694076941769427694376944769457694676947769487694976950769517695276953769547695576956769577695876959769607696176962769637696476965769667696776968769697697076971769727697376974769757697676977769787697976980769817698276983769847698576986769877698876989769907699176992769937699476995769967699776998769997700077001770027700377004770057700677007770087700977010770117701277013770147701577016770177701877019770207702177022770237702477025770267702777028770297703077031770327703377034770357703677037770387703977040770417704277043770447704577046770477704877049770507705177052770537705477055770567705777058770597706077061770627706377064770657706677067770687706977070770717707277073770747707577076770777707877079770807708177082770837708477085770867708777088770897709077091770927709377094770957709677097770987709977100771017710277103771047710577106771077710877109771107711177112771137711477115771167711777118771197712077121771227712377124771257712677127771287712977130771317713277133771347713577136771377713877139771407714177142771437714477145771467714777148771497715077151771527715377154771557715677157771587715977160771617716277163771647716577166771677716877169771707717177172771737717477175771767717777178771797718077181771827718377184771857718677187771887718977190771917719277193771947719577196771977719877199772007720177202772037720477205772067720777208772097721077211772127721377214772157721677217772187721977220772217722277223772247722577226772277722877229772307723177232772337723477235772367723777238772397724077241772427724377244772457724677247772487724977250772517725277253772547725577256772577725877259772607726177262772637726477265772667726777268772697727077271772727727377274772757727677277772787727977280772817728277283772847728577286772877728877289772907729177292772937729477295772967729777298772997730077301773027730377304773057730677307773087730977310773117731277313773147731577316773177731877319773207732177322773237732477325773267732777328773297733077331773327733377334773357733677337773387733977340773417734277343773447734577346773477734877349773507735177352773537735477355773567735777358773597736077361773627736377364773657736677367773687736977370773717737277373773747737577376773777737877379773807738177382773837738477385773867738777388773897739077391773927739377394773957739677397773987739977400774017740277403774047740577406774077740877409774107741177412774137741477415774167741777418774197742077421774227742377424774257742677427774287742977430774317743277433774347743577436774377743877439774407744177442774437744477445774467744777448774497745077451774527745377454774557745677457774587745977460774617746277463774647746577466774677746877469774707747177472774737747477475774767747777478774797748077481774827748377484774857748677487774887748977490774917749277493774947749577496774977749877499775007750177502775037750477505775067750777508775097751077511775127751377514775157751677517775187751977520775217752277523775247752577526775277752877529775307753177532775337753477535775367753777538775397754077541775427754377544775457754677547775487754977550775517755277553775547755577556775577755877559775607756177562775637756477565775667756777568775697757077571775727757377574775757757677577775787757977580775817758277583775847758577586775877758877589775907759177592775937759477595775967759777598775997760077601776027760377604776057760677607776087760977610776117761277613776147761577616776177761877619776207762177622776237762477625776267762777628776297763077631776327763377634776357763677637776387763977640776417764277643776447764577646776477764877649776507765177652776537765477655776567765777658776597766077661776627766377664776657766677667776687766977670776717767277673776747767577676776777767877679776807768177682776837768477685776867768777688776897769077691776927769377694776957769677697776987769977700777017770277703777047770577706777077770877709777107771177712777137771477715777167771777718777197772077721777227772377724777257772677727777287772977730777317773277733777347773577736777377773877739777407774177742777437774477745777467774777748777497775077751777527775377754777557775677757777587775977760777617776277763777647776577766777677776877769777707777177772777737777477775777767777777778777797778077781777827778377784777857778677787777887778977790777917779277793777947779577796777977779877799778007780177802778037780477805778067780777808778097781077811778127781377814778157781677817778187781977820778217782277823778247782577826778277782877829778307783177832778337783477835778367783777838778397784077841778427784377844778457784677847778487784977850778517785277853778547785577856778577785877859778607786177862778637786477865778667786777868778697787077871778727787377874778757787677877778787787977880778817788277883778847788577886778877788877889778907789177892778937789477895778967789777898778997790077901779027790377904779057790677907779087790977910779117791277913779147791577916779177791877919779207792177922779237792477925779267792777928779297793077931779327793377934779357793677937779387793977940779417794277943779447794577946779477794877949779507795177952779537795477955779567795777958779597796077961779627796377964779657796677967779687796977970779717797277973779747797577976779777797877979779807798177982779837798477985779867798777988779897799077991779927799377994779957799677997779987799978000780017800278003780047800578006780077800878009780107801178012780137801478015780167801778018780197802078021780227802378024780257802678027780287802978030780317803278033780347803578036780377803878039780407804178042780437804478045780467804778048780497805078051780527805378054780557805678057780587805978060780617806278063780647806578066780677806878069780707807178072780737807478075780767807778078780797808078081780827808378084780857808678087780887808978090780917809278093780947809578096780977809878099781007810178102781037810478105781067810778108781097811078111781127811378114781157811678117781187811978120781217812278123781247812578126781277812878129781307813178132781337813478135781367813778138781397814078141781427814378144781457814678147781487814978150781517815278153781547815578156781577815878159781607816178162781637816478165781667816778168781697817078171781727817378174781757817678177781787817978180781817818278183781847818578186781877818878189781907819178192781937819478195781967819778198781997820078201782027820378204782057820678207782087820978210782117821278213782147821578216782177821878219782207822178222782237822478225782267822778228782297823078231782327823378234782357823678237782387823978240782417824278243782447824578246782477824878249782507825178252782537825478255782567825778258782597826078261782627826378264782657826678267782687826978270782717827278273782747827578276782777827878279782807828178282782837828478285782867828778288782897829078291782927829378294782957829678297782987829978300783017830278303783047830578306783077830878309783107831178312783137831478315783167831778318783197832078321783227832378324783257832678327783287832978330783317833278333783347833578336783377833878339783407834178342783437834478345783467834778348783497835078351783527835378354783557835678357783587835978360783617836278363783647836578366783677836878369783707837178372783737837478375783767837778378783797838078381783827838378384783857838678387783887838978390783917839278393783947839578396783977839878399784007840178402784037840478405784067840778408784097841078411784127841378414784157841678417784187841978420784217842278423784247842578426784277842878429784307843178432784337843478435784367843778438784397844078441784427844378444784457844678447784487844978450784517845278453784547845578456784577845878459784607846178462784637846478465784667846778468784697847078471784727847378474784757847678477784787847978480784817848278483784847848578486784877848878489784907849178492784937849478495784967849778498784997850078501785027850378504785057850678507785087850978510785117851278513785147851578516785177851878519785207852178522785237852478525785267852778528785297853078531785327853378534785357853678537785387853978540785417854278543785447854578546785477854878549785507855178552785537855478555785567855778558785597856078561785627856378564785657856678567785687856978570785717857278573785747857578576785777857878579785807858178582785837858478585785867858778588785897859078591785927859378594785957859678597785987859978600786017860278603786047860578606786077860878609786107861178612786137861478615786167861778618786197862078621786227862378624786257862678627786287862978630786317863278633786347863578636786377863878639786407864178642786437864478645786467864778648786497865078651786527865378654786557865678657786587865978660786617866278663786647866578666786677866878669786707867178672786737867478675786767867778678786797868078681786827868378684786857868678687786887868978690786917869278693786947869578696786977869878699787007870178702787037870478705787067870778708787097871078711787127871378714787157871678717787187871978720787217872278723787247872578726787277872878729787307873178732787337873478735787367873778738787397874078741787427874378744787457874678747787487874978750787517875278753787547875578756787577875878759787607876178762787637876478765787667876778768787697877078771787727877378774787757877678777787787877978780787817878278783787847878578786787877878878789787907879178792787937879478795787967879778798787997880078801788027880378804788057880678807788087880978810788117881278813788147881578816788177881878819788207882178822788237882478825788267882778828788297883078831788327883378834788357883678837788387883978840788417884278843788447884578846788477884878849788507885178852788537885478855788567885778858788597886078861788627886378864788657886678867788687886978870788717887278873788747887578876788777887878879788807888178882788837888478885788867888778888788897889078891788927889378894788957889678897788987889978900789017890278903789047890578906789077890878909789107891178912789137891478915789167891778918789197892078921789227892378924789257892678927789287892978930789317893278933789347893578936789377893878939789407894178942789437894478945789467894778948789497895078951789527895378954789557895678957789587895978960789617896278963789647896578966789677896878969789707897178972789737897478975789767897778978789797898078981789827898378984789857898678987789887898978990789917899278993789947899578996789977899878999790007900179002790037900479005790067900779008790097901079011790127901379014790157901679017790187901979020790217902279023790247902579026790277902879029790307903179032790337903479035790367903779038790397904079041790427904379044790457904679047790487904979050790517905279053790547905579056790577905879059790607906179062790637906479065790667906779068790697907079071790727907379074790757907679077790787907979080790817908279083790847908579086790877908879089790907909179092790937909479095790967909779098790997910079101791027910379104791057910679107791087910979110791117911279113791147911579116791177911879119791207912179122791237912479125791267912779128791297913079131791327913379134791357913679137791387913979140791417914279143791447914579146791477914879149791507915179152791537915479155791567915779158791597916079161791627916379164791657916679167791687916979170791717917279173791747917579176791777917879179791807918179182791837918479185791867918779188791897919079191791927919379194791957919679197791987919979200792017920279203792047920579206792077920879209792107921179212792137921479215792167921779218792197922079221792227922379224792257922679227792287922979230792317923279233792347923579236792377923879239792407924179242792437924479245792467924779248792497925079251792527925379254792557925679257792587925979260792617926279263792647926579266792677926879269792707927179272792737927479275792767927779278792797928079281792827928379284792857928679287792887928979290792917929279293792947929579296792977929879299793007930179302793037930479305793067930779308793097931079311793127931379314793157931679317793187931979320793217932279323793247932579326793277932879329793307933179332793337933479335793367933779338793397934079341793427934379344793457934679347793487934979350793517935279353793547935579356793577935879359793607936179362793637936479365793667936779368793697937079371793727937379374793757937679377793787937979380793817938279383793847938579386793877938879389793907939179392793937939479395793967939779398793997940079401794027940379404794057940679407794087940979410794117941279413794147941579416794177941879419794207942179422794237942479425794267942779428794297943079431794327943379434794357943679437794387943979440794417944279443794447944579446794477944879449794507945179452794537945479455794567945779458794597946079461794627946379464794657946679467794687946979470794717947279473794747947579476794777947879479794807948179482794837948479485794867948779488794897949079491794927949379494794957949679497794987949979500795017950279503795047950579506795077950879509795107951179512795137951479515795167951779518795197952079521795227952379524795257952679527795287952979530795317953279533795347953579536795377953879539795407954179542795437954479545795467954779548795497955079551795527955379554795557955679557795587955979560795617956279563795647956579566795677956879569795707957179572795737957479575795767957779578795797958079581795827958379584795857958679587795887958979590795917959279593795947959579596795977959879599796007960179602796037960479605796067960779608796097961079611796127961379614796157961679617796187961979620796217962279623796247962579626796277962879629796307963179632796337963479635796367963779638796397964079641796427964379644796457964679647796487964979650796517965279653796547965579656796577965879659796607966179662796637966479665796667966779668796697967079671796727967379674796757967679677796787967979680796817968279683796847968579686796877968879689796907969179692796937969479695796967969779698796997970079701797027970379704797057970679707797087970979710797117971279713797147971579716797177971879719797207972179722797237972479725797267972779728797297973079731797327973379734797357973679737797387973979740797417974279743797447974579746797477974879749797507975179752797537975479755797567975779758797597976079761797627976379764797657976679767797687976979770797717977279773797747977579776797777977879779797807978179782797837978479785797867978779788797897979079791797927979379794797957979679797797987979979800798017980279803798047980579806798077980879809798107981179812798137981479815798167981779818798197982079821798227982379824798257982679827798287982979830798317983279833798347983579836798377983879839798407984179842798437984479845798467984779848798497985079851798527985379854798557985679857798587985979860798617986279863798647986579866798677986879869798707987179872798737987479875798767987779878798797988079881798827988379884798857988679887798887988979890798917989279893798947989579896798977989879899799007990179902799037990479905799067990779908799097991079911799127991379914799157991679917799187991979920799217992279923799247992579926799277992879929799307993179932799337993479935799367993779938799397994079941799427994379944799457994679947799487994979950799517995279953799547995579956799577995879959799607996179962799637996479965799667996779968799697997079971799727997379974799757997679977799787997979980799817998279983799847998579986799877998879989799907999179992799937999479995799967999779998799998000080001800028000380004800058000680007800088000980010800118001280013800148001580016800178001880019800208002180022800238002480025800268002780028800298003080031800328003380034800358003680037800388003980040800418004280043800448004580046800478004880049800508005180052800538005480055800568005780058800598006080061800628006380064800658006680067800688006980070800718007280073800748007580076800778007880079800808008180082800838008480085800868008780088800898009080091800928009380094800958009680097800988009980100801018010280103801048010580106801078010880109801108011180112801138011480115801168011780118801198012080121801228012380124801258012680127801288012980130801318013280133801348013580136801378013880139801408014180142801438014480145801468014780148801498015080151801528015380154801558015680157801588015980160801618016280163801648016580166801678016880169801708017180172801738017480175801768017780178801798018080181801828018380184801858018680187801888018980190801918019280193801948019580196801978019880199802008020180202802038020480205802068020780208802098021080211802128021380214802158021680217802188021980220802218022280223802248022580226802278022880229802308023180232802338023480235802368023780238802398024080241802428024380244802458024680247802488024980250802518025280253802548025580256802578025880259802608026180262802638026480265802668026780268802698027080271802728027380274802758027680277802788027980280802818028280283802848028580286802878028880289802908029180292802938029480295802968029780298802998030080301803028030380304803058030680307803088030980310803118031280313803148031580316803178031880319803208032180322803238032480325803268032780328803298033080331803328033380334803358033680337803388033980340803418034280343803448034580346803478034880349803508035180352803538035480355803568035780358803598036080361803628036380364803658036680367803688036980370803718037280373803748037580376803778037880379803808038180382803838038480385803868038780388803898039080391803928039380394803958039680397803988039980400804018040280403804048040580406804078040880409804108041180412804138041480415804168041780418804198042080421804228042380424804258042680427804288042980430804318043280433804348043580436804378043880439804408044180442804438044480445804468044780448804498045080451804528045380454804558045680457804588045980460804618046280463804648046580466804678046880469804708047180472804738047480475804768047780478804798048080481804828048380484804858048680487804888048980490804918049280493804948049580496804978049880499805008050180502805038050480505805068050780508805098051080511805128051380514805158051680517805188051980520805218052280523805248052580526805278052880529805308053180532805338053480535805368053780538805398054080541805428054380544805458054680547805488054980550805518055280553805548055580556805578055880559805608056180562805638056480565805668056780568805698057080571805728057380574805758057680577805788057980580805818058280583805848058580586805878058880589805908059180592805938059480595805968059780598805998060080601806028060380604806058060680607806088060980610806118061280613806148061580616806178061880619806208062180622806238062480625806268062780628806298063080631806328063380634806358063680637806388063980640806418064280643806448064580646806478064880649806508065180652806538065480655806568065780658806598066080661806628066380664806658066680667806688066980670806718067280673806748067580676806778067880679806808068180682806838068480685806868068780688806898069080691806928069380694806958069680697806988069980700807018070280703807048070580706807078070880709807108071180712807138071480715807168071780718807198072080721807228072380724807258072680727807288072980730807318073280733807348073580736807378073880739807408074180742807438074480745807468074780748807498075080751807528075380754807558075680757807588075980760807618076280763807648076580766807678076880769807708077180772807738077480775807768077780778807798078080781807828078380784807858078680787807888078980790807918079280793807948079580796807978079880799808008080180802808038080480805808068080780808808098081080811808128081380814808158081680817808188081980820808218082280823808248082580826808278082880829808308083180832808338083480835808368083780838808398084080841808428084380844808458084680847808488084980850808518085280853808548085580856808578085880859808608086180862808638086480865808668086780868808698087080871808728087380874808758087680877808788087980880808818088280883808848088580886808878088880889808908089180892808938089480895808968089780898808998090080901809028090380904809058090680907809088090980910809118091280913809148091580916809178091880919809208092180922809238092480925809268092780928809298093080931809328093380934809358093680937809388093980940809418094280943809448094580946809478094880949809508095180952809538095480955809568095780958809598096080961809628096380964809658096680967809688096980970809718097280973809748097580976809778097880979809808098180982809838098480985809868098780988809898099080991809928099380994809958099680997809988099981000810018100281003810048100581006810078100881009810108101181012810138101481015810168101781018810198102081021810228102381024810258102681027810288102981030810318103281033810348103581036810378103881039810408104181042810438104481045810468104781048810498105081051810528105381054810558105681057810588105981060810618106281063810648106581066810678106881069810708107181072810738107481075810768107781078810798108081081810828108381084810858108681087810888108981090810918109281093810948109581096810978109881099811008110181102811038110481105811068110781108811098111081111811128111381114811158111681117811188111981120811218112281123811248112581126811278112881129811308113181132811338113481135811368113781138811398114081141811428114381144811458114681147811488114981150811518115281153811548115581156811578115881159811608116181162811638116481165811668116781168811698117081171811728117381174811758117681177811788117981180811818118281183811848118581186811878118881189811908119181192811938119481195811968119781198811998120081201812028120381204812058120681207812088120981210812118121281213812148121581216812178121881219812208122181222812238122481225812268122781228812298123081231812328123381234812358123681237812388123981240812418124281243812448124581246812478124881249812508125181252812538125481255812568125781258812598126081261812628126381264812658126681267812688126981270812718127281273812748127581276812778127881279812808128181282812838128481285812868128781288812898129081291812928129381294812958129681297812988129981300813018130281303813048130581306813078130881309813108131181312813138131481315813168131781318813198132081321813228132381324813258132681327813288132981330813318133281333813348133581336813378133881339813408134181342813438134481345813468134781348813498135081351813528135381354813558135681357813588135981360813618136281363813648136581366813678136881369813708137181372813738137481375813768137781378813798138081381813828138381384813858138681387813888138981390813918139281393813948139581396813978139881399814008140181402814038140481405814068140781408814098141081411814128141381414814158141681417814188141981420814218142281423814248142581426814278142881429814308143181432814338143481435814368143781438814398144081441814428144381444814458144681447814488144981450814518145281453814548145581456814578145881459814608146181462814638146481465814668146781468814698147081471814728147381474814758147681477814788147981480814818148281483814848148581486814878148881489814908149181492814938149481495814968149781498814998150081501815028150381504815058150681507815088150981510815118151281513815148151581516815178151881519815208152181522815238152481525815268152781528815298153081531815328153381534815358153681537815388153981540815418154281543815448154581546815478154881549815508155181552815538155481555815568155781558815598156081561815628156381564815658156681567815688156981570815718157281573815748157581576815778157881579815808158181582815838158481585815868158781588815898159081591815928159381594815958159681597815988159981600816018160281603816048160581606816078160881609816108161181612816138161481615816168161781618816198162081621816228162381624816258162681627816288162981630816318163281633816348163581636816378163881639816408164181642816438164481645816468164781648816498165081651816528165381654816558165681657816588165981660816618166281663816648166581666816678166881669816708167181672816738167481675816768167781678816798168081681816828168381684816858168681687816888168981690816918169281693816948169581696816978169881699817008170181702817038170481705817068170781708817098171081711817128171381714817158171681717817188171981720817218172281723817248172581726817278172881729817308173181732817338173481735817368173781738817398174081741817428174381744817458174681747817488174981750817518175281753817548175581756817578175881759817608176181762817638176481765817668176781768817698177081771817728177381774817758177681777817788177981780817818178281783817848178581786817878178881789817908179181792817938179481795817968179781798817998180081801818028180381804818058180681807818088180981810818118181281813818148181581816818178181881819818208182181822818238182481825818268182781828818298183081831818328183381834818358183681837818388183981840818418184281843818448184581846818478184881849818508185181852818538185481855818568185781858818598186081861818628186381864818658186681867818688186981870818718187281873818748187581876818778187881879818808188181882818838188481885818868188781888818898189081891818928189381894818958189681897818988189981900819018190281903819048190581906819078190881909819108191181912819138191481915819168191781918819198192081921819228192381924819258192681927819288192981930819318193281933819348193581936819378193881939819408194181942819438194481945819468194781948819498195081951819528195381954819558195681957819588195981960819618196281963819648196581966819678196881969819708197181972819738197481975819768197781978819798198081981819828198381984819858198681987819888198981990819918199281993819948199581996819978199881999820008200182002820038200482005820068200782008820098201082011820128201382014820158201682017820188201982020820218202282023820248202582026820278202882029820308203182032820338203482035820368203782038820398204082041820428204382044820458204682047820488204982050820518205282053820548205582056820578205882059820608206182062820638206482065820668206782068820698207082071820728207382074820758207682077820788207982080820818208282083820848208582086820878208882089820908209182092820938209482095820968209782098820998210082101821028210382104821058210682107821088210982110821118211282113821148211582116821178211882119821208212182122821238212482125821268212782128821298213082131821328213382134821358213682137821388213982140821418214282143821448214582146821478214882149821508215182152821538215482155821568215782158821598216082161821628216382164821658216682167821688216982170821718217282173821748217582176821778217882179821808218182182821838218482185821868218782188821898219082191821928219382194821958219682197821988219982200822018220282203822048220582206822078220882209822108221182212822138221482215822168221782218822198222082221822228222382224822258222682227822288222982230822318223282233822348223582236822378223882239822408224182242822438224482245822468224782248822498225082251822528225382254822558225682257822588225982260822618226282263822648226582266822678226882269822708227182272822738227482275822768227782278822798228082281822828228382284822858228682287822888228982290822918229282293822948229582296822978229882299823008230182302823038230482305823068230782308823098231082311823128231382314823158231682317823188231982320823218232282323823248232582326823278232882329823308233182332823338233482335823368233782338823398234082341823428234382344823458234682347823488234982350823518235282353823548235582356823578235882359823608236182362823638236482365823668236782368823698237082371823728237382374823758237682377823788237982380823818238282383823848238582386823878238882389823908239182392823938239482395823968239782398823998240082401824028240382404824058240682407824088240982410824118241282413824148241582416824178241882419824208242182422824238242482425824268242782428824298243082431824328243382434824358243682437824388243982440824418244282443824448244582446824478244882449824508245182452824538245482455824568245782458824598246082461824628246382464824658246682467824688246982470824718247282473824748247582476824778247882479824808248182482824838248482485824868248782488824898249082491824928249382494824958249682497824988249982500825018250282503825048250582506825078250882509825108251182512825138251482515825168251782518825198252082521825228252382524825258252682527825288252982530825318253282533825348253582536825378253882539825408254182542825438254482545825468254782548825498255082551825528255382554825558255682557825588255982560825618256282563825648256582566825678256882569825708257182572825738257482575825768257782578825798258082581825828258382584825858258682587825888258982590825918259282593825948259582596825978259882599826008260182602826038260482605826068260782608826098261082611826128261382614826158261682617826188261982620826218262282623826248262582626826278262882629826308263182632826338263482635826368263782638826398264082641826428264382644826458264682647826488264982650826518265282653826548265582656826578265882659826608266182662826638266482665826668266782668826698267082671826728267382674826758267682677826788267982680826818268282683826848268582686826878268882689826908269182692826938269482695826968269782698826998270082701827028270382704827058270682707827088270982710827118271282713827148271582716827178271882719827208272182722827238272482725827268272782728827298273082731827328273382734827358273682737827388273982740827418274282743827448274582746827478274882749827508275182752827538275482755827568275782758827598276082761827628276382764827658276682767827688276982770827718277282773827748277582776827778277882779827808278182782827838278482785827868278782788827898279082791827928279382794827958279682797827988279982800828018280282803828048280582806828078280882809828108281182812828138281482815828168281782818828198282082821828228282382824828258282682827828288282982830828318283282833828348283582836828378283882839828408284182842828438284482845828468284782848828498285082851828528285382854828558285682857828588285982860828618286282863828648286582866828678286882869828708287182872828738287482875828768287782878828798288082881828828288382884828858288682887828888288982890828918289282893828948289582896828978289882899829008290182902829038290482905829068290782908829098291082911829128291382914829158291682917829188291982920829218292282923829248292582926829278292882929829308293182932829338293482935829368293782938829398294082941829428294382944829458294682947829488294982950829518295282953829548295582956829578295882959829608296182962829638296482965829668296782968829698297082971829728297382974829758297682977829788297982980829818298282983829848298582986829878298882989829908299182992829938299482995829968299782998829998300083001830028300383004830058300683007830088300983010830118301283013830148301583016830178301883019830208302183022830238302483025830268302783028830298303083031830328303383034830358303683037830388303983040830418304283043830448304583046830478304883049830508305183052830538305483055830568305783058830598306083061830628306383064830658306683067830688306983070830718307283073830748307583076830778307883079830808308183082830838308483085830868308783088830898309083091830928309383094830958309683097830988309983100831018310283103831048310583106831078310883109831108311183112831138311483115831168311783118831198312083121831228312383124831258312683127831288312983130831318313283133831348313583136831378313883139831408314183142831438314483145831468314783148831498315083151831528315383154831558315683157831588315983160831618316283163831648316583166831678316883169831708317183172831738317483175831768317783178831798318083181831828318383184831858318683187831888318983190831918319283193831948319583196831978319883199832008320183202832038320483205832068320783208832098321083211832128321383214832158321683217832188321983220832218322283223832248322583226832278322883229832308323183232832338323483235832368323783238832398324083241832428324383244832458324683247832488324983250832518325283253832548325583256832578325883259832608326183262832638326483265832668326783268832698327083271832728327383274832758327683277832788327983280832818328283283832848328583286832878328883289832908329183292832938329483295832968329783298832998330083301833028330383304833058330683307833088330983310833118331283313833148331583316833178331883319833208332183322833238332483325833268332783328833298333083331833328333383334833358333683337833388333983340833418334283343833448334583346833478334883349833508335183352833538335483355833568335783358833598336083361833628336383364833658336683367833688336983370833718337283373833748337583376833778337883379833808338183382833838338483385833868338783388833898339083391833928339383394833958339683397833988339983400834018340283403834048340583406834078340883409834108341183412834138341483415834168341783418834198342083421834228342383424834258342683427834288342983430834318343283433834348343583436834378343883439834408344183442834438344483445834468344783448834498345083451834528345383454834558345683457834588345983460834618346283463834648346583466834678346883469834708347183472834738347483475834768347783478834798348083481834828348383484834858348683487834888348983490834918349283493834948349583496834978349883499835008350183502835038350483505835068350783508835098351083511835128351383514835158351683517835188351983520835218352283523835248352583526835278352883529835308353183532835338353483535835368353783538835398354083541835428354383544835458354683547835488354983550835518355283553835548355583556835578355883559835608356183562835638356483565835668356783568835698357083571835728357383574835758357683577835788357983580835818358283583835848358583586835878358883589835908359183592835938359483595835968359783598835998360083601836028360383604836058360683607836088360983610836118361283613836148361583616836178361883619836208362183622836238362483625836268362783628836298363083631836328363383634836358363683637836388363983640836418364283643836448364583646836478364883649836508365183652836538365483655836568365783658836598366083661836628366383664836658366683667836688366983670836718367283673836748367583676836778367883679836808368183682836838368483685836868368783688836898369083691836928369383694836958369683697836988369983700837018370283703837048370583706837078370883709837108371183712837138371483715837168371783718837198372083721837228372383724837258372683727837288372983730837318373283733837348373583736837378373883739837408374183742837438374483745837468374783748837498375083751837528375383754837558375683757837588375983760837618376283763837648376583766837678376883769837708377183772837738377483775837768377783778837798378083781837828378383784837858378683787837888378983790837918379283793837948379583796837978379883799838008380183802838038380483805838068380783808838098381083811838128381383814838158381683817838188381983820838218382283823838248382583826838278382883829838308383183832838338383483835838368383783838838398384083841838428384383844838458384683847838488384983850838518385283853838548385583856838578385883859838608386183862838638386483865838668386783868838698387083871838728387383874838758387683877838788387983880838818388283883838848388583886838878388883889838908389183892838938389483895838968389783898838998390083901839028390383904839058390683907839088390983910839118391283913839148391583916839178391883919839208392183922839238392483925839268392783928839298393083931839328393383934839358393683937839388393983940839418394283943839448394583946839478394883949839508395183952839538395483955839568395783958839598396083961839628396383964839658396683967839688396983970839718397283973839748397583976839778397883979839808398183982839838398483985839868398783988839898399083991839928399383994839958399683997839988399984000840018400284003840048400584006840078400884009840108401184012840138401484015840168401784018840198402084021840228402384024840258402684027840288402984030840318403284033840348403584036840378403884039840408404184042840438404484045840468404784048840498405084051840528405384054840558405684057840588405984060840618406284063840648406584066840678406884069840708407184072840738407484075840768407784078840798408084081840828408384084840858408684087840888408984090840918409284093840948409584096840978409884099841008410184102841038410484105841068410784108841098411084111841128411384114841158411684117841188411984120841218412284123841248412584126841278412884129841308413184132841338413484135841368413784138841398414084141841428414384144841458414684147841488414984150841518415284153841548415584156841578415884159841608416184162841638416484165841668416784168841698417084171841728417384174841758417684177841788417984180841818418284183841848418584186841878418884189841908419184192841938419484195841968419784198841998420084201842028420384204842058420684207842088420984210842118421284213842148421584216842178421884219842208422184222842238422484225842268422784228842298423084231842328423384234842358423684237842388423984240842418424284243842448424584246842478424884249842508425184252842538425484255842568425784258842598426084261842628426384264842658426684267842688426984270842718427284273842748427584276842778427884279842808428184282842838428484285842868428784288842898429084291842928429384294842958429684297842988429984300843018430284303843048430584306843078430884309843108431184312843138431484315843168431784318843198432084321843228432384324843258432684327843288432984330843318433284333843348433584336843378433884339843408434184342843438434484345843468434784348843498435084351843528435384354843558435684357843588435984360843618436284363843648436584366843678436884369843708437184372843738437484375843768437784378843798438084381843828438384384843858438684387843888438984390843918439284393843948439584396843978439884399844008440184402844038440484405844068440784408844098441084411844128441384414844158441684417844188441984420844218442284423844248442584426844278442884429844308443184432844338443484435844368443784438844398444084441844428444384444844458444684447844488444984450844518445284453844548445584456844578445884459844608446184462844638446484465844668446784468844698447084471844728447384474844758447684477844788447984480844818448284483844848448584486844878448884489844908449184492844938449484495844968449784498844998450084501845028450384504845058450684507845088450984510845118451284513845148451584516845178451884519845208452184522845238452484525845268452784528845298453084531845328453384534845358453684537845388453984540845418454284543845448454584546845478454884549845508455184552845538455484555845568455784558845598456084561845628456384564845658456684567845688456984570845718457284573845748457584576845778457884579845808458184582845838458484585845868458784588845898459084591845928459384594845958459684597845988459984600846018460284603846048460584606846078460884609846108461184612846138461484615846168461784618846198462084621846228462384624846258462684627846288462984630846318463284633846348463584636846378463884639846408464184642846438464484645846468464784648846498465084651846528465384654846558465684657846588465984660846618466284663846648466584666846678466884669846708467184672846738467484675846768467784678846798468084681846828468384684846858468684687846888468984690846918469284693846948469584696846978469884699847008470184702847038470484705847068470784708847098471084711847128471384714847158471684717847188471984720847218472284723847248472584726847278472884729847308473184732847338473484735847368473784738847398474084741847428474384744847458474684747847488474984750847518475284753847548475584756847578475884759847608476184762847638476484765847668476784768847698477084771847728477384774847758477684777847788477984780847818478284783847848478584786847878478884789847908479184792847938479484795847968479784798847998480084801848028480384804848058480684807848088480984810848118481284813848148481584816848178481884819848208482184822848238482484825848268482784828848298483084831848328483384834848358483684837848388483984840848418484284843848448484584846848478484884849848508485184852848538485484855848568485784858848598486084861848628486384864848658486684867848688486984870848718487284873848748487584876848778487884879848808488184882848838488484885848868488784888848898489084891848928489384894848958489684897848988489984900849018490284903849048490584906849078490884909849108491184912849138491484915849168491784918849198492084921849228492384924849258492684927849288492984930849318493284933849348493584936849378493884939849408494184942849438494484945849468494784948849498495084951849528495384954849558495684957849588495984960849618496284963849648496584966849678496884969849708497184972849738497484975849768497784978849798498084981849828498384984849858498684987849888498984990849918499284993849948499584996849978499884999850008500185002850038500485005850068500785008850098501085011850128501385014850158501685017850188501985020850218502285023850248502585026850278502885029850308503185032850338503485035850368503785038850398504085041850428504385044850458504685047850488504985050850518505285053850548505585056850578505885059850608506185062850638506485065850668506785068850698507085071850728507385074850758507685077850788507985080850818508285083850848508585086850878508885089850908509185092850938509485095850968509785098850998510085101851028510385104851058510685107851088510985110851118511285113851148511585116851178511885119851208512185122851238512485125851268512785128851298513085131851328513385134851358513685137851388513985140851418514285143851448514585146851478514885149851508515185152851538515485155851568515785158851598516085161851628516385164851658516685167851688516985170851718517285173851748517585176851778517885179851808518185182851838518485185851868518785188851898519085191851928519385194851958519685197851988519985200852018520285203852048520585206852078520885209852108521185212852138521485215852168521785218852198522085221852228522385224852258522685227852288522985230852318523285233852348523585236852378523885239852408524185242852438524485245852468524785248852498525085251852528525385254852558525685257852588525985260852618526285263852648526585266852678526885269852708527185272852738527485275852768527785278852798528085281852828528385284852858528685287852888528985290852918529285293852948529585296852978529885299853008530185302853038530485305853068530785308853098531085311853128531385314853158531685317853188531985320853218532285323853248532585326853278532885329853308533185332853338533485335853368533785338853398534085341853428534385344853458534685347853488534985350853518535285353853548535585356853578535885359853608536185362853638536485365853668536785368853698537085371853728537385374853758537685377853788537985380853818538285383853848538585386853878538885389853908539185392853938539485395853968539785398853998540085401854028540385404854058540685407854088540985410854118541285413854148541585416854178541885419854208542185422854238542485425854268542785428854298543085431854328543385434854358543685437854388543985440854418544285443854448544585446854478544885449854508545185452854538545485455854568545785458854598546085461854628546385464854658546685467854688546985470854718547285473854748547585476854778547885479854808548185482854838548485485854868548785488854898549085491854928549385494854958549685497854988549985500855018550285503855048550585506855078550885509855108551185512855138551485515855168551785518855198552085521855228552385524855258552685527855288552985530855318553285533855348553585536855378553885539855408554185542855438554485545855468554785548855498555085551855528555385554855558555685557855588555985560855618556285563855648556585566855678556885569855708557185572855738557485575855768557785578855798558085581855828558385584855858558685587855888558985590855918559285593855948559585596855978559885599856008560185602856038560485605856068560785608856098561085611856128561385614856158561685617856188561985620856218562285623856248562585626856278562885629856308563185632856338563485635856368563785638856398564085641856428564385644856458564685647856488564985650856518565285653856548565585656856578565885659856608566185662856638566485665856668566785668856698567085671856728567385674856758567685677856788567985680856818568285683856848568585686856878568885689856908569185692856938569485695856968569785698856998570085701857028570385704857058570685707857088570985710857118571285713857148571585716857178571885719857208572185722857238572485725857268572785728857298573085731857328573385734857358573685737857388573985740857418574285743857448574585746857478574885749857508575185752857538575485755857568575785758857598576085761857628576385764857658576685767857688576985770857718577285773857748577585776857778577885779857808578185782857838578485785857868578785788857898579085791857928579385794857958579685797857988579985800858018580285803858048580585806858078580885809858108581185812858138581485815858168581785818858198582085821858228582385824858258582685827858288582985830858318583285833858348583585836858378583885839858408584185842858438584485845858468584785848858498585085851858528585385854858558585685857858588585985860858618586285863858648586585866858678586885869858708587185872858738587485875858768587785878858798588085881858828588385884858858588685887858888588985890858918589285893858948589585896858978589885899859008590185902859038590485905859068590785908859098591085911859128591385914859158591685917859188591985920859218592285923859248592585926859278592885929859308593185932859338593485935859368593785938859398594085941859428594385944859458594685947859488594985950859518595285953859548595585956859578595885959859608596185962859638596485965859668596785968859698597085971859728597385974859758597685977859788597985980859818598285983859848598585986859878598885989859908599185992859938599485995859968599785998859998600086001860028600386004860058600686007860088600986010860118601286013860148601586016860178601886019860208602186022860238602486025860268602786028860298603086031860328603386034860358603686037860388603986040860418604286043860448604586046860478604886049860508605186052860538605486055860568605786058860598606086061860628606386064860658606686067860688606986070860718607286073860748607586076860778607886079860808608186082860838608486085860868608786088860898609086091860928609386094860958609686097860988609986100861018610286103861048610586106861078610886109861108611186112861138611486115861168611786118861198612086121861228612386124861258612686127861288612986130861318613286133861348613586136861378613886139861408614186142861438614486145861468614786148861498615086151861528615386154861558615686157861588615986160861618616286163861648616586166861678616886169861708617186172861738617486175861768617786178861798618086181861828618386184861858618686187861888618986190861918619286193861948619586196861978619886199862008620186202862038620486205862068620786208862098621086211862128621386214862158621686217862188621986220862218622286223862248622586226862278622886229862308623186232862338623486235862368623786238862398624086241862428624386244862458624686247862488624986250862518625286253862548625586256862578625886259862608626186262862638626486265862668626786268862698627086271862728627386274862758627686277862788627986280862818628286283862848628586286862878628886289862908629186292862938629486295862968629786298862998630086301863028630386304863058630686307863088630986310863118631286313863148631586316863178631886319863208632186322863238632486325863268632786328863298633086331863328633386334863358633686337863388633986340863418634286343863448634586346863478634886349863508635186352863538635486355863568635786358863598636086361863628636386364863658636686367863688636986370863718637286373863748637586376863778637886379863808638186382863838638486385863868638786388863898639086391863928639386394863958639686397863988639986400864018640286403864048640586406864078640886409864108641186412864138641486415864168641786418864198642086421864228642386424864258642686427864288642986430864318643286433864348643586436864378643886439864408644186442864438644486445864468644786448864498645086451864528645386454864558645686457864588645986460864618646286463864648646586466864678646886469864708647186472864738647486475864768647786478864798648086481864828648386484864858648686487864888648986490864918649286493864948649586496864978649886499865008650186502865038650486505865068650786508865098651086511865128651386514865158651686517865188651986520865218652286523865248652586526865278652886529865308653186532865338653486535865368653786538865398654086541865428654386544865458654686547865488654986550865518655286553865548655586556865578655886559865608656186562865638656486565865668656786568865698657086571865728657386574865758657686577865788657986580865818658286583865848658586586865878658886589865908659186592865938659486595865968659786598865998660086601866028660386604866058660686607866088660986610866118661286613866148661586616866178661886619866208662186622866238662486625866268662786628866298663086631866328663386634866358663686637866388663986640866418664286643866448664586646866478664886649866508665186652866538665486655866568665786658866598666086661866628666386664866658666686667866688666986670866718667286673866748667586676866778667886679866808668186682866838668486685866868668786688866898669086691866928669386694866958669686697866988669986700867018670286703867048670586706867078670886709867108671186712867138671486715867168671786718867198672086721867228672386724867258672686727867288672986730867318673286733867348673586736867378673886739867408674186742867438674486745867468674786748867498675086751867528675386754867558675686757867588675986760867618676286763867648676586766867678676886769867708677186772867738677486775867768677786778867798678086781867828678386784867858678686787867888678986790867918679286793867948679586796867978679886799868008680186802868038680486805868068680786808868098681086811868128681386814868158681686817868188681986820868218682286823868248682586826868278682886829868308683186832868338683486835868368683786838868398684086841868428684386844868458684686847868488684986850868518685286853868548685586856868578685886859868608686186862868638686486865868668686786868868698687086871868728687386874868758687686877868788687986880868818688286883868848688586886868878688886889868908689186892868938689486895868968689786898868998690086901869028690386904869058690686907869088690986910869118691286913869148691586916869178691886919869208692186922869238692486925869268692786928869298693086931869328693386934869358693686937869388693986940869418694286943869448694586946869478694886949869508695186952869538695486955869568695786958869598696086961869628696386964869658696686967869688696986970869718697286973869748697586976869778697886979869808698186982869838698486985869868698786988869898699086991869928699386994869958699686997869988699987000870018700287003870048700587006870078700887009870108701187012870138701487015870168701787018870198702087021870228702387024870258702687027870288702987030870318703287033870348703587036870378703887039870408704187042870438704487045870468704787048870498705087051870528705387054870558705687057870588705987060870618706287063870648706587066870678706887069870708707187072870738707487075870768707787078870798708087081870828708387084870858708687087870888708987090870918709287093870948709587096870978709887099871008710187102871038710487105871068710787108871098711087111871128711387114871158711687117871188711987120871218712287123871248712587126871278712887129871308713187132871338713487135871368713787138871398714087141871428714387144871458714687147871488714987150871518715287153871548715587156871578715887159871608716187162871638716487165871668716787168871698717087171871728717387174871758717687177871788717987180871818718287183871848718587186871878718887189871908719187192871938719487195871968719787198871998720087201872028720387204872058720687207872088720987210872118721287213872148721587216872178721887219872208722187222872238722487225872268722787228872298723087231872328723387234872358723687237872388723987240872418724287243872448724587246872478724887249872508725187252872538725487255872568725787258872598726087261872628726387264872658726687267872688726987270872718727287273872748727587276872778727887279872808728187282872838728487285872868728787288872898729087291872928729387294872958729687297872988729987300873018730287303873048730587306873078730887309873108731187312873138731487315873168731787318873198732087321873228732387324873258732687327873288732987330873318733287333873348733587336873378733887339873408734187342873438734487345873468734787348873498735087351873528735387354873558735687357873588735987360873618736287363873648736587366873678736887369873708737187372873738737487375873768737787378873798738087381873828738387384873858738687387873888738987390873918739287393873948739587396873978739887399874008740187402874038740487405874068740787408874098741087411874128741387414874158741687417874188741987420874218742287423874248742587426874278742887429874308743187432874338743487435874368743787438874398744087441874428744387444874458744687447874488744987450874518745287453874548745587456874578745887459874608746187462874638746487465874668746787468874698747087471874728747387474874758747687477874788747987480874818748287483874848748587486874878748887489874908749187492874938749487495874968749787498874998750087501875028750387504875058750687507875088750987510875118751287513875148751587516875178751887519875208752187522875238752487525875268752787528875298753087531875328753387534875358753687537875388753987540875418754287543875448754587546875478754887549875508755187552875538755487555875568755787558875598756087561875628756387564875658756687567875688756987570875718757287573875748757587576875778757887579875808758187582875838758487585875868758787588875898759087591875928759387594875958759687597875988759987600876018760287603876048760587606876078760887609876108761187612876138761487615876168761787618876198762087621876228762387624876258762687627876288762987630876318763287633876348763587636876378763887639876408764187642876438764487645876468764787648876498765087651876528765387654876558765687657876588765987660876618766287663876648766587666876678766887669876708767187672876738767487675876768767787678876798768087681876828768387684876858768687687876888768987690876918769287693876948769587696876978769887699877008770187702877038770487705877068770787708877098771087711877128771387714877158771687717877188771987720877218772287723877248772587726877278772887729877308773187732877338773487735877368773787738877398774087741877428774387744877458774687747877488774987750877518775287753877548775587756877578775887759877608776187762877638776487765877668776787768877698777087771877728777387774877758777687777877788777987780877818778287783877848778587786877878778887789877908779187792877938779487795877968779787798877998780087801878028780387804878058780687807878088780987810878118781287813878148781587816878178781887819878208782187822878238782487825878268782787828878298783087831878328783387834878358783687837878388783987840878418784287843878448784587846878478784887849878508785187852878538785487855878568785787858878598786087861878628786387864878658786687867878688786987870878718787287873878748787587876878778787887879878808788187882878838788487885878868788787888878898789087891878928789387894878958789687897878988789987900879018790287903879048790587906879078790887909879108791187912879138791487915879168791787918879198792087921879228792387924879258792687927879288792987930879318793287933879348793587936879378793887939879408794187942879438794487945879468794787948879498795087951879528795387954879558795687957879588795987960879618796287963879648796587966879678796887969879708797187972879738797487975879768797787978879798798087981879828798387984879858798687987879888798987990879918799287993879948799587996879978799887999880008800188002880038800488005880068800788008880098801088011880128801388014880158801688017880188801988020880218802288023880248802588026880278802888029880308803188032880338803488035880368803788038880398804088041880428804388044880458804688047880488804988050880518805288053880548805588056880578805888059880608806188062880638806488065880668806788068880698807088071880728807388074880758807688077880788807988080880818808288083880848808588086880878808888089880908809188092880938809488095880968809788098880998810088101881028810388104881058810688107881088810988110881118811288113881148811588116881178811888119881208812188122881238812488125881268812788128881298813088131881328813388134881358813688137881388813988140881418814288143881448814588146881478814888149881508815188152881538815488155881568815788158881598816088161881628816388164881658816688167881688816988170881718817288173881748817588176881778817888179881808818188182881838818488185881868818788188881898819088191881928819388194881958819688197881988819988200882018820288203882048820588206882078820888209882108821188212882138821488215882168821788218882198822088221882228822388224882258822688227882288822988230882318823288233882348823588236882378823888239882408824188242882438824488245882468824788248882498825088251882528825388254882558825688257882588825988260882618826288263882648826588266882678826888269882708827188272882738827488275882768827788278882798828088281882828828388284882858828688287882888828988290882918829288293882948829588296882978829888299883008830188302883038830488305883068830788308883098831088311883128831388314883158831688317883188831988320883218832288323883248832588326883278832888329883308833188332883338833488335883368833788338883398834088341883428834388344883458834688347883488834988350883518835288353883548835588356883578835888359883608836188362883638836488365883668836788368883698837088371883728837388374883758837688377883788837988380883818838288383883848838588386883878838888389883908839188392883938839488395883968839788398883998840088401884028840388404884058840688407884088840988410884118841288413884148841588416884178841888419884208842188422884238842488425884268842788428884298843088431884328843388434884358843688437884388843988440884418844288443884448844588446884478844888449884508845188452884538845488455884568845788458884598846088461884628846388464884658846688467884688846988470884718847288473884748847588476884778847888479884808848188482884838848488485884868848788488884898849088491884928849388494884958849688497884988849988500885018850288503885048850588506885078850888509885108851188512885138851488515885168851788518885198852088521885228852388524885258852688527885288852988530885318853288533885348853588536885378853888539885408854188542885438854488545885468854788548885498855088551885528855388554885558855688557885588855988560885618856288563885648856588566885678856888569885708857188572885738857488575885768857788578885798858088581885828858388584885858858688587885888858988590885918859288593885948859588596885978859888599886008860188602886038860488605886068860788608886098861088611886128861388614886158861688617886188861988620886218862288623886248862588626886278862888629886308863188632886338863488635886368863788638886398864088641886428864388644886458864688647886488864988650886518865288653886548865588656886578865888659886608866188662886638866488665886668866788668886698867088671886728867388674886758867688677886788867988680886818868288683886848868588686886878868888689886908869188692886938869488695886968869788698886998870088701887028870388704887058870688707887088870988710887118871288713887148871588716887178871888719887208872188722887238872488725887268872788728887298873088731887328873388734887358873688737887388873988740887418874288743887448874588746887478874888749887508875188752887538875488755887568875788758887598876088761887628876388764887658876688767887688876988770887718877288773887748877588776887778877888779887808878188782887838878488785887868878788788887898879088791887928879388794887958879688797887988879988800888018880288803888048880588806888078880888809888108881188812888138881488815888168881788818888198882088821888228882388824888258882688827888288882988830888318883288833888348883588836888378883888839888408884188842888438884488845888468884788848888498885088851888528885388854888558885688857888588885988860888618886288863888648886588866888678886888869888708887188872888738887488875888768887788878888798888088881888828888388884888858888688887888888888988890888918889288893888948889588896888978889888899889008890188902889038890488905889068890788908889098891088911889128891388914889158891688917889188891988920889218892288923889248892588926889278892888929889308893188932889338893488935889368893788938889398894088941889428894388944889458894688947889488894988950889518895288953889548895588956889578895888959889608896188962889638896488965889668896788968889698897088971889728897388974889758897688977889788897988980889818898288983889848898588986889878898888989889908899188992889938899488995889968899788998889998900089001890028900389004890058900689007890088900989010890118901289013890148901589016890178901889019890208902189022890238902489025890268902789028890298903089031890328903389034890358903689037890388903989040890418904289043890448904589046890478904889049890508905189052890538905489055890568905789058890598906089061890628906389064890658906689067890688906989070890718907289073890748907589076890778907889079890808908189082890838908489085890868908789088890898909089091890928909389094890958909689097890988909989100891018910289103891048910589106891078910889109891108911189112891138911489115891168911789118891198912089121891228912389124891258912689127891288912989130891318913289133891348913589136891378913889139891408914189142891438914489145891468914789148891498915089151891528915389154891558915689157891588915989160891618916289163891648916589166891678916889169891708917189172891738917489175891768917789178891798918089181891828918389184891858918689187891888918989190891918919289193891948919589196891978919889199892008920189202892038920489205892068920789208892098921089211892128921389214892158921689217892188921989220892218922289223892248922589226892278922889229892308923189232892338923489235892368923789238892398924089241892428924389244892458924689247892488924989250892518925289253892548925589256892578925889259892608926189262892638926489265892668926789268892698927089271892728927389274892758927689277892788927989280892818928289283892848928589286892878928889289892908929189292892938929489295892968929789298892998930089301893028930389304893058930689307893088930989310893118931289313893148931589316893178931889319893208932189322893238932489325893268932789328893298933089331893328933389334893358933689337893388933989340893418934289343893448934589346893478934889349893508935189352893538935489355893568935789358893598936089361893628936389364893658936689367893688936989370893718937289373893748937589376893778937889379893808938189382893838938489385893868938789388893898939089391893928939389394893958939689397893988939989400894018940289403894048940589406894078940889409894108941189412894138941489415894168941789418894198942089421894228942389424894258942689427894288942989430894318943289433894348943589436894378943889439894408944189442894438944489445894468944789448894498945089451894528945389454894558945689457894588945989460894618946289463894648946589466894678946889469894708947189472894738947489475894768947789478894798948089481894828948389484894858948689487894888948989490894918949289493894948949589496894978949889499895008950189502895038950489505895068950789508895098951089511895128951389514895158951689517895188951989520895218952289523895248952589526895278952889529895308953189532895338953489535895368953789538895398954089541895428954389544895458954689547895488954989550895518955289553895548955589556895578955889559895608956189562895638956489565895668956789568895698957089571895728957389574895758957689577895788957989580895818958289583895848958589586895878958889589895908959189592895938959489595895968959789598895998960089601896028960389604896058960689607896088960989610896118961289613896148961589616896178961889619896208962189622896238962489625896268962789628896298963089631896328963389634896358963689637896388963989640896418964289643896448964589646896478964889649896508965189652896538965489655896568965789658896598966089661896628966389664896658966689667896688966989670896718967289673896748967589676896778967889679896808968189682896838968489685896868968789688896898969089691896928969389694896958969689697896988969989700897018970289703897048970589706897078970889709897108971189712897138971489715897168971789718897198972089721897228972389724897258972689727897288972989730897318973289733897348973589736897378973889739897408974189742897438974489745897468974789748897498975089751897528975389754897558975689757897588975989760897618976289763897648976589766897678976889769897708977189772897738977489775897768977789778897798978089781897828978389784897858978689787897888978989790897918979289793897948979589796897978979889799898008980189802898038980489805898068980789808898098981089811898128981389814898158981689817898188981989820898218982289823898248982589826898278982889829898308983189832898338983489835898368983789838898398984089841898428984389844898458984689847898488984989850898518985289853898548985589856898578985889859898608986189862898638986489865898668986789868898698987089871898728987389874898758987689877898788987989880898818988289883898848988589886898878988889889898908989189892898938989489895898968989789898898998990089901899028990389904899058990689907899088990989910899118991289913899148991589916899178991889919899208992189922899238992489925899268992789928899298993089931899328993389934899358993689937899388993989940899418994289943899448994589946899478994889949899508995189952899538995489955899568995789958899598996089961899628996389964899658996689967899688996989970899718997289973899748997589976899778997889979899808998189982899838998489985899868998789988899898999089991899928999389994899958999689997899988999990000900019000290003900049000590006900079000890009900109001190012900139001490015900169001790018900199002090021900229002390024900259002690027900289002990030900319003290033900349003590036900379003890039900409004190042900439004490045900469004790048900499005090051900529005390054900559005690057900589005990060900619006290063900649006590066900679006890069900709007190072900739007490075900769007790078900799008090081900829008390084900859008690087900889008990090900919009290093900949009590096900979009890099901009010190102901039010490105901069010790108901099011090111901129011390114901159011690117901189011990120901219012290123901249012590126901279012890129901309013190132901339013490135901369013790138901399014090141901429014390144901459014690147901489014990150901519015290153901549015590156901579015890159901609016190162901639016490165901669016790168901699017090171901729017390174901759017690177901789017990180901819018290183901849018590186901879018890189901909019190192901939019490195901969019790198901999020090201902029020390204902059020690207902089020990210902119021290213902149021590216902179021890219902209022190222902239022490225902269022790228902299023090231902329023390234902359023690237902389023990240902419024290243902449024590246902479024890249902509025190252902539025490255902569025790258902599026090261902629026390264902659026690267902689026990270902719027290273902749027590276902779027890279902809028190282902839028490285902869028790288902899029090291902929029390294902959029690297902989029990300903019030290303903049030590306903079030890309903109031190312903139031490315903169031790318903199032090321903229032390324903259032690327903289032990330903319033290333903349033590336903379033890339903409034190342903439034490345903469034790348903499035090351903529035390354903559035690357903589035990360903619036290363903649036590366903679036890369903709037190372903739037490375903769037790378903799038090381903829038390384903859038690387903889038990390903919039290393903949039590396903979039890399904009040190402904039040490405904069040790408904099041090411904129041390414904159041690417904189041990420904219042290423904249042590426904279042890429904309043190432904339043490435904369043790438904399044090441904429044390444904459044690447904489044990450904519045290453904549045590456904579045890459904609046190462904639046490465904669046790468904699047090471904729047390474904759047690477904789047990480904819048290483904849048590486904879048890489904909049190492904939049490495904969049790498904999050090501905029050390504905059050690507905089050990510905119051290513905149051590516905179051890519905209052190522905239052490525905269052790528905299053090531905329053390534905359053690537905389053990540905419054290543905449054590546905479054890549905509055190552905539055490555905569055790558905599056090561905629056390564905659056690567905689056990570905719057290573905749057590576905779057890579905809058190582905839058490585905869058790588905899059090591905929059390594905959059690597905989059990600906019060290603906049060590606906079060890609906109061190612906139061490615906169061790618906199062090621906229062390624906259062690627906289062990630906319063290633906349063590636906379063890639906409064190642906439064490645906469064790648906499065090651906529065390654906559065690657906589065990660906619066290663906649066590666906679066890669906709067190672906739067490675906769067790678906799068090681906829068390684906859068690687906889068990690906919069290693906949069590696906979069890699907009070190702907039070490705907069070790708907099071090711907129071390714907159071690717907189071990720907219072290723907249072590726907279072890729907309073190732907339073490735907369073790738907399074090741907429074390744907459074690747907489074990750907519075290753907549075590756907579075890759907609076190762907639076490765907669076790768907699077090771907729077390774907759077690777907789077990780907819078290783907849078590786907879078890789907909079190792907939079490795907969079790798907999080090801908029080390804908059080690807908089080990810908119081290813908149081590816908179081890819908209082190822908239082490825908269082790828908299083090831908329083390834908359083690837908389083990840908419084290843908449084590846908479084890849908509085190852908539085490855908569085790858908599086090861908629086390864908659086690867908689086990870908719087290873908749087590876908779087890879908809088190882908839088490885908869088790888908899089090891908929089390894908959089690897908989089990900909019090290903909049090590906909079090890909909109091190912909139091490915909169091790918909199092090921909229092390924909259092690927909289092990930909319093290933909349093590936909379093890939909409094190942909439094490945909469094790948909499095090951909529095390954909559095690957909589095990960909619096290963909649096590966909679096890969909709097190972909739097490975909769097790978909799098090981909829098390984909859098690987909889098990990909919099290993909949099590996909979099890999910009100191002910039100491005910069100791008910099101091011910129101391014910159101691017910189101991020910219102291023910249102591026910279102891029910309103191032910339103491035910369103791038910399104091041910429104391044910459104691047910489104991050910519105291053910549105591056910579105891059910609106191062910639106491065910669106791068910699107091071910729107391074910759107691077910789107991080910819108291083910849108591086910879108891089910909109191092910939109491095910969109791098910999110091101911029110391104911059110691107911089110991110911119111291113911149111591116911179111891119911209112191122911239112491125911269112791128911299113091131911329113391134911359113691137911389113991140911419114291143911449114591146911479114891149911509115191152911539115491155911569115791158911599116091161911629116391164911659116691167911689116991170911719117291173911749117591176911779117891179911809118191182911839118491185911869118791188911899119091191911929119391194911959119691197911989119991200912019120291203912049120591206912079120891209912109121191212912139121491215912169121791218912199122091221912229122391224912259122691227912289122991230912319123291233912349123591236912379123891239912409124191242912439124491245912469124791248912499125091251912529125391254912559125691257912589125991260912619126291263912649126591266912679126891269912709127191272912739127491275912769127791278912799128091281912829128391284912859128691287912889128991290912919129291293912949129591296912979129891299913009130191302913039130491305913069130791308913099131091311913129131391314913159131691317913189131991320913219132291323913249132591326913279132891329913309133191332913339133491335913369133791338913399134091341913429134391344913459134691347913489134991350913519135291353913549135591356913579135891359913609136191362913639136491365913669136791368913699137091371913729137391374913759137691377913789137991380913819138291383913849138591386913879138891389913909139191392913939139491395913969139791398913999140091401914029140391404914059140691407914089140991410914119141291413914149141591416914179141891419914209142191422914239142491425914269142791428914299143091431914329143391434914359143691437914389143991440914419144291443914449144591446914479144891449914509145191452914539145491455914569145791458914599146091461914629146391464914659146691467914689146991470914719147291473914749147591476914779147891479914809148191482914839148491485914869148791488914899149091491914929149391494914959149691497914989149991500915019150291503915049150591506915079150891509915109151191512915139151491515915169151791518915199152091521915229152391524915259152691527915289152991530915319153291533915349153591536915379153891539915409154191542915439154491545915469154791548915499155091551915529155391554915559155691557915589155991560915619156291563915649156591566915679156891569915709157191572915739157491575915769157791578915799158091581915829158391584915859158691587915889158991590915919159291593915949159591596915979159891599916009160191602916039160491605916069160791608916099161091611916129161391614916159161691617916189161991620916219162291623916249162591626916279162891629916309163191632916339163491635916369163791638916399164091641916429164391644916459164691647916489164991650916519165291653916549165591656916579165891659916609166191662916639166491665916669166791668916699167091671916729167391674916759167691677916789167991680916819168291683916849168591686916879168891689916909169191692916939169491695916969169791698916999170091701917029170391704917059170691707917089170991710917119171291713917149171591716917179171891719917209172191722917239172491725917269172791728917299173091731917329173391734917359173691737917389173991740917419174291743917449174591746917479174891749917509175191752917539175491755917569175791758917599176091761917629176391764917659176691767917689176991770917719177291773917749177591776917779177891779917809178191782917839178491785917869178791788917899179091791917929179391794917959179691797917989179991800918019180291803918049180591806918079180891809918109181191812918139181491815918169181791818918199182091821918229182391824918259182691827918289182991830918319183291833918349183591836918379183891839918409184191842918439184491845918469184791848918499185091851918529185391854918559185691857918589185991860918619186291863918649186591866918679186891869918709187191872918739187491875918769187791878918799188091881918829188391884918859188691887918889188991890918919189291893918949189591896918979189891899919009190191902919039190491905919069190791908919099191091911919129191391914919159191691917919189191991920919219192291923919249192591926919279192891929919309193191932919339193491935919369193791938919399194091941919429194391944919459194691947919489194991950919519195291953919549195591956919579195891959919609196191962919639196491965919669196791968919699197091971919729197391974919759197691977919789197991980919819198291983919849198591986919879198891989919909199191992919939199491995919969199791998919999200092001920029200392004920059200692007920089200992010920119201292013920149201592016920179201892019920209202192022920239202492025920269202792028920299203092031920329203392034920359203692037920389203992040920419204292043920449204592046920479204892049920509205192052920539205492055920569205792058920599206092061920629206392064920659206692067920689206992070920719207292073920749207592076920779207892079920809208192082920839208492085920869208792088920899209092091920929209392094920959209692097920989209992100921019210292103921049210592106921079210892109921109211192112921139211492115921169211792118921199212092121921229212392124921259212692127921289212992130921319213292133921349213592136921379213892139921409214192142921439214492145921469214792148921499215092151921529215392154921559215692157921589215992160921619216292163921649216592166921679216892169921709217192172921739217492175921769217792178921799218092181921829218392184921859218692187921889218992190921919219292193921949219592196921979219892199922009220192202922039220492205922069220792208922099221092211922129221392214922159221692217922189221992220922219222292223922249222592226922279222892229922309223192232922339223492235922369223792238922399224092241922429224392244922459224692247922489224992250922519225292253922549225592256922579225892259922609226192262922639226492265922669226792268922699227092271922729227392274922759227692277922789227992280922819228292283922849228592286922879228892289922909229192292922939229492295922969229792298922999230092301923029230392304923059230692307923089230992310923119231292313923149231592316923179231892319923209232192322923239232492325923269232792328923299233092331923329233392334923359233692337923389233992340923419234292343923449234592346923479234892349923509235192352923539235492355923569235792358923599236092361923629236392364923659236692367923689236992370923719237292373923749237592376923779237892379923809238192382923839238492385923869238792388923899239092391923929239392394923959239692397923989239992400924019240292403924049240592406924079240892409924109241192412924139241492415924169241792418924199242092421924229242392424924259242692427924289242992430924319243292433924349243592436924379243892439924409244192442924439244492445924469244792448924499245092451924529245392454924559245692457924589245992460924619246292463924649246592466924679246892469924709247192472924739247492475924769247792478924799248092481924829248392484924859248692487924889248992490924919249292493924949249592496924979249892499925009250192502925039250492505925069250792508925099251092511925129251392514925159251692517925189251992520925219252292523925249252592526925279252892529925309253192532925339253492535925369253792538925399254092541925429254392544925459254692547925489254992550925519255292553925549255592556925579255892559925609256192562925639256492565925669256792568925699257092571925729257392574925759257692577925789257992580925819258292583925849258592586925879258892589925909259192592925939259492595925969259792598925999260092601926029260392604926059260692607926089260992610926119261292613926149261592616926179261892619926209262192622926239262492625926269262792628926299263092631926329263392634926359263692637926389263992640926419264292643926449264592646926479264892649926509265192652926539265492655926569265792658926599266092661926629266392664926659266692667926689266992670926719267292673926749267592676926779267892679926809268192682926839268492685926869268792688926899269092691926929269392694926959269692697926989269992700927019270292703927049270592706927079270892709927109271192712927139271492715927169271792718927199272092721927229272392724927259272692727927289272992730927319273292733927349273592736927379273892739927409274192742927439274492745927469274792748927499275092751927529275392754927559275692757927589275992760927619276292763927649276592766927679276892769927709277192772927739277492775927769277792778927799278092781927829278392784927859278692787927889278992790927919279292793927949279592796927979279892799928009280192802928039280492805928069280792808928099281092811928129281392814928159281692817928189281992820928219282292823928249282592826928279282892829928309283192832928339283492835928369283792838928399284092841928429284392844928459284692847928489284992850928519285292853928549285592856928579285892859928609286192862928639286492865928669286792868928699287092871928729287392874928759287692877928789287992880928819288292883928849288592886928879288892889928909289192892928939289492895928969289792898928999290092901929029290392904929059290692907929089290992910929119291292913929149291592916929179291892919929209292192922929239292492925929269292792928929299293092931929329293392934929359293692937929389293992940929419294292943929449294592946929479294892949929509295192952929539295492955929569295792958929599296092961929629296392964929659296692967929689296992970929719297292973929749297592976929779297892979929809298192982929839298492985929869298792988929899299092991929929299392994929959299692997929989299993000930019300293003930049300593006930079300893009930109301193012930139301493015930169301793018930199302093021930229302393024930259302693027930289302993030930319303293033930349303593036930379303893039930409304193042930439304493045930469304793048930499305093051930529305393054930559305693057930589305993060930619306293063930649306593066930679306893069930709307193072930739307493075930769307793078930799308093081930829308393084930859308693087930889308993090930919309293093930949309593096930979309893099931009310193102931039310493105931069310793108931099311093111931129311393114931159311693117931189311993120931219312293123931249312593126931279312893129931309313193132931339313493135931369313793138931399314093141931429314393144931459314693147931489314993150931519315293153931549315593156931579315893159931609316193162931639316493165931669316793168931699317093171931729317393174931759317693177931789317993180931819318293183931849318593186931879318893189931909319193192931939319493195931969319793198931999320093201932029320393204932059320693207932089320993210932119321293213932149321593216932179321893219932209322193222932239322493225932269322793228932299323093231932329323393234932359323693237932389323993240932419324293243932449324593246932479324893249932509325193252932539325493255932569325793258932599326093261932629326393264932659326693267932689326993270932719327293273932749327593276932779327893279932809328193282932839328493285932869328793288932899329093291932929329393294932959329693297932989329993300933019330293303933049330593306933079330893309933109331193312933139331493315933169331793318933199332093321933229332393324933259332693327933289332993330933319333293333933349333593336933379333893339933409334193342933439334493345933469334793348933499335093351933529335393354933559335693357933589335993360933619336293363933649336593366933679336893369933709337193372933739337493375933769337793378933799338093381933829338393384933859338693387933889338993390933919339293393933949339593396933979339893399934009340193402934039340493405934069340793408934099341093411934129341393414934159341693417934189341993420934219342293423934249342593426934279342893429934309343193432934339343493435934369343793438934399344093441934429344393444934459344693447934489344993450934519345293453934549345593456934579345893459934609346193462934639346493465934669346793468934699347093471934729347393474934759347693477934789347993480934819348293483934849348593486934879348893489934909349193492934939349493495934969349793498934999350093501935029350393504935059350693507935089350993510935119351293513935149351593516935179351893519935209352193522935239352493525935269352793528935299353093531935329353393534935359353693537935389353993540935419354293543935449354593546935479354893549935509355193552935539355493555935569355793558935599356093561935629356393564935659356693567935689356993570935719357293573935749357593576935779357893579935809358193582935839358493585935869358793588935899359093591935929359393594935959359693597935989359993600936019360293603936049360593606936079360893609936109361193612936139361493615936169361793618936199362093621936229362393624936259362693627936289362993630936319363293633936349363593636936379363893639936409364193642936439364493645936469364793648936499365093651936529365393654936559365693657936589365993660936619366293663936649366593666936679366893669936709367193672936739367493675936769367793678936799368093681936829368393684936859368693687936889368993690936919369293693936949369593696936979369893699937009370193702937039370493705937069370793708937099371093711937129371393714937159371693717937189371993720937219372293723937249372593726937279372893729937309373193732937339373493735937369373793738937399374093741937429374393744937459374693747937489374993750937519375293753937549375593756937579375893759937609376193762937639376493765937669376793768937699377093771937729377393774937759377693777937789377993780937819378293783937849378593786937879378893789937909379193792937939379493795937969379793798937999380093801938029380393804938059380693807938089380993810938119381293813938149381593816938179381893819938209382193822938239382493825938269382793828938299383093831938329383393834938359383693837938389383993840938419384293843938449384593846938479384893849938509385193852938539385493855938569385793858938599386093861938629386393864938659386693867938689386993870938719387293873938749387593876938779387893879938809388193882938839388493885938869388793888938899389093891938929389393894938959389693897938989389993900939019390293903939049390593906939079390893909939109391193912939139391493915939169391793918939199392093921939229392393924939259392693927939289392993930939319393293933939349393593936939379393893939939409394193942939439394493945939469394793948939499395093951939529395393954939559395693957939589395993960939619396293963939649396593966939679396893969939709397193972939739397493975939769397793978939799398093981939829398393984939859398693987939889398993990939919399293993939949399593996939979399893999940009400194002940039400494005940069400794008940099401094011940129401394014940159401694017940189401994020940219402294023940249402594026940279402894029940309403194032940339403494035940369403794038940399404094041940429404394044940459404694047940489404994050940519405294053940549405594056940579405894059940609406194062940639406494065940669406794068940699407094071940729407394074940759407694077940789407994080940819408294083940849408594086940879408894089940909409194092940939409494095940969409794098940999410094101941029410394104941059410694107941089410994110941119411294113941149411594116941179411894119941209412194122941239412494125941269412794128941299413094131941329413394134941359413694137941389413994140941419414294143941449414594146941479414894149941509415194152941539415494155941569415794158941599416094161941629416394164941659416694167941689416994170941719417294173941749417594176941779417894179941809418194182941839418494185941869418794188941899419094191941929419394194941959419694197941989419994200942019420294203942049420594206942079420894209942109421194212942139421494215942169421794218942199422094221942229422394224942259422694227942289422994230942319423294233942349423594236942379423894239942409424194242942439424494245942469424794248942499425094251942529425394254942559425694257942589425994260942619426294263942649426594266942679426894269942709427194272942739427494275942769427794278942799428094281942829428394284942859428694287942889428994290942919429294293942949429594296942979429894299943009430194302943039430494305943069430794308943099431094311943129431394314943159431694317943189431994320943219432294323943249432594326943279432894329943309433194332943339433494335943369433794338943399434094341943429434394344943459434694347943489434994350943519435294353943549435594356943579435894359943609436194362943639436494365943669436794368943699437094371943729437394374943759437694377943789437994380943819438294383943849438594386943879438894389943909439194392943939439494395943969439794398943999440094401944029440394404944059440694407944089440994410944119441294413944149441594416944179441894419944209442194422944239442494425944269442794428944299443094431944329443394434944359443694437944389443994440944419444294443944449444594446944479444894449944509445194452944539445494455944569445794458944599446094461944629446394464944659446694467944689446994470944719447294473944749447594476944779447894479944809448194482944839448494485944869448794488944899449094491944929449394494944959449694497944989449994500945019450294503945049450594506945079450894509945109451194512945139451494515945169451794518945199452094521945229452394524945259452694527945289452994530945319453294533945349453594536945379453894539945409454194542945439454494545945469454794548945499455094551945529455394554945559455694557945589455994560945619456294563945649456594566945679456894569945709457194572945739457494575945769457794578945799458094581945829458394584945859458694587945889458994590945919459294593945949459594596945979459894599946009460194602946039460494605946069460794608946099461094611946129461394614946159461694617946189461994620946219462294623946249462594626946279462894629946309463194632946339463494635946369463794638946399464094641946429464394644946459464694647946489464994650946519465294653946549465594656946579465894659946609466194662946639466494665946669466794668946699467094671946729467394674946759467694677946789467994680946819468294683946849468594686946879468894689946909469194692946939469494695946969469794698946999470094701947029470394704947059470694707947089470994710947119471294713947149471594716947179471894719947209472194722947239472494725947269472794728947299473094731947329473394734947359473694737947389473994740947419474294743947449474594746947479474894749947509475194752947539475494755947569475794758947599476094761947629476394764947659476694767947689476994770947719477294773947749477594776947779477894779947809478194782947839478494785947869478794788947899479094791947929479394794947959479694797947989479994800948019480294803948049480594806948079480894809948109481194812948139481494815948169481794818948199482094821948229482394824948259482694827948289482994830948319483294833948349483594836948379483894839948409484194842948439484494845948469484794848948499485094851948529485394854948559485694857948589485994860948619486294863948649486594866948679486894869948709487194872948739487494875948769487794878948799488094881948829488394884948859488694887948889488994890948919489294893948949489594896948979489894899949009490194902949039490494905949069490794908949099491094911949129491394914949159491694917949189491994920949219492294923949249492594926949279492894929949309493194932949339493494935949369493794938949399494094941949429494394944949459494694947949489494994950949519495294953949549495594956949579495894959949609496194962949639496494965949669496794968949699497094971949729497394974949759497694977949789497994980949819498294983949849498594986949879498894989949909499194992949939499494995949969499794998949999500095001950029500395004950059500695007950089500995010950119501295013950149501595016950179501895019950209502195022950239502495025950269502795028950299503095031950329503395034950359503695037950389503995040950419504295043950449504595046950479504895049950509505195052950539505495055950569505795058950599506095061950629506395064950659506695067950689506995070950719507295073950749507595076950779507895079950809508195082950839508495085950869508795088950899509095091950929509395094950959509695097950989509995100951019510295103951049510595106951079510895109951109511195112951139511495115951169511795118951199512095121951229512395124951259512695127951289512995130951319513295133951349513595136951379513895139951409514195142951439514495145951469514795148951499515095151951529515395154951559515695157951589515995160951619516295163951649516595166951679516895169951709517195172951739517495175951769517795178951799518095181951829518395184951859518695187951889518995190951919519295193951949519595196951979519895199952009520195202952039520495205952069520795208952099521095211952129521395214952159521695217952189521995220952219522295223952249522595226952279522895229952309523195232952339523495235952369523795238952399524095241952429524395244952459524695247952489524995250952519525295253952549525595256952579525895259952609526195262952639526495265952669526795268952699527095271952729527395274952759527695277952789527995280952819528295283952849528595286952879528895289952909529195292952939529495295952969529795298952999530095301953029530395304953059530695307953089530995310953119531295313953149531595316953179531895319953209532195322953239532495325953269532795328953299533095331953329533395334953359533695337953389533995340953419534295343953449534595346953479534895349953509535195352953539535495355953569535795358953599536095361953629536395364953659536695367953689536995370953719537295373953749537595376953779537895379953809538195382953839538495385953869538795388953899539095391953929539395394953959539695397953989539995400954019540295403954049540595406954079540895409954109541195412954139541495415954169541795418954199542095421954229542395424954259542695427954289542995430954319543295433954349543595436954379543895439954409544195442954439544495445954469544795448954499545095451954529545395454954559545695457954589545995460954619546295463954649546595466954679546895469954709547195472954739547495475954769547795478954799548095481954829548395484954859548695487954889548995490954919549295493954949549595496954979549895499955009550195502955039550495505955069550795508955099551095511955129551395514955159551695517955189551995520955219552295523955249552595526955279552895529955309553195532955339553495535955369553795538955399554095541955429554395544955459554695547955489554995550955519555295553955549555595556955579555895559955609556195562955639556495565955669556795568955699557095571955729557395574955759557695577955789557995580955819558295583955849558595586955879558895589955909559195592955939559495595955969559795598955999560095601956029560395604956059560695607956089560995610956119561295613956149561595616956179561895619956209562195622956239562495625956269562795628956299563095631956329563395634956359563695637956389563995640956419564295643956449564595646956479564895649956509565195652956539565495655956569565795658956599566095661956629566395664956659566695667956689566995670956719567295673956749567595676956779567895679956809568195682956839568495685956869568795688956899569095691956929569395694956959569695697956989569995700957019570295703957049570595706957079570895709957109571195712957139571495715957169571795718957199572095721957229572395724957259572695727957289572995730957319573295733957349573595736957379573895739957409574195742957439574495745957469574795748957499575095751957529575395754957559575695757957589575995760957619576295763957649576595766957679576895769957709577195772957739577495775957769577795778957799578095781957829578395784957859578695787957889578995790957919579295793957949579595796957979579895799958009580195802958039580495805958069580795808958099581095811958129581395814958159581695817958189581995820958219582295823958249582595826958279582895829958309583195832958339583495835958369583795838958399584095841958429584395844958459584695847958489584995850958519585295853958549585595856958579585895859958609586195862958639586495865958669586795868958699587095871958729587395874958759587695877958789587995880958819588295883958849588595886958879588895889958909589195892958939589495895958969589795898958999590095901959029590395904959059590695907959089590995910959119591295913959149591595916959179591895919959209592195922959239592495925959269592795928959299593095931959329593395934959359593695937959389593995940959419594295943959449594595946959479594895949959509595195952959539595495955959569595795958959599596095961959629596395964959659596695967959689596995970959719597295973959749597595976959779597895979959809598195982959839598495985959869598795988959899599095991959929599395994959959599695997959989599996000960019600296003960049600596006960079600896009960109601196012960139601496015960169601796018960199602096021960229602396024960259602696027960289602996030960319603296033960349603596036960379603896039960409604196042960439604496045960469604796048960499605096051960529605396054960559605696057960589605996060960619606296063960649606596066960679606896069960709607196072960739607496075960769607796078960799608096081960829608396084960859608696087960889608996090960919609296093960949609596096960979609896099961009610196102961039610496105961069610796108961099611096111961129611396114961159611696117961189611996120961219612296123961249612596126961279612896129961309613196132961339613496135961369613796138961399614096141961429614396144961459614696147961489614996150961519615296153961549615596156961579615896159961609616196162961639616496165961669616796168961699617096171961729617396174961759617696177961789617996180961819618296183961849618596186961879618896189961909619196192961939619496195961969619796198961999620096201962029620396204962059620696207962089620996210962119621296213962149621596216962179621896219962209622196222962239622496225962269622796228962299623096231962329623396234962359623696237962389623996240962419624296243962449624596246962479624896249962509625196252962539625496255962569625796258962599626096261962629626396264962659626696267962689626996270962719627296273962749627596276962779627896279962809628196282962839628496285962869628796288962899629096291962929629396294962959629696297962989629996300963019630296303963049630596306963079630896309963109631196312963139631496315963169631796318963199632096321963229632396324963259632696327963289632996330963319633296333963349633596336963379633896339963409634196342963439634496345963469634796348963499635096351963529635396354963559635696357963589635996360963619636296363963649636596366963679636896369963709637196372963739637496375963769637796378963799638096381963829638396384963859638696387963889638996390963919639296393963949639596396963979639896399964009640196402964039640496405964069640796408964099641096411964129641396414964159641696417964189641996420964219642296423964249642596426964279642896429964309643196432964339643496435964369643796438964399644096441964429644396444964459644696447964489644996450964519645296453964549645596456964579645896459964609646196462964639646496465964669646796468964699647096471964729647396474964759647696477964789647996480964819648296483964849648596486964879648896489964909649196492964939649496495964969649796498964999650096501965029650396504965059650696507965089650996510965119651296513965149651596516965179651896519965209652196522965239652496525965269652796528965299653096531965329653396534965359653696537965389653996540965419654296543965449654596546965479654896549965509655196552965539655496555965569655796558965599656096561965629656396564965659656696567965689656996570965719657296573965749657596576965779657896579965809658196582965839658496585965869658796588965899659096591965929659396594965959659696597965989659996600966019660296603966049660596606966079660896609966109661196612966139661496615966169661796618966199662096621966229662396624966259662696627966289662996630966319663296633966349663596636966379663896639966409664196642966439664496645966469664796648966499665096651966529665396654966559665696657966589665996660966619666296663966649666596666966679666896669966709667196672966739667496675966769667796678966799668096681966829668396684966859668696687966889668996690966919669296693966949669596696966979669896699967009670196702967039670496705967069670796708967099671096711967129671396714967159671696717967189671996720967219672296723967249672596726967279672896729967309673196732967339673496735967369673796738967399674096741967429674396744967459674696747967489674996750967519675296753967549675596756967579675896759967609676196762967639676496765967669676796768967699677096771967729677396774967759677696777967789677996780967819678296783967849678596786967879678896789967909679196792967939679496795967969679796798967999680096801968029680396804968059680696807968089680996810968119681296813968149681596816968179681896819968209682196822968239682496825968269682796828968299683096831968329683396834968359683696837968389683996840968419684296843968449684596846968479684896849968509685196852968539685496855968569685796858968599686096861968629686396864968659686696867968689686996870968719687296873968749687596876968779687896879968809688196882968839688496885968869688796888968899689096891968929689396894968959689696897968989689996900969019690296903969049690596906969079690896909969109691196912969139691496915969169691796918969199692096921969229692396924969259692696927969289692996930969319693296933969349693596936969379693896939969409694196942969439694496945969469694796948969499695096951969529695396954969559695696957969589695996960969619696296963969649696596966969679696896969969709697196972969739697496975969769697796978969799698096981969829698396984969859698696987969889698996990969919699296993969949699596996969979699896999970009700197002970039700497005970069700797008970099701097011970129701397014970159701697017970189701997020970219702297023970249702597026970279702897029970309703197032970339703497035970369703797038970399704097041970429704397044970459704697047970489704997050970519705297053970549705597056970579705897059970609706197062970639706497065970669706797068970699707097071970729707397074970759707697077970789707997080970819708297083970849708597086970879708897089970909709197092970939709497095970969709797098970999710097101971029710397104971059710697107971089710997110971119711297113971149711597116971179711897119971209712197122971239712497125971269712797128971299713097131971329713397134971359713697137971389713997140971419714297143971449714597146971479714897149971509715197152971539715497155971569715797158971599716097161971629716397164971659716697167971689716997170971719717297173971749717597176971779717897179971809718197182971839718497185971869718797188971899719097191971929719397194971959719697197971989719997200972019720297203972049720597206972079720897209972109721197212972139721497215972169721797218972199722097221972229722397224972259722697227972289722997230972319723297233972349723597236972379723897239972409724197242972439724497245972469724797248972499725097251972529725397254972559725697257972589725997260972619726297263972649726597266972679726897269972709727197272972739727497275972769727797278972799728097281972829728397284972859728697287972889728997290972919729297293972949729597296972979729897299973009730197302973039730497305973069730797308973099731097311973129731397314973159731697317973189731997320973219732297323973249732597326973279732897329973309733197332973339733497335973369733797338973399734097341973429734397344973459734697347973489734997350973519735297353973549735597356973579735897359973609736197362973639736497365973669736797368973699737097371973729737397374973759737697377973789737997380973819738297383973849738597386973879738897389973909739197392973939739497395973969739797398973999740097401974029740397404974059740697407974089740997410974119741297413974149741597416974179741897419974209742197422974239742497425974269742797428974299743097431974329743397434974359743697437974389743997440974419744297443974449744597446974479744897449974509745197452974539745497455974569745797458974599746097461974629746397464974659746697467974689746997470974719747297473974749747597476974779747897479974809748197482974839748497485974869748797488974899749097491974929749397494974959749697497974989749997500975019750297503975049750597506975079750897509975109751197512975139751497515975169751797518975199752097521975229752397524975259752697527975289752997530975319753297533975349753597536975379753897539975409754197542975439754497545975469754797548975499755097551975529755397554975559755697557975589755997560975619756297563975649756597566975679756897569975709757197572975739757497575975769757797578975799758097581975829758397584975859758697587975889758997590975919759297593975949759597596975979759897599976009760197602976039760497605976069760797608976099761097611976129761397614976159761697617976189761997620976219762297623976249762597626976279762897629976309763197632976339763497635976369763797638976399764097641976429764397644976459764697647976489764997650976519765297653976549765597656976579765897659976609766197662976639766497665976669766797668976699767097671976729767397674976759767697677976789767997680976819768297683976849768597686976879768897689976909769197692976939769497695976969769797698976999770097701977029770397704977059770697707977089770997710977119771297713977149771597716977179771897719977209772197722977239772497725977269772797728977299773097731977329773397734977359773697737977389773997740977419774297743977449774597746977479774897749977509775197752977539775497755977569775797758977599776097761977629776397764977659776697767977689776997770977719777297773977749777597776977779777897779977809778197782977839778497785977869778797788977899779097791977929779397794977959779697797977989779997800978019780297803978049780597806978079780897809978109781197812978139781497815978169781797818978199782097821978229782397824978259782697827978289782997830978319783297833978349783597836978379783897839978409784197842978439784497845978469784797848978499785097851978529785397854978559785697857978589785997860978619786297863978649786597866978679786897869978709787197872978739787497875978769787797878978799788097881978829788397884978859788697887978889788997890978919789297893978949789597896978979789897899979009790197902979039790497905979069790797908979099791097911979129791397914979159791697917979189791997920979219792297923979249792597926979279792897929979309793197932979339793497935979369793797938979399794097941979429794397944979459794697947979489794997950979519795297953979549795597956979579795897959979609796197962979639796497965979669796797968979699797097971979729797397974979759797697977979789797997980979819798297983979849798597986979879798897989979909799197992979939799497995979969799797998979999800098001980029800398004980059800698007980089800998010980119801298013980149801598016980179801898019980209802198022980239802498025980269802798028980299803098031980329803398034980359803698037980389803998040980419804298043980449804598046980479804898049980509805198052980539805498055980569805798058980599806098061980629806398064980659806698067980689806998070980719807298073980749807598076980779807898079980809808198082980839808498085980869808798088980899809098091980929809398094980959809698097980989809998100981019810298103981049810598106981079810898109981109811198112981139811498115981169811798118981199812098121981229812398124981259812698127981289812998130981319813298133981349813598136981379813898139981409814198142981439814498145981469814798148981499815098151981529815398154981559815698157981589815998160981619816298163981649816598166981679816898169981709817198172981739817498175981769817798178981799818098181981829818398184981859818698187981889818998190981919819298193981949819598196981979819898199982009820198202982039820498205982069820798208982099821098211982129821398214982159821698217982189821998220982219822298223982249822598226982279822898229982309823198232982339823498235982369823798238982399824098241982429824398244982459824698247982489824998250982519825298253982549825598256982579825898259982609826198262982639826498265982669826798268982699827098271982729827398274982759827698277982789827998280982819828298283982849828598286982879828898289982909829198292982939829498295982969829798298982999830098301983029830398304983059830698307983089830998310983119831298313983149831598316983179831898319983209832198322983239832498325983269832798328983299833098331983329833398334983359833698337983389833998340983419834298343983449834598346983479834898349983509835198352983539835498355983569835798358983599836098361983629836398364983659836698367983689836998370983719837298373983749837598376983779837898379983809838198382983839838498385983869838798388983899839098391983929839398394983959839698397983989839998400984019840298403984049840598406984079840898409984109841198412984139841498415984169841798418984199842098421984229842398424984259842698427984289842998430984319843298433984349843598436984379843898439984409844198442984439844498445984469844798448984499845098451984529845398454984559845698457984589845998460984619846298463984649846598466984679846898469984709847198472984739847498475984769847798478984799848098481984829848398484984859848698487984889848998490984919849298493984949849598496984979849898499985009850198502985039850498505985069850798508985099851098511985129851398514985159851698517985189851998520985219852298523985249852598526985279852898529985309853198532985339853498535985369853798538985399854098541985429854398544985459854698547985489854998550985519855298553985549855598556985579855898559985609856198562985639856498565985669856798568985699857098571985729857398574985759857698577985789857998580985819858298583985849858598586985879858898589985909859198592985939859498595985969859798598985999860098601986029860398604986059860698607986089860998610986119861298613986149861598616986179861898619986209862198622986239862498625986269862798628986299863098631986329863398634986359863698637986389863998640986419864298643986449864598646986479864898649986509865198652986539865498655986569865798658986599866098661986629866398664986659866698667986689866998670986719867298673986749867598676986779867898679986809868198682986839868498685986869868798688986899869098691986929869398694986959869698697986989869998700987019870298703987049870598706987079870898709987109871198712987139871498715987169871798718987199872098721987229872398724987259872698727987289872998730987319873298733987349873598736987379873898739987409874198742987439874498745987469874798748987499875098751987529875398754987559875698757987589875998760987619876298763987649876598766987679876898769987709877198772987739877498775987769877798778987799878098781987829878398784987859878698787987889878998790987919879298793987949879598796987979879898799988009880198802988039880498805988069880798808988099881098811988129881398814988159881698817988189881998820988219882298823988249882598826988279882898829988309883198832988339883498835988369883798838988399884098841988429884398844988459884698847988489884998850988519885298853988549885598856988579885898859988609886198862988639886498865988669886798868988699887098871988729887398874988759887698877988789887998880988819888298883988849888598886988879888898889988909889198892988939889498895988969889798898988999890098901989029890398904989059890698907989089890998910989119891298913989149891598916989179891898919989209892198922989239892498925989269892798928989299893098931989329893398934989359893698937989389893998940989419894298943989449894598946989479894898949989509895198952989539895498955989569895798958989599896098961989629896398964989659896698967989689896998970989719897298973989749897598976989779897898979989809898198982989839898498985989869898798988989899899098991989929899398994989959899698997989989899999000990019900299003990049900599006990079900899009990109901199012990139901499015990169901799018990199902099021990229902399024990259902699027990289902999030990319903299033990349903599036990379903899039990409904199042990439904499045990469904799048990499905099051990529905399054990559905699057990589905999060990619906299063990649906599066990679906899069990709907199072990739907499075990769907799078990799908099081990829908399084990859908699087990889908999090990919909299093990949909599096990979909899099991009910199102991039910499105991069910799108991099911099111991129911399114991159911699117991189911999120991219912299123991249912599126991279912899129991309913199132991339913499135991369913799138991399914099141991429914399144991459914699147991489914999150991519915299153991549915599156991579915899159991609916199162991639916499165991669916799168991699917099171991729917399174991759917699177991789917999180991819918299183991849918599186991879918899189991909919199192991939919499195991969919799198991999920099201992029920399204992059920699207992089920999210992119921299213992149921599216992179921899219992209922199222992239922499225992269922799228992299923099231992329923399234992359923699237992389923999240992419924299243992449924599246992479924899249992509925199252992539925499255992569925799258992599926099261992629926399264992659926699267992689926999270992719927299273992749927599276992779927899279992809928199282992839928499285992869928799288992899929099291992929929399294992959929699297992989929999300993019930299303993049930599306993079930899309993109931199312993139931499315993169931799318993199932099321993229932399324993259932699327993289932999330993319933299333993349933599336993379933899339993409934199342993439934499345993469934799348993499935099351993529935399354993559935699357993589935999360993619936299363993649936599366993679936899369993709937199372993739937499375993769937799378993799938099381993829938399384993859938699387993889938999390993919939299393993949939599396993979939899399994009940199402994039940499405994069940799408994099941099411994129941399414994159941699417994189941999420994219942299423994249942599426994279942899429994309943199432994339943499435994369943799438994399944099441994429944399444994459944699447994489944999450994519945299453994549945599456994579945899459994609946199462994639946499465994669946799468994699947099471994729947399474994759947699477994789947999480994819948299483994849948599486994879948899489994909949199492994939949499495994969949799498994999950099501995029950399504995059950699507995089950999510995119951299513995149951599516995179951899519995209952199522995239952499525995269952799528995299953099531995329953399534995359953699537995389953999540995419954299543995449954599546995479954899549995509955199552995539955499555995569955799558995599956099561995629956399564995659956699567995689956999570995719957299573995749957599576995779957899579995809958199582995839958499585995869958799588995899959099591995929959399594995959959699597995989959999600996019960299603996049960599606996079960899609996109961199612996139961499615996169961799618996199962099621996229962399624996259962699627996289962999630996319963299633996349963599636996379963899639996409964199642996439964499645996469964799648996499965099651996529965399654996559965699657996589965999660996619966299663996649966599666996679966899669996709967199672996739967499675996769967799678996799968099681996829968399684996859968699687996889968999690996919969299693996949969599696996979969899699997009970199702997039970499705997069970799708997099971099711997129971399714997159971699717997189971999720997219972299723997249972599726997279972899729997309973199732997339973499735997369973799738997399974099741997429974399744997459974699747997489974999750997519975299753997549975599756997579975899759997609976199762997639976499765997669976799768997699977099771997729977399774997759977699777997789977999780997819978299783997849978599786997879978899789997909979199792997939979499795997969979799798997999980099801998029980399804998059980699807998089980999810998119981299813998149981599816998179981899819998209982199822998239982499825998269982799828998299983099831998329983399834998359983699837998389983999840998419984299843998449984599846998479984899849998509985199852998539985499855998569985799858998599986099861998629986399864998659986699867998689986999870998719987299873998749987599876998779987899879998809988199882998839988499885998869988799888998899989099891998929989399894998959989699897998989989999900999019990299903999049990599906999079990899909999109991199912999139991499915999169991799918999199992099921999229992399924999259992699927999289992999930999319993299933999349993599936999379993899939999409994199942999439994499945999469994799948999499995099951999529995399954999559995699957999589995999960999619996299963999649996599966999679996899969999709997199972999739997499975999769997799978999799998099981999829998399984999859998699987999889998999990999919999299993999949999599996999979999899999100000100001100002100003100004100005100006100007100008100009100010100011100012100013100014100015100016100017100018100019100020100021100022100023100024100025100026100027100028100029100030100031100032100033100034100035100036100037100038100039100040100041100042100043100044100045100046100047100048100049100050100051100052100053100054100055100056100057100058100059100060100061100062100063100064100065100066100067100068100069100070100071100072100073100074100075100076100077100078100079100080100081100082100083100084100085100086100087100088100089100090100091100092100093100094100095100096100097100098100099100100100101100102100103100104100105100106100107100108100109100110100111100112100113100114100115100116100117100118100119100120100121100122100123100124100125100126100127100128100129100130100131100132100133100134100135100136100137100138100139100140100141100142100143100144100145100146100147100148100149100150100151100152100153100154100155100156100157100158100159100160100161100162100163100164100165100166100167100168100169100170100171100172100173100174100175100176100177100178100179100180100181100182100183100184100185100186100187100188100189100190100191100192100193100194100195100196100197100198100199100200100201100202100203100204100205100206100207100208100209100210100211100212100213100214100215100216100217100218100219100220100221100222100223100224100225100226100227100228100229100230100231100232100233100234100235100236100237100238100239100240100241100242100243100244100245100246100247100248100249100250100251100252100253100254100255100256100257100258100259100260100261100262100263100264100265100266100267100268100269100270100271100272100273100274100275100276100277100278100279100280100281100282100283100284100285100286100287100288100289100290100291100292100293100294100295100296100297100298100299100300100301100302100303100304100305100306100307100308100309100310100311100312100313100314100315100316100317100318100319100320100321100322100323100324100325100326100327100328100329100330100331100332100333100334100335100336100337100338100339100340100341100342100343100344100345100346100347100348100349100350100351100352100353100354100355100356100357100358100359100360100361100362100363100364100365100366100367100368100369100370100371100372100373100374100375100376100377100378100379100380100381100382100383100384100385100386100387100388100389100390100391100392100393100394100395100396100397100398100399100400100401100402100403100404100405100406100407100408100409100410100411100412100413100414100415100416100417100418100419100420100421100422100423100424100425100426100427100428100429100430100431100432100433100434100435100436100437100438100439100440100441100442100443100444100445100446100447100448100449100450100451100452100453100454100455100456100457100458100459100460100461100462100463100464100465100466100467100468100469100470100471100472100473100474100475100476100477100478100479100480100481100482100483100484100485100486100487100488100489100490100491100492100493100494100495100496100497100498100499100500100501100502100503100504100505100506100507100508100509100510100511100512100513100514100515100516100517100518100519100520100521100522100523100524100525100526100527100528100529100530100531100532100533100534100535100536100537100538100539100540100541100542100543100544100545100546100547100548100549100550100551100552100553100554100555100556100557100558100559100560100561100562100563100564100565100566100567100568100569100570100571100572100573100574100575100576100577100578100579100580100581100582100583100584100585100586100587100588100589100590100591100592100593100594100595100596100597100598100599100600100601100602100603100604100605100606100607100608100609100610100611100612100613100614100615100616100617100618100619100620100621100622100623100624100625100626100627100628100629100630100631100632100633100634100635100636100637100638100639100640100641100642100643100644100645100646100647100648100649100650100651100652100653100654100655100656100657100658100659100660100661100662100663100664100665100666100667100668100669100670100671100672100673100674100675100676100677100678100679100680100681100682100683100684100685100686100687100688100689100690100691100692100693100694100695100696100697100698100699100700100701100702100703100704100705100706100707100708100709100710100711100712100713100714100715100716100717100718100719100720100721100722100723100724100725100726100727100728100729100730100731100732100733100734100735100736100737100738100739100740100741100742100743100744100745100746100747100748100749100750100751100752100753100754100755100756100757100758100759100760100761100762100763100764100765100766100767100768100769100770100771100772100773100774100775100776100777100778100779100780100781100782100783100784100785100786100787100788100789100790100791100792100793100794100795100796100797100798100799100800100801100802100803100804100805100806100807100808100809100810100811100812100813100814100815100816100817100818100819100820100821100822100823100824100825100826100827100828100829100830100831100832100833100834100835100836100837100838100839100840100841100842100843100844100845100846100847100848100849100850100851100852100853100854100855100856100857100858100859100860100861100862100863100864100865100866100867100868100869100870100871100872100873100874100875100876100877100878100879100880100881100882100883100884100885100886100887100888100889100890100891100892100893100894100895100896100897100898100899100900100901100902100903100904100905100906100907100908100909100910100911100912100913100914100915100916100917100918100919100920100921100922100923100924100925100926100927100928100929100930100931100932100933100934100935100936100937100938100939100940100941100942100943100944100945100946100947100948100949100950100951100952100953100954100955100956100957100958100959100960100961100962100963100964100965100966100967100968100969100970100971100972100973100974100975100976100977100978100979100980100981100982100983100984100985100986100987100988100989100990100991100992100993100994100995100996100997100998100999101000101001101002101003101004101005101006101007101008101009101010101011101012101013101014101015101016101017101018101019101020101021101022101023101024101025101026101027101028101029101030101031101032101033101034101035101036101037101038101039101040101041101042101043101044101045101046101047101048101049101050101051101052101053101054101055101056101057101058101059101060101061101062101063101064101065101066101067101068101069101070101071101072101073101074101075101076101077101078101079101080101081101082101083101084101085101086101087101088101089101090101091101092101093101094101095101096101097101098101099101100101101101102101103101104101105101106101107101108101109101110101111101112101113101114101115101116101117101118101119101120101121101122101123101124101125101126101127101128101129101130101131101132101133101134101135101136101137101138101139101140101141101142101143101144101145101146101147101148101149101150101151101152101153101154101155101156101157101158101159101160101161101162101163101164101165101166101167101168101169101170101171101172101173101174101175101176101177101178101179101180101181101182101183101184101185101186101187101188101189101190101191101192101193101194101195101196101197101198101199101200101201101202101203101204101205101206101207101208101209101210101211101212101213101214101215101216101217101218101219101220101221101222101223101224101225101226101227101228101229101230101231101232101233101234101235101236101237101238101239101240101241101242101243101244101245101246101247101248101249101250101251101252101253101254101255101256101257101258101259101260101261101262101263101264101265101266101267101268101269101270101271101272101273101274101275101276101277101278101279101280101281101282101283101284101285101286101287101288101289101290101291101292101293101294101295101296101297101298101299101300101301101302101303101304101305101306101307101308101309101310101311101312101313101314101315101316101317101318101319101320101321101322101323101324101325101326101327101328101329101330101331101332101333101334101335101336101337101338101339101340101341101342101343101344101345101346101347101348101349101350101351101352101353101354101355101356101357101358101359101360101361101362101363101364101365101366101367101368101369101370101371101372101373101374101375101376101377101378101379101380101381101382101383101384101385101386101387101388101389101390101391101392101393101394101395101396101397101398101399101400101401101402101403101404101405101406101407101408101409101410101411101412101413101414101415101416101417101418101419101420101421101422101423101424101425101426101427101428101429101430101431101432101433101434101435101436101437101438101439101440101441101442101443101444101445101446101447101448101449101450101451101452101453101454101455101456101457101458101459101460101461101462101463101464101465101466101467101468101469101470101471101472101473101474101475101476101477101478101479101480101481101482101483101484101485101486101487101488101489101490101491101492101493101494101495101496101497101498101499101500101501101502101503101504101505101506101507101508101509101510101511101512101513101514101515101516101517101518101519101520101521101522101523101524101525101526101527101528101529101530101531101532101533101534101535101536101537101538101539101540101541101542101543101544101545101546101547101548101549101550101551101552101553101554101555101556101557101558101559101560101561101562101563101564101565101566101567101568101569101570101571101572101573101574101575101576101577101578101579101580101581101582101583101584101585101586101587101588101589101590101591101592101593101594101595101596101597101598101599101600101601101602101603101604101605101606101607101608101609101610101611101612101613101614101615101616101617101618101619101620101621101622101623101624101625101626101627101628101629101630101631101632101633101634101635101636101637101638101639101640101641101642101643101644101645101646101647101648101649101650101651101652101653101654101655101656101657101658101659101660101661101662101663101664101665101666101667101668101669101670101671101672101673101674101675101676101677101678101679101680101681101682101683101684101685101686101687101688101689101690101691101692101693101694101695101696101697101698101699101700101701101702101703101704101705101706101707101708101709101710101711101712101713101714101715101716101717101718101719101720101721101722101723101724101725101726101727101728101729101730101731101732101733101734101735101736101737101738101739101740101741101742101743101744101745101746101747101748101749101750101751101752101753101754101755101756101757101758101759101760101761101762101763101764101765101766101767101768101769101770101771101772101773101774101775101776101777101778101779101780101781101782101783101784101785101786101787101788101789101790101791101792101793101794101795101796101797101798101799101800101801101802101803101804101805101806101807101808101809101810101811101812101813101814101815101816101817101818101819101820101821101822101823101824101825101826101827101828101829101830101831101832101833101834101835101836101837101838101839101840101841101842101843101844101845101846101847101848101849101850101851101852101853101854101855101856101857101858101859101860101861101862101863101864101865101866101867101868101869101870101871101872101873101874101875101876101877101878101879101880101881101882101883101884101885101886101887101888101889101890101891101892101893101894101895101896101897101898101899101900101901101902101903101904101905101906101907101908101909101910101911101912101913101914101915101916101917101918101919101920101921101922101923101924101925101926101927101928101929101930101931101932101933101934101935101936101937101938101939101940101941101942101943101944101945101946101947101948101949101950101951101952101953101954101955101956101957101958101959101960101961101962101963101964101965101966101967101968101969101970101971101972101973101974101975101976101977101978101979101980101981101982101983101984101985101986101987101988101989101990101991101992101993101994101995101996101997101998101999102000102001102002102003102004102005102006102007102008102009102010102011102012102013102014102015102016102017102018102019102020102021102022102023102024102025102026102027102028102029102030102031102032102033102034102035102036102037102038102039102040102041102042102043102044102045102046102047102048102049102050102051102052102053102054102055102056102057102058102059102060102061102062102063102064102065102066102067102068102069102070102071102072102073102074102075102076102077102078102079102080102081102082102083102084102085102086102087102088102089102090102091102092102093102094102095102096102097102098102099102100102101102102102103102104102105102106102107102108102109102110102111102112102113102114102115102116102117102118102119102120102121102122102123102124102125102126102127102128102129102130102131102132102133102134102135102136102137102138102139102140102141102142102143102144102145102146102147102148102149102150102151102152102153102154102155102156102157102158102159102160102161102162102163102164102165102166102167102168102169102170102171102172102173102174102175102176102177102178102179102180102181102182102183102184102185102186102187102188102189102190102191102192102193102194102195102196102197102198102199102200102201102202102203102204102205102206102207102208102209102210102211102212102213102214102215102216102217102218102219102220102221102222102223102224102225102226102227102228102229102230102231102232102233102234102235102236102237102238102239102240102241102242102243102244102245102246102247102248102249102250102251102252102253102254102255102256102257102258102259102260102261102262102263102264102265102266102267102268102269102270102271102272102273102274102275102276102277102278102279102280102281102282102283102284102285102286102287102288102289102290102291102292102293102294102295102296102297102298102299102300102301102302102303102304102305102306102307102308102309102310102311102312102313102314102315102316102317102318102319102320102321102322102323102324102325102326102327102328102329102330102331102332102333102334102335102336102337102338102339102340102341102342102343102344102345102346102347102348102349102350102351102352102353102354102355102356102357102358102359102360102361102362102363102364102365102366102367102368102369102370102371102372102373102374102375102376102377102378102379102380102381102382102383102384102385102386102387102388102389102390102391102392102393102394102395102396102397102398102399102400102401102402102403102404102405102406102407102408102409102410102411102412102413102414102415102416102417102418102419102420102421102422102423102424102425102426102427102428102429102430102431102432102433102434102435102436102437102438102439102440102441102442102443102444102445102446102447102448102449102450102451102452102453102454102455102456102457102458102459102460102461102462102463102464102465102466102467102468102469102470102471102472102473102474102475102476102477102478102479102480102481102482102483102484102485102486102487102488102489102490102491102492102493102494102495102496102497102498102499102500102501102502102503102504102505102506102507102508102509102510102511102512102513102514102515102516102517102518102519102520102521102522102523102524102525102526102527102528102529102530102531102532102533102534102535102536102537102538102539102540102541102542102543102544102545102546102547102548102549102550102551102552102553102554102555102556102557102558102559102560102561102562102563102564102565102566102567102568102569102570102571102572102573102574102575102576102577102578102579102580102581102582102583102584102585102586102587102588102589102590102591102592102593102594102595102596102597102598102599102600102601102602102603102604102605102606102607102608102609102610102611102612102613102614102615102616102617102618102619102620102621102622102623102624102625102626102627102628102629102630102631102632102633102634102635102636102637102638102639102640102641102642102643102644102645102646102647102648102649102650102651102652102653102654102655102656102657102658102659102660102661102662102663102664102665102666102667102668102669102670102671102672102673102674102675102676102677102678102679102680102681102682102683102684102685102686102687102688102689102690102691102692102693102694102695102696102697102698102699102700102701102702102703102704102705102706102707102708102709102710102711102712102713102714102715102716102717102718102719102720102721102722102723102724102725102726102727102728102729102730102731102732102733102734102735102736102737102738102739102740102741102742102743102744102745102746102747102748102749102750102751102752102753102754102755102756102757102758102759102760102761102762102763102764102765102766102767102768102769102770102771102772102773102774102775102776102777102778102779102780102781102782102783102784102785102786102787102788102789102790102791102792102793102794102795102796102797102798102799102800102801102802102803102804102805102806102807102808102809102810102811102812102813102814102815102816102817102818102819102820102821102822102823102824102825102826102827102828102829102830102831102832102833102834102835102836102837102838102839102840102841102842102843102844102845102846102847102848102849102850102851102852102853102854102855102856102857102858102859102860102861102862102863102864102865102866102867102868102869102870102871102872102873102874102875102876102877102878102879102880102881102882102883102884102885102886102887102888102889102890102891102892102893102894102895102896102897102898102899102900102901102902102903102904102905102906102907102908102909102910102911102912102913102914102915102916102917102918102919102920102921102922102923102924102925102926102927102928102929102930102931102932102933102934102935102936102937102938102939102940102941102942102943102944102945102946102947102948102949102950102951102952102953102954102955102956102957102958102959102960102961102962102963102964102965102966102967102968102969102970102971102972102973102974102975102976102977102978102979102980102981102982102983102984102985102986102987102988102989102990102991102992102993102994102995102996102997102998102999103000103001103002103003103004103005103006103007103008103009103010103011103012103013103014103015103016103017103018103019103020103021103022103023103024103025103026103027103028103029103030103031103032103033103034103035103036103037103038103039103040103041103042103043103044103045103046103047103048103049103050103051103052103053103054103055103056103057103058103059103060103061103062103063103064103065103066103067103068103069103070103071103072103073103074103075103076103077103078103079103080103081103082103083103084103085103086103087103088103089103090103091103092103093103094103095103096103097103098103099103100103101103102103103103104103105103106103107103108103109103110103111103112103113103114103115103116103117103118103119103120103121103122103123103124103125103126103127103128103129103130103131103132103133103134103135103136103137103138103139103140103141103142103143103144103145103146103147103148103149103150103151103152103153103154103155103156103157103158103159103160103161103162103163103164103165103166103167103168103169103170103171103172103173103174103175103176103177103178103179103180103181103182103183103184103185103186103187103188103189103190103191103192103193103194103195103196103197103198103199103200103201103202103203103204103205103206103207103208103209103210103211103212103213103214103215103216103217103218103219103220103221103222103223103224103225103226103227103228103229103230103231103232103233103234103235103236103237103238103239103240103241103242103243103244103245103246103247103248103249103250103251103252103253103254103255103256103257103258103259103260103261103262103263103264103265103266103267103268103269103270103271103272103273103274103275103276103277103278103279103280103281103282103283103284103285103286103287103288103289103290103291103292103293103294103295103296103297103298103299103300103301103302103303103304103305103306103307103308103309103310103311103312103313103314103315103316103317103318103319103320103321103322103323103324103325103326103327103328103329103330103331103332103333103334103335103336103337103338103339103340103341103342103343103344103345103346103347103348103349103350103351103352103353103354103355103356103357103358103359103360103361103362103363103364103365103366103367103368103369103370103371103372103373103374103375103376103377103378103379103380103381103382103383103384103385103386103387103388103389103390103391103392103393103394103395103396103397103398103399103400103401103402103403103404103405103406103407103408103409103410103411103412103413103414103415103416103417103418103419103420103421103422103423103424103425103426103427103428103429103430103431103432103433103434103435103436103437103438103439103440103441103442103443103444103445103446103447103448103449103450103451103452103453103454103455103456103457103458103459103460103461103462103463103464103465103466103467103468103469103470103471103472103473103474103475103476103477103478103479103480103481103482103483103484103485103486103487103488103489103490103491103492103493103494103495103496103497103498103499103500103501103502103503103504103505103506103507103508103509103510103511103512103513103514103515103516103517103518103519103520103521103522103523103524103525103526103527103528103529103530103531103532103533103534103535103536103537103538103539103540103541103542103543103544103545103546103547103548103549103550103551103552103553103554103555103556103557103558103559103560103561103562103563103564103565103566103567103568103569103570103571103572103573103574103575103576103577103578103579103580103581103582103583103584103585103586103587103588103589103590103591103592103593103594103595103596103597103598103599103600103601103602103603103604103605103606103607103608103609103610103611103612103613103614103615103616103617103618103619103620103621103622103623103624103625103626103627103628103629103630103631103632103633103634103635103636103637103638103639103640103641103642103643103644103645103646103647103648103649103650103651103652103653103654103655103656103657103658103659103660103661103662103663103664103665103666103667103668103669103670103671103672103673103674103675103676103677103678103679103680103681103682103683103684103685103686103687103688103689103690103691103692103693103694103695103696103697103698103699103700103701103702103703103704103705103706103707103708103709103710103711103712103713103714103715103716103717103718103719103720103721103722103723103724103725103726103727103728103729103730103731103732103733103734103735103736103737103738103739103740103741103742103743103744103745103746103747103748103749103750103751103752103753103754103755103756103757103758103759103760103761103762103763103764103765103766103767103768103769103770103771103772103773103774103775103776103777103778103779103780103781103782103783103784103785103786103787103788103789103790103791103792103793103794103795103796103797103798103799103800103801103802103803103804103805103806103807103808103809103810103811103812103813103814103815103816103817103818103819103820103821103822103823103824103825103826103827103828103829103830103831103832103833103834103835103836103837103838103839103840103841103842103843103844103845103846103847103848103849103850103851103852103853103854103855103856103857103858103859103860103861103862103863103864103865103866103867103868103869103870103871103872103873103874103875103876103877103878103879103880103881103882103883103884103885103886103887103888103889103890103891103892103893103894103895103896103897103898103899103900103901103902103903103904103905103906103907103908103909103910103911103912103913103914103915103916103917103918103919103920103921103922103923103924103925103926103927103928103929103930103931103932103933103934103935103936103937103938103939103940103941103942103943103944103945103946103947103948103949103950103951103952103953103954103955103956103957103958103959103960103961103962103963103964103965103966103967103968103969103970103971103972103973103974103975103976103977103978103979103980103981103982103983103984103985103986103987103988103989103990103991103992103993103994103995103996103997103998103999104000104001104002104003104004104005104006104007104008104009104010104011104012104013104014104015104016104017104018104019104020104021104022104023104024104025104026104027104028104029104030104031104032104033104034104035104036104037104038104039104040104041104042104043104044104045104046104047104048104049104050104051104052104053104054104055104056104057104058104059104060104061104062104063104064104065104066104067104068104069104070104071104072104073104074104075104076104077104078104079104080104081104082104083104084104085104086104087104088104089104090104091104092104093104094104095104096104097104098104099104100104101104102104103104104104105104106104107104108104109104110104111104112104113104114104115104116104117104118104119104120104121104122104123104124104125104126104127104128104129104130104131104132104133104134104135104136104137104138104139104140104141104142104143104144104145104146104147104148104149104150104151104152104153104154104155104156104157104158104159104160104161104162104163104164104165104166104167104168104169104170104171104172104173104174104175104176104177104178104179104180104181104182104183104184104185104186104187104188104189104190104191104192104193104194104195104196104197104198104199104200104201104202104203104204104205104206104207104208104209104210104211104212104213104214104215104216104217104218104219104220104221104222104223104224104225104226104227104228104229104230104231104232104233104234104235104236104237104238104239104240104241104242104243104244104245104246104247104248104249104250104251104252104253104254104255104256104257104258104259104260104261104262104263104264104265104266104267104268104269104270104271104272104273104274104275104276104277104278104279104280104281104282104283104284104285104286104287104288104289104290104291104292104293104294104295104296104297104298104299104300104301104302104303104304104305104306104307104308104309104310104311104312104313104314104315104316104317104318104319104320104321104322104323104324104325104326104327104328104329104330104331104332104333104334104335104336104337104338104339104340104341104342104343104344104345104346104347104348104349104350104351104352104353104354104355104356104357104358104359104360104361104362104363104364104365104366104367104368104369104370104371104372104373104374104375104376104377104378104379104380104381104382104383104384104385104386104387104388104389104390104391104392104393104394104395104396104397104398104399104400104401104402104403104404104405104406104407104408104409104410104411104412104413104414104415104416104417104418104419104420104421104422104423104424104425104426104427104428104429104430104431104432104433104434104435104436104437104438104439104440104441104442104443104444104445104446104447104448104449104450104451104452104453104454104455104456104457104458104459104460104461104462104463104464104465104466104467104468104469104470104471104472104473104474104475104476104477104478104479104480104481104482104483104484104485104486104487104488104489104490104491104492104493104494104495104496104497104498104499104500104501104502104503104504104505104506104507104508104509104510104511104512104513104514104515104516104517104518104519104520104521104522104523104524104525104526104527104528104529104530104531104532104533104534104535104536104537104538104539104540104541104542104543104544104545104546104547104548104549104550104551104552104553104554104555104556104557104558104559104560104561104562104563104564104565104566104567104568104569104570104571104572104573104574104575104576104577104578104579104580104581104582104583104584104585104586104587104588104589104590104591104592104593104594104595104596104597104598104599104600104601104602104603104604104605104606104607104608104609104610104611104612104613104614104615104616104617104618104619104620104621104622104623104624104625104626104627104628104629104630104631104632104633104634104635104636104637104638104639104640104641104642104643104644104645104646104647104648104649104650104651104652104653104654104655104656104657104658104659104660104661104662104663104664104665104666104667104668104669104670104671104672104673104674104675104676104677104678104679104680104681104682104683104684104685104686104687104688104689104690104691104692104693104694104695104696104697104698104699104700104701104702104703104704104705104706104707104708104709104710104711104712104713104714104715104716104717104718104719104720104721104722104723104724104725104726104727104728104729104730104731104732104733104734104735104736104737104738104739104740104741104742104743104744104745104746104747104748104749104750104751104752104753104754104755104756104757104758104759104760104761104762104763104764104765104766104767104768104769104770104771104772104773104774104775104776104777104778104779104780104781104782104783104784104785104786104787104788104789104790104791104792104793104794104795104796104797104798104799104800104801104802104803104804104805104806104807104808104809104810104811104812104813104814104815104816104817104818104819104820104821104822104823104824104825104826104827104828104829104830104831104832104833104834104835104836104837104838104839104840104841104842104843104844104845104846104847104848104849104850104851104852104853104854104855104856104857104858104859104860104861104862104863104864104865104866104867104868104869104870104871104872104873104874104875104876104877104878104879104880104881104882104883104884104885104886104887104888104889104890104891104892104893104894104895104896104897104898104899104900104901104902104903104904104905104906104907104908104909104910104911104912104913104914104915104916104917104918104919104920104921104922104923104924104925104926104927104928104929104930104931104932104933104934104935104936104937104938104939104940104941104942104943104944104945104946104947104948104949104950104951104952104953104954104955104956104957104958104959104960104961104962104963104964104965104966104967104968104969104970104971104972104973104974104975104976104977104978104979104980104981104982104983104984104985104986104987104988104989104990104991104992104993104994104995104996104997104998104999105000105001105002105003105004105005105006105007105008105009105010105011105012105013105014105015105016105017105018105019105020105021105022105023105024105025105026105027105028105029105030105031105032105033105034105035105036105037105038105039105040105041105042105043105044105045105046105047105048105049105050105051105052105053105054105055105056105057105058105059105060105061105062105063105064105065105066105067105068105069105070105071105072105073105074105075105076105077105078105079105080105081105082105083105084105085105086105087105088105089105090105091105092105093105094105095105096105097105098105099105100105101105102105103105104105105105106105107105108105109105110105111105112105113105114105115105116105117105118105119105120105121105122105123105124105125105126105127105128105129105130105131105132105133105134105135105136105137105138105139105140105141105142105143105144105145105146105147105148105149105150105151105152105153105154105155105156105157105158105159105160105161105162105163105164105165105166105167105168105169105170105171105172105173105174105175105176105177105178105179105180105181105182105183105184105185105186105187105188105189105190105191105192105193105194105195105196105197105198105199105200105201105202105203105204105205105206105207105208105209105210105211105212105213105214105215105216105217105218105219105220105221105222105223105224105225105226105227105228105229105230105231105232105233105234105235105236105237105238105239105240105241105242105243105244105245105246105247105248105249105250105251105252105253105254105255105256105257105258105259105260105261105262105263105264105265105266105267105268105269105270105271105272105273105274105275105276105277105278105279105280105281105282105283105284105285105286105287105288105289105290105291105292105293105294105295105296105297105298105299105300105301105302105303105304105305105306105307105308105309105310105311105312105313105314105315105316105317105318105319105320105321105322105323105324105325105326105327105328105329105330105331105332105333105334105335105336105337105338105339105340105341105342105343105344105345105346105347105348105349105350105351105352105353105354105355105356105357105358105359105360105361105362105363105364105365105366105367105368105369105370105371105372105373105374105375105376105377105378105379105380105381105382105383105384105385105386105387105388105389105390105391105392105393105394105395105396105397105398105399105400105401105402105403105404105405105406105407105408105409105410105411105412105413105414105415105416105417105418105419105420105421105422105423105424105425105426105427105428105429105430105431105432105433105434105435105436105437105438105439105440105441105442105443105444105445105446105447105448105449105450105451105452105453105454105455105456105457105458105459105460105461105462105463105464105465105466105467105468105469105470105471105472105473105474105475105476105477105478105479105480105481105482105483105484105485105486105487105488105489105490105491105492105493105494105495105496105497105498105499105500105501105502105503105504105505105506105507105508105509105510105511105512105513105514105515105516105517105518105519105520105521105522105523105524105525105526105527105528105529105530105531105532105533105534105535105536105537105538105539105540105541105542105543105544105545105546105547105548105549105550105551105552105553105554105555105556105557105558105559105560105561105562105563105564105565105566105567105568105569105570105571105572105573105574105575105576105577105578105579105580105581105582105583105584105585105586105587105588105589105590105591105592105593105594105595105596105597105598105599105600105601105602105603105604105605105606105607105608105609105610105611105612105613105614105615105616105617105618105619105620105621105622105623105624105625105626105627105628105629105630105631105632105633105634105635105636105637105638105639105640105641105642105643105644105645105646105647105648105649105650105651105652105653105654105655105656105657105658105659105660105661105662105663105664105665105666105667105668105669105670105671105672105673105674105675105676105677105678105679105680105681105682105683105684105685105686105687105688105689105690105691105692105693105694105695105696105697105698105699105700105701105702105703105704105705105706105707105708105709105710105711105712105713105714105715105716105717105718105719105720105721105722105723105724105725105726105727105728105729105730105731105732105733105734105735105736105737105738105739105740105741105742105743105744105745105746105747105748105749105750105751105752105753105754105755105756105757105758105759105760105761105762105763105764105765105766105767105768105769105770105771105772105773105774105775105776105777105778105779105780105781105782105783105784105785105786105787105788105789105790105791105792105793105794105795105796105797105798105799105800105801105802105803105804105805105806105807105808105809105810105811105812105813105814105815105816105817105818105819105820105821105822105823105824105825105826105827105828105829105830105831105832105833105834105835105836105837105838105839105840105841105842105843105844105845105846105847105848105849105850105851105852105853105854105855105856105857105858105859105860105861105862105863105864105865105866105867105868105869105870105871105872105873105874105875105876105877105878105879105880105881105882105883105884105885105886105887105888105889105890105891105892105893105894105895105896105897105898105899105900105901105902105903105904105905105906105907105908105909105910105911105912105913105914105915105916105917105918105919105920105921105922105923105924105925105926105927105928105929105930105931105932105933105934105935105936105937105938105939105940105941105942105943105944105945105946105947105948105949105950105951105952105953105954105955105956105957105958105959105960105961105962105963105964105965105966105967105968105969105970105971105972105973105974105975105976105977105978105979105980105981105982105983105984105985105986105987105988105989105990105991105992105993105994105995105996105997105998105999106000106001106002106003106004106005106006106007106008106009106010106011106012106013106014106015106016106017106018106019106020106021106022106023106024106025106026106027106028106029106030106031106032106033106034106035106036106037106038106039106040106041106042106043106044106045106046106047106048106049106050106051106052106053106054106055106056106057106058106059106060106061106062106063106064106065106066106067106068106069106070106071106072106073106074106075106076106077106078106079106080106081106082106083106084106085106086106087106088106089106090106091106092106093106094106095106096106097106098106099106100106101106102106103106104106105106106106107106108106109106110106111106112106113106114106115106116106117106118106119106120106121106122106123106124106125106126106127106128106129106130106131106132106133106134106135106136106137106138106139106140106141106142106143106144106145106146106147106148106149106150106151106152106153106154106155106156106157106158106159106160106161106162106163106164106165106166106167106168106169106170106171106172106173106174106175106176106177106178106179106180106181106182106183106184106185106186106187106188106189106190106191106192106193106194106195106196106197106198106199106200106201106202106203106204106205106206106207106208106209106210106211106212106213106214106215106216106217106218106219106220106221106222106223106224106225106226106227106228106229106230106231106232106233106234106235106236106237106238106239106240106241106242106243106244106245106246106247106248106249106250106251106252106253106254106255106256106257106258106259106260106261106262106263106264106265106266106267106268106269106270106271106272106273106274106275106276106277106278106279106280106281106282106283106284106285106286106287106288106289106290106291106292106293106294106295106296106297106298106299106300106301106302106303106304106305106306106307106308106309106310106311106312106313106314106315106316106317106318106319106320106321106322106323106324106325106326106327106328106329106330106331106332106333106334106335106336106337106338106339106340106341106342106343106344106345106346106347106348106349106350106351106352106353106354106355106356106357106358106359106360106361106362106363106364106365106366106367106368106369106370106371106372106373106374106375106376106377106378106379106380106381106382106383106384106385106386106387106388106389106390106391106392106393106394106395106396106397106398106399106400106401106402106403106404106405106406106407106408106409106410106411106412106413106414106415106416106417106418106419106420106421106422106423106424106425106426106427106428106429106430106431106432106433106434106435106436106437106438106439106440106441106442106443106444106445106446106447106448106449106450106451106452106453106454106455106456106457106458106459106460106461106462106463106464106465106466106467106468106469106470106471106472106473106474106475106476106477106478106479106480106481106482106483106484106485106486106487106488106489106490106491106492106493106494106495106496106497106498106499106500106501106502106503106504106505106506106507106508106509106510106511106512106513106514106515106516106517106518106519106520106521106522106523106524106525106526106527106528106529106530106531106532106533106534106535106536106537106538106539106540106541106542106543106544106545106546106547106548106549106550106551106552106553106554106555106556106557106558106559106560106561106562106563106564106565106566106567106568106569106570106571106572106573106574106575106576106577106578106579106580106581106582106583106584106585106586106587106588106589106590106591106592106593106594106595106596106597106598106599106600106601106602106603106604106605106606106607106608106609106610106611106612106613106614106615106616106617106618106619106620106621106622106623106624106625106626106627106628106629106630106631106632106633106634106635106636106637106638106639106640106641106642106643106644106645106646106647106648106649106650106651106652106653106654106655106656106657106658106659106660106661106662106663106664106665106666106667106668106669106670106671106672106673106674106675106676106677106678106679106680106681106682106683106684106685106686106687106688106689106690106691106692106693106694106695106696106697106698106699106700106701106702106703106704106705106706106707106708106709106710106711106712106713106714106715106716106717106718106719106720106721106722106723106724106725106726106727106728106729106730106731106732106733106734106735106736106737106738106739106740106741106742106743106744106745106746106747106748106749106750106751106752106753106754106755106756106757106758106759106760106761106762106763106764106765106766106767106768106769106770106771106772106773106774106775106776106777106778106779106780106781106782106783106784106785106786106787106788106789106790106791106792106793106794106795106796106797106798106799106800106801106802106803106804106805106806106807106808106809106810106811106812106813106814106815106816106817106818106819106820106821106822106823106824106825106826106827106828106829106830106831106832106833106834106835106836106837106838106839106840106841106842106843106844106845106846106847106848106849106850106851106852106853106854106855106856106857106858106859106860106861106862106863106864106865106866106867106868106869106870106871106872106873106874106875106876106877106878106879106880106881106882106883106884106885106886106887106888106889106890106891106892106893106894106895106896106897106898106899106900106901106902106903106904106905106906106907106908106909106910106911106912106913106914106915106916106917106918106919106920106921106922106923106924106925106926106927106928106929106930106931106932106933106934106935106936106937106938106939106940106941106942106943106944106945106946106947106948106949106950106951106952106953106954106955106956106957106958106959106960106961106962106963106964106965106966106967106968106969106970106971106972106973106974106975106976106977106978106979106980106981106982106983106984106985106986106987106988106989106990106991106992106993106994106995106996106997106998106999107000107001107002107003107004107005107006107007107008107009107010107011107012107013107014107015107016107017107018107019107020107021107022107023107024107025107026107027107028107029107030107031107032107033107034107035107036107037107038107039107040107041107042107043107044107045107046107047107048107049107050107051107052107053107054107055107056107057107058107059107060107061107062107063107064107065107066107067107068107069107070107071107072107073107074107075107076107077107078107079107080107081107082107083107084107085107086107087107088107089107090107091107092107093107094107095107096107097107098107099107100107101107102107103107104107105107106107107107108107109107110107111107112107113107114107115107116107117107118107119107120107121107122107123107124107125107126107127107128107129107130107131107132107133107134107135107136107137107138107139107140107141107142107143107144107145107146107147107148107149107150107151107152107153107154107155107156107157107158107159107160107161107162107163107164107165107166107167107168107169107170107171107172107173107174107175107176107177107178107179107180107181107182107183107184107185107186107187107188107189107190107191107192107193107194107195107196107197107198107199107200107201107202107203107204107205107206107207107208107209107210107211107212107213107214107215107216107217107218107219107220107221107222107223107224107225107226107227107228107229107230107231107232107233107234107235107236107237107238107239107240107241107242107243107244107245107246107247107248107249107250107251107252107253107254107255107256107257107258107259107260107261107262107263107264107265107266107267107268107269107270107271107272107273107274107275107276107277107278107279107280107281107282107283107284107285107286107287107288107289107290107291107292107293107294107295107296107297107298107299107300107301107302107303107304107305107306107307107308107309107310107311107312107313107314107315107316107317107318107319107320107321107322107323107324107325107326107327107328107329107330107331107332107333107334107335107336107337107338107339107340107341107342107343107344107345107346107347107348107349107350107351107352107353107354107355107356107357107358107359107360107361107362107363107364107365107366107367107368107369107370107371107372107373107374107375107376107377107378107379107380107381107382107383107384107385107386107387107388107389107390107391107392107393107394107395107396107397107398107399107400107401107402107403107404107405107406107407107408107409107410107411107412107413107414107415107416107417107418107419107420107421107422107423107424107425107426107427107428107429107430107431107432107433107434107435107436107437107438107439107440107441107442107443107444107445107446107447107448107449107450107451107452107453107454107455107456107457107458107459107460107461107462107463107464107465107466107467107468107469107470107471107472107473107474107475107476107477107478107479107480107481107482107483107484107485107486107487107488107489107490107491107492107493107494107495107496107497107498107499107500107501107502107503107504107505107506107507107508107509107510107511107512107513107514107515107516107517107518107519107520107521107522107523107524107525107526107527107528107529107530107531107532107533107534107535107536107537107538107539107540107541107542107543107544107545107546107547107548107549107550107551107552107553107554107555107556107557107558107559107560107561107562107563107564107565107566107567107568107569107570107571107572107573107574107575107576107577107578107579107580107581107582107583107584107585107586107587107588107589107590107591107592107593107594107595107596107597107598107599107600107601107602107603107604107605107606107607107608107609107610107611107612107613107614107615107616107617107618107619107620107621107622107623107624107625107626107627107628107629107630107631107632107633107634107635107636107637107638107639107640107641107642107643107644107645107646107647107648107649107650107651107652107653107654107655107656107657107658107659107660107661107662107663107664107665107666107667107668107669107670107671107672107673107674107675107676107677107678107679107680107681107682107683107684107685107686107687107688107689107690107691107692107693107694107695107696107697107698107699107700107701107702107703107704107705107706107707107708107709107710107711107712107713107714107715107716107717107718107719107720107721107722107723107724107725107726107727107728107729107730107731107732107733107734107735107736107737107738107739107740107741107742107743107744107745107746107747107748107749107750107751107752107753107754107755107756107757107758107759107760107761107762107763107764107765107766107767107768107769107770107771107772107773107774107775107776107777107778107779107780107781107782107783107784107785107786107787107788107789107790107791107792107793107794107795107796107797107798107799107800107801107802107803107804107805107806107807107808107809107810107811107812107813107814107815107816107817107818107819107820107821107822107823107824107825107826107827107828107829107830107831107832107833107834107835107836107837107838107839107840107841107842107843107844107845107846107847107848107849107850107851107852107853107854107855107856107857107858107859107860107861107862107863107864107865107866107867107868107869107870107871107872107873107874107875107876107877107878107879107880107881107882107883107884107885107886107887107888107889107890107891107892107893107894107895107896107897107898107899107900107901107902107903107904107905107906107907107908107909107910107911107912107913107914107915107916107917107918107919107920107921107922107923107924107925107926107927107928107929107930107931107932107933107934107935107936107937107938107939107940107941107942107943107944107945107946107947107948107949107950107951107952107953107954107955107956107957107958107959107960107961107962107963107964107965107966107967107968107969107970107971107972107973107974107975107976107977107978107979107980107981107982107983107984107985107986107987107988107989107990107991107992107993107994107995107996107997107998107999108000108001108002108003108004108005108006108007108008108009108010108011108012108013108014108015108016108017108018108019108020108021108022108023108024108025108026108027108028108029108030108031108032108033108034108035108036108037108038108039108040108041108042108043108044108045108046108047108048108049108050108051108052108053108054108055108056108057108058108059108060108061108062108063108064108065108066108067108068108069108070108071108072108073108074108075108076108077108078108079108080108081108082108083108084108085108086108087108088108089108090108091108092108093108094108095108096108097108098108099108100108101108102108103108104108105108106108107108108108109108110108111108112108113108114108115108116108117108118108119108120108121108122108123108124108125108126108127108128108129108130108131108132108133108134108135108136108137108138108139108140108141108142108143108144108145108146108147108148108149108150108151108152108153108154108155108156108157108158108159108160108161108162108163108164108165108166108167108168108169108170108171108172108173108174108175108176108177108178108179108180108181108182108183108184108185108186108187108188108189108190108191108192108193108194108195108196108197108198108199108200108201108202108203108204108205108206108207108208108209108210108211108212108213108214108215108216108217108218108219108220108221108222108223108224108225108226108227108228108229108230108231108232108233108234108235108236108237108238108239108240108241108242108243108244108245108246108247108248108249108250108251108252108253108254108255108256108257108258108259108260108261108262108263108264108265108266108267108268108269108270108271108272108273108274108275108276108277108278108279108280108281108282108283108284108285108286108287108288108289108290108291108292108293108294108295108296108297108298108299108300108301108302108303108304108305108306108307108308108309108310108311108312108313108314108315108316108317108318108319108320108321108322108323108324108325108326108327108328108329108330108331108332108333108334108335108336108337108338108339108340108341108342108343108344108345108346108347108348108349108350108351108352108353108354108355108356108357108358108359108360108361108362108363108364108365108366108367108368108369108370108371108372108373108374108375108376108377108378108379108380108381108382108383108384108385108386108387108388108389108390108391108392108393108394108395108396108397108398108399108400108401108402108403108404108405108406108407108408108409108410108411108412108413108414108415108416108417108418108419108420108421108422108423108424108425108426108427108428108429108430108431108432108433108434108435108436108437108438108439108440108441108442108443108444108445108446108447108448108449108450108451108452108453108454108455108456108457108458108459108460108461108462108463108464108465108466108467108468108469108470108471108472108473108474108475108476108477108478108479108480108481108482108483108484108485108486108487108488108489108490108491108492108493108494108495108496108497108498108499108500108501108502108503108504108505108506108507108508108509108510108511108512108513108514108515108516108517108518108519108520108521108522108523108524108525108526108527108528108529108530108531108532108533108534108535108536108537108538108539108540108541108542108543108544108545108546108547108548108549108550108551108552108553108554108555108556108557108558108559108560108561108562108563108564108565108566108567108568108569108570108571108572108573108574108575108576108577108578108579108580108581108582108583108584108585108586108587108588108589108590108591108592108593108594108595108596108597108598108599108600108601108602108603108604108605108606108607108608108609108610108611108612108613108614108615108616108617108618108619108620108621108622108623108624108625108626108627108628108629108630108631108632108633108634108635108636108637108638108639108640108641108642108643108644108645108646108647108648108649108650108651108652108653108654108655108656108657108658108659108660108661108662108663108664108665108666108667108668108669108670108671108672108673108674108675108676108677108678108679108680108681108682108683108684108685108686108687108688108689108690108691108692108693108694108695108696108697108698108699108700108701108702108703108704108705108706108707108708108709108710108711108712108713108714108715108716108717108718108719108720108721108722108723108724108725108726108727108728108729108730108731108732108733108734108735108736108737108738108739108740108741108742108743108744108745108746108747108748108749108750108751108752108753108754108755108756108757108758108759108760108761108762108763108764108765108766108767108768108769108770108771108772108773108774108775108776108777108778108779108780108781108782108783108784108785108786108787108788108789108790108791108792108793108794108795108796108797108798108799108800108801108802108803108804108805108806108807108808108809108810108811108812108813108814108815108816108817108818108819108820108821108822108823108824108825108826108827108828108829108830108831108832108833108834108835108836108837108838108839108840108841108842108843108844108845108846108847108848108849108850108851108852108853108854108855108856108857108858108859108860108861108862108863108864108865108866108867108868108869108870108871108872108873108874108875108876108877108878108879108880108881108882108883108884108885108886108887108888108889108890108891108892108893108894108895108896108897108898108899108900108901108902108903108904108905108906108907108908108909108910108911108912108913108914108915108916108917108918108919108920108921108922108923108924108925108926108927108928108929108930108931108932108933108934108935108936108937108938108939108940108941108942108943108944108945108946108947108948108949108950108951108952108953108954108955108956108957108958108959108960108961108962108963108964108965108966108967108968108969108970108971108972108973108974108975108976108977108978108979108980108981108982108983108984108985108986108987108988108989108990108991108992108993108994108995108996108997108998108999109000109001109002109003109004109005109006109007109008109009109010109011109012109013109014109015109016109017109018109019109020109021109022109023109024109025109026109027109028109029109030109031109032109033109034109035109036109037109038109039109040109041109042109043109044109045109046109047109048109049109050109051109052109053109054109055109056109057109058109059109060109061109062109063109064109065109066109067109068109069109070109071109072109073109074109075109076109077109078109079109080109081109082109083109084109085109086109087109088109089109090109091109092109093109094109095109096109097109098109099109100109101109102109103109104109105109106109107109108109109109110109111109112109113109114109115109116109117109118109119109120109121109122109123109124109125109126109127109128109129109130109131109132109133109134109135109136109137109138109139109140109141109142109143109144109145109146109147109148109149109150109151109152109153109154109155109156109157109158109159109160109161109162109163109164109165109166109167109168109169109170109171109172109173109174109175109176109177109178109179109180109181109182109183109184109185109186109187109188109189109190109191109192109193109194109195109196109197109198109199109200109201109202109203109204109205109206109207109208109209109210109211109212109213109214109215109216109217109218109219109220109221109222109223109224109225109226109227109228109229109230109231109232109233109234109235109236109237109238109239109240109241109242109243109244109245109246109247109248109249109250109251109252109253109254109255109256109257109258109259109260109261109262109263109264109265109266109267109268109269109270109271109272109273109274109275109276109277109278109279109280109281109282109283109284109285109286109287109288109289109290109291109292109293109294109295109296109297109298109299109300109301109302109303109304109305109306109307109308109309109310109311109312109313109314109315109316109317109318109319109320109321109322109323109324109325109326109327109328109329109330109331109332109333109334109335109336109337109338109339109340109341109342109343109344109345109346109347109348109349109350109351109352109353109354109355109356109357109358109359109360109361109362109363109364109365109366109367109368109369109370109371109372109373109374109375109376109377109378109379109380109381109382109383109384109385109386109387109388109389109390109391109392109393109394109395109396109397109398109399109400109401109402109403109404109405109406109407109408109409109410109411109412109413109414109415109416109417109418109419109420109421109422109423109424109425109426109427109428109429109430109431109432109433109434109435109436109437109438109439109440109441109442109443109444109445109446109447109448109449109450109451109452109453109454109455109456109457109458109459109460109461109462109463109464109465109466109467109468109469109470109471109472109473109474109475109476109477109478109479109480109481109482109483109484109485109486109487109488109489109490109491109492109493109494109495109496109497109498109499109500109501109502109503109504109505109506109507109508109509109510109511109512109513109514109515109516109517109518109519109520109521109522109523109524109525109526109527109528109529109530109531109532109533109534109535109536109537109538109539109540109541109542109543109544109545109546109547109548109549109550109551109552109553109554109555109556109557109558109559109560109561109562109563109564109565109566109567109568109569109570109571109572109573109574109575109576109577109578109579109580109581109582109583109584109585109586109587109588109589109590109591109592109593109594109595109596109597109598109599109600109601109602109603109604109605109606109607109608109609109610109611109612109613109614109615109616109617109618109619109620109621109622109623109624109625109626109627109628109629109630109631109632109633109634109635109636109637109638109639109640109641109642109643109644109645109646109647109648109649109650109651109652109653109654109655109656109657109658109659109660109661109662109663109664109665109666109667109668109669109670109671109672109673109674109675109676109677109678109679109680109681109682109683109684109685109686109687109688109689109690109691109692109693109694109695109696109697109698109699109700109701109702109703109704109705109706109707109708109709109710109711109712109713109714109715109716109717109718109719109720109721109722109723109724109725109726109727109728109729109730109731109732109733109734109735109736109737109738109739109740109741109742109743109744109745109746109747109748109749109750109751109752109753109754109755109756109757109758109759109760109761109762109763109764109765109766109767109768109769109770109771109772109773109774109775109776109777109778109779109780109781109782109783109784109785109786109787109788109789109790109791109792109793109794109795109796109797109798109799109800109801109802109803109804109805109806109807109808109809109810109811109812109813109814109815109816109817109818109819109820109821109822109823109824109825109826109827109828109829109830109831109832109833109834109835109836109837109838109839109840109841109842109843109844109845109846109847109848109849109850109851109852109853109854109855109856109857109858109859109860109861109862109863109864109865109866109867109868109869109870109871109872109873109874109875109876109877109878109879109880109881109882109883109884109885109886109887109888109889109890109891109892109893109894109895109896109897109898109899109900109901109902109903109904109905109906109907109908109909109910109911109912109913109914109915109916109917109918109919109920109921109922109923109924109925109926109927109928109929109930109931109932109933109934109935109936109937109938109939109940109941109942109943109944109945109946109947109948109949109950109951109952109953109954109955109956109957109958109959109960109961109962109963109964109965109966109967109968109969109970109971109972109973109974109975109976109977109978109979109980109981109982109983109984109985109986109987109988109989109990109991109992109993109994109995109996109997109998109999110000110001110002110003110004110005110006110007110008110009110010110011110012110013110014110015110016110017110018110019110020110021110022110023110024110025110026110027110028110029110030110031110032110033110034110035110036110037110038110039110040110041110042110043110044110045110046110047110048110049110050110051110052110053110054110055110056110057110058110059110060110061110062110063110064110065110066110067110068110069110070110071110072110073110074110075110076110077110078110079110080110081110082110083110084110085110086110087110088110089110090110091110092110093110094110095110096110097110098110099110100110101110102110103110104110105110106110107110108110109110110110111110112110113110114110115110116110117110118110119110120110121110122110123110124110125110126110127110128110129110130110131110132110133110134110135110136110137110138110139110140110141110142110143110144110145110146110147110148110149110150110151110152110153110154110155110156110157110158110159110160110161110162110163110164110165110166110167110168110169110170110171110172110173110174110175110176110177110178110179110180110181110182110183110184110185110186110187110188110189110190110191110192110193110194110195110196110197110198110199110200110201110202110203110204110205110206110207110208110209110210110211110212110213110214110215110216110217110218110219110220110221110222110223110224110225110226110227110228110229110230110231110232110233110234110235110236110237110238110239110240110241110242110243110244110245110246110247110248110249110250110251110252110253110254110255110256110257110258110259110260110261110262110263110264110265110266110267110268110269110270110271110272110273110274110275110276110277110278110279110280110281110282110283110284110285110286110287110288110289110290110291110292110293110294110295110296110297110298110299110300110301110302110303110304110305110306110307110308110309110310110311110312110313110314110315110316110317110318110319110320110321110322110323110324110325110326110327110328110329110330110331110332110333110334110335110336110337110338110339110340110341110342110343110344110345110346110347110348110349110350110351110352110353110354110355110356110357110358110359110360110361110362110363110364110365110366110367110368110369110370110371110372110373110374110375110376110377110378110379110380110381110382110383110384110385110386110387110388110389110390110391110392110393110394110395110396110397110398110399110400110401110402110403110404110405110406110407110408110409110410110411110412110413110414110415110416110417110418110419110420110421110422110423110424110425110426110427110428110429110430110431110432110433110434110435110436110437110438110439110440110441110442110443110444110445110446110447110448110449110450110451110452110453110454110455110456110457110458110459110460110461110462110463110464110465110466110467110468110469110470110471110472110473110474110475110476110477110478110479110480110481110482110483110484110485110486110487110488110489110490110491110492110493110494110495110496110497110498110499110500110501110502110503110504110505110506110507110508110509110510110511110512110513110514110515110516110517110518110519110520110521110522110523110524110525110526110527110528110529110530110531110532110533110534110535110536110537110538110539110540110541110542110543110544110545110546110547110548110549110550110551110552110553110554110555110556110557110558110559110560110561110562110563110564110565110566110567110568110569110570110571110572110573110574110575110576110577110578110579110580110581110582110583110584110585110586110587110588110589110590110591110592110593110594110595110596110597110598110599110600110601110602110603110604110605110606110607110608110609110610110611110612110613110614110615110616110617110618110619110620110621110622110623110624110625110626110627110628110629110630110631110632110633110634110635110636110637110638110639110640110641110642110643110644110645110646110647110648110649110650110651110652110653110654110655110656110657110658110659110660110661110662110663110664110665110666110667110668110669110670110671110672110673110674110675110676110677110678110679110680110681110682110683110684110685110686110687110688110689110690110691110692110693110694110695110696110697110698110699110700110701110702110703110704110705110706110707110708110709110710110711110712110713110714110715110716110717110718110719110720110721110722110723110724110725110726110727110728110729110730110731110732110733110734110735110736110737110738110739110740110741110742110743110744110745110746110747110748110749110750110751110752110753110754110755110756110757110758110759110760110761110762110763110764110765110766110767110768110769110770110771110772110773110774110775110776110777110778110779110780110781110782110783110784110785110786110787110788110789110790110791110792110793110794110795110796110797110798110799110800110801110802110803110804110805110806110807110808110809110810110811110812110813110814110815110816110817110818110819110820110821110822110823110824110825110826110827110828110829110830110831110832110833110834110835110836110837110838110839110840110841110842110843110844110845110846110847110848110849110850110851110852110853110854110855110856110857110858110859110860110861110862110863110864110865110866110867110868110869110870110871110872110873110874110875110876110877110878110879110880110881110882110883110884110885110886110887110888110889110890110891110892110893110894110895110896110897110898110899110900110901110902110903110904110905110906110907110908110909110910110911110912110913110914110915110916110917110918110919110920110921110922110923110924110925110926110927110928110929110930110931110932110933110934110935110936110937110938110939110940110941110942110943110944110945110946110947110948110949110950110951110952110953110954110955110956110957110958110959110960110961110962110963110964110965110966110967110968110969110970110971110972110973110974110975110976110977110978110979110980110981110982110983110984110985110986110987110988110989110990110991110992110993110994110995110996110997110998110999111000111001111002111003111004111005111006111007111008111009111010111011111012111013111014111015111016111017111018111019111020111021111022111023111024111025111026111027111028111029111030111031111032111033111034111035111036111037111038111039111040111041111042111043111044111045111046111047111048111049111050111051111052111053111054111055111056111057111058111059111060111061111062111063111064111065111066111067111068111069111070111071111072111073111074111075111076111077111078111079111080111081111082111083111084111085111086111087111088111089111090111091111092111093111094111095111096111097111098111099111100111101111102111103111104111105111106111107111108111109111110111111111112111113111114111115111116111117111118111119111120111121111122111123111124111125111126111127111128111129111130111131111132111133111134111135111136111137111138111139111140111141111142111143111144111145111146111147111148111149111150111151111152111153111154111155111156111157111158111159111160111161111162111163111164111165111166111167111168111169111170111171111172111173111174111175111176111177111178111179111180111181111182111183111184111185111186111187111188111189111190111191111192111193111194111195111196111197111198111199111200111201111202111203111204111205111206111207111208111209111210111211111212111213111214111215111216111217111218111219111220111221111222111223111224111225111226111227111228111229111230111231111232111233111234111235111236111237111238111239111240111241111242111243111244111245111246111247111248111249111250111251111252111253111254111255111256111257111258111259111260111261111262111263111264111265111266111267111268111269111270111271111272111273111274111275111276111277111278111279111280111281111282111283111284111285111286111287111288111289111290111291111292111293111294111295111296111297111298111299111300111301111302111303111304111305111306111307111308111309111310111311111312111313111314111315111316111317111318111319111320111321111322111323111324111325111326111327111328111329111330111331111332111333111334111335111336111337111338111339111340111341111342111343111344111345111346111347111348111349111350111351111352111353111354111355111356111357111358111359111360111361111362111363111364111365111366111367111368111369111370111371111372111373111374111375111376111377111378111379111380111381111382111383111384111385111386111387111388111389111390111391111392111393111394111395111396111397111398111399111400111401111402111403111404111405111406111407111408111409111410111411111412111413111414111415111416111417111418111419111420111421111422111423111424111425111426111427111428111429111430111431111432111433111434111435111436111437111438111439111440111441111442111443111444111445111446111447111448111449111450111451111452111453111454111455111456111457111458111459111460111461111462111463111464111465111466111467111468111469111470111471111472111473111474111475111476111477111478111479111480111481111482111483111484111485111486111487111488111489111490111491111492111493111494111495111496111497111498111499111500111501111502111503111504111505111506111507111508111509111510111511111512111513111514111515111516111517111518111519111520111521111522111523111524111525111526111527111528111529111530111531111532111533111534111535111536111537111538111539111540111541111542111543111544111545111546111547111548111549111550111551111552111553111554111555111556111557111558111559111560111561111562111563111564111565111566111567111568111569111570111571111572111573111574111575111576111577111578111579111580111581111582111583111584111585111586111587111588111589111590111591111592111593111594111595111596111597111598111599111600111601111602111603111604111605111606111607111608111609111610111611111612111613111614111615111616111617111618111619111620111621111622111623111624111625111626111627111628111629111630111631111632111633111634111635111636111637111638111639111640111641111642111643111644111645111646111647111648111649111650111651111652111653111654111655111656111657111658111659111660111661111662111663111664111665111666111667111668111669111670111671111672111673111674111675111676111677111678111679111680111681111682111683111684111685111686111687111688111689111690111691111692111693111694111695111696111697111698111699111700111701111702111703111704111705111706111707111708111709111710111711111712111713111714111715111716111717111718111719111720111721111722111723111724111725111726111727111728111729111730111731111732111733111734111735111736111737111738111739111740111741111742111743111744111745111746111747111748111749111750111751111752111753111754111755111756111757111758111759111760111761111762111763111764111765111766111767111768111769111770111771111772111773111774111775111776111777111778111779111780111781111782111783111784111785111786111787111788111789111790111791111792111793111794111795111796111797111798111799111800111801111802111803111804111805111806111807111808111809111810111811111812111813111814111815111816111817111818111819111820111821111822111823111824111825111826111827111828111829111830111831111832111833111834111835111836111837111838111839111840111841111842111843111844111845111846111847111848111849111850111851111852111853111854111855111856111857111858111859111860111861111862111863111864111865111866111867111868111869111870111871111872111873111874111875111876111877111878111879111880111881111882111883111884111885111886111887111888111889111890111891111892111893111894111895111896111897111898111899111900111901111902111903111904111905111906111907111908111909111910111911111912111913111914111915111916111917111918111919111920111921111922111923111924111925111926111927111928111929111930111931111932111933111934111935111936111937111938111939111940111941111942111943111944111945111946111947111948111949111950111951111952111953111954111955111956111957111958111959111960111961111962111963111964111965111966111967111968111969111970111971111972111973111974111975111976111977111978111979111980111981111982111983111984111985111986111987111988111989111990111991111992111993111994111995111996111997111998111999112000112001112002112003112004112005112006112007112008112009112010112011112012112013112014112015112016112017112018112019112020112021112022112023112024112025112026112027112028112029112030112031112032112033112034112035112036112037112038112039112040112041112042112043112044112045112046112047112048112049112050112051112052112053112054112055112056112057112058112059112060112061112062112063112064112065112066112067112068112069112070112071112072112073112074112075112076112077112078112079112080112081112082112083112084112085112086112087112088112089112090112091112092112093112094112095112096112097112098112099112100112101112102112103112104112105112106112107112108112109112110112111112112112113112114112115112116112117112118112119112120112121112122112123112124112125112126112127112128112129112130112131112132112133112134112135112136112137112138112139112140112141112142112143112144112145112146112147112148112149112150112151112152112153112154112155112156112157112158112159112160112161112162112163112164112165112166112167112168112169112170112171112172112173112174112175112176112177112178112179112180112181112182112183112184112185112186112187112188112189112190112191112192112193112194112195112196112197112198112199112200112201112202112203112204112205112206112207112208112209112210112211112212112213112214112215112216112217112218112219112220112221112222112223112224112225112226112227112228112229112230112231112232112233112234112235112236112237112238112239112240112241112242112243112244112245112246112247112248112249112250112251112252112253112254112255112256112257112258112259112260112261112262112263112264112265112266112267112268112269112270112271112272112273112274112275112276112277112278112279112280112281112282112283112284112285112286112287112288112289112290112291112292112293112294112295112296112297112298112299112300112301112302112303112304112305112306112307112308112309112310112311112312112313112314112315112316112317112318112319112320112321112322112323112324112325112326112327112328112329112330112331112332112333112334112335112336112337112338112339112340112341112342112343112344112345112346112347112348112349112350112351112352112353112354112355112356112357112358112359112360112361112362112363112364112365112366112367112368112369112370112371112372112373112374112375112376112377112378112379112380112381112382112383112384112385112386112387112388112389112390112391112392112393112394112395112396112397112398112399112400112401112402112403112404112405112406112407112408112409112410112411112412112413112414112415112416112417112418112419112420112421112422112423112424112425112426112427112428112429112430112431112432112433112434112435112436112437112438112439112440112441112442112443112444112445112446112447112448112449112450112451112452112453112454112455112456112457112458112459112460112461112462112463112464112465112466112467112468112469112470112471112472112473112474112475112476112477112478112479112480112481112482112483112484112485112486112487112488112489112490112491112492112493112494112495112496112497112498112499112500112501112502112503112504112505112506112507112508112509112510112511112512112513112514112515112516112517112518112519112520112521112522112523112524112525112526112527112528112529112530112531112532112533112534112535112536112537112538112539112540112541112542112543112544112545112546112547112548112549112550112551112552112553112554112555112556112557112558112559112560112561112562112563112564112565112566112567112568112569112570112571112572112573112574112575112576112577112578112579112580112581112582112583112584112585112586112587112588112589112590112591112592112593112594112595112596112597112598112599112600112601112602112603112604112605112606112607112608112609112610112611112612112613112614112615112616112617112618112619112620112621112622112623112624112625112626112627112628112629112630112631112632112633112634112635112636112637112638112639112640112641112642112643112644112645112646112647112648112649112650112651112652112653112654112655112656112657112658112659112660112661112662112663112664112665112666112667112668112669112670112671112672112673112674112675112676112677112678112679112680112681112682112683112684112685112686112687112688112689112690112691112692112693112694112695112696112697112698112699112700112701112702112703112704112705112706112707112708112709112710112711112712112713112714112715112716112717112718112719112720112721112722112723112724112725112726112727112728112729112730112731112732112733112734112735112736112737112738112739112740112741112742112743112744112745112746112747112748112749112750112751112752112753112754112755112756112757112758112759112760112761112762112763112764112765112766112767112768112769112770112771112772112773112774112775112776112777112778112779112780112781112782112783112784112785112786112787112788112789112790112791112792112793112794112795112796112797112798112799112800112801112802112803112804112805112806112807112808112809112810112811112812112813112814112815112816112817112818112819112820112821112822112823112824112825112826112827112828112829112830112831112832112833112834112835112836112837112838112839112840112841112842112843112844112845112846112847112848112849112850112851112852112853112854112855112856112857112858112859112860112861112862112863112864112865112866112867112868112869112870112871112872112873112874112875112876112877112878112879112880112881112882112883112884112885112886112887112888112889112890112891112892112893112894112895112896112897112898112899112900112901112902112903112904112905112906112907112908112909112910112911112912112913112914112915112916112917112918112919112920112921112922112923112924112925112926112927112928112929112930112931112932112933112934112935112936112937112938112939112940112941112942112943112944112945112946112947112948112949112950112951112952112953112954112955112956112957112958112959112960112961112962112963112964112965112966112967112968112969112970112971112972112973112974112975112976112977112978112979112980112981112982112983112984112985112986112987112988112989112990112991112992112993112994112995112996112997112998112999113000113001113002113003113004113005113006113007113008113009113010113011113012113013113014113015113016113017113018113019113020113021113022113023113024113025113026113027113028113029113030113031113032113033113034113035113036113037113038113039113040113041113042113043113044113045113046113047113048113049113050113051113052113053113054113055113056113057113058113059113060113061113062113063113064113065113066113067113068113069113070113071113072113073113074113075113076113077113078113079113080113081113082113083113084113085113086113087113088113089113090113091113092113093113094113095113096113097113098113099113100113101113102113103113104113105113106113107113108113109113110113111113112113113113114113115113116113117113118113119113120113121113122113123113124113125113126113127113128113129113130113131113132113133113134113135113136113137113138113139113140113141113142113143113144113145113146113147113148113149113150113151113152113153113154113155113156113157113158113159113160113161113162113163113164113165113166113167113168113169113170113171113172113173113174113175113176113177113178113179113180113181113182113183113184113185113186113187113188113189113190113191113192113193113194113195113196113197113198113199113200113201113202113203113204113205113206113207113208113209113210113211113212113213113214113215113216113217113218113219113220113221113222113223113224113225113226113227113228113229113230113231113232113233113234113235113236113237113238113239113240113241113242113243113244113245113246113247113248113249113250113251113252113253113254113255113256113257113258113259113260113261113262113263113264113265113266113267113268113269113270113271113272113273113274113275113276113277113278113279113280113281113282113283113284113285113286113287113288113289113290113291113292113293113294113295113296113297113298113299113300113301113302113303113304113305113306113307113308113309113310113311113312113313113314113315113316113317113318113319113320113321113322113323113324113325113326113327113328113329113330113331113332113333113334113335113336113337113338113339113340113341113342113343113344113345113346113347113348113349113350113351113352113353113354113355113356113357113358113359113360113361113362113363113364113365113366113367113368113369113370113371113372113373113374113375113376113377113378113379113380113381113382113383113384113385113386113387113388113389113390113391113392113393113394113395113396113397113398113399113400113401113402113403113404113405113406113407113408113409113410113411113412113413113414113415113416113417113418113419113420113421113422113423113424113425113426113427113428113429113430113431113432113433113434113435113436113437113438113439113440113441113442113443113444113445113446113447113448113449113450113451113452113453113454113455113456113457113458113459113460113461113462113463113464113465113466113467113468113469113470113471113472113473113474113475113476113477113478113479113480113481113482113483113484113485113486113487113488113489113490113491113492113493113494113495113496113497113498113499113500113501113502113503113504113505113506113507113508113509113510113511113512113513113514113515113516113517113518113519113520113521113522113523113524113525113526113527113528113529113530113531113532113533113534113535113536113537113538113539113540113541113542113543113544113545113546113547113548113549113550113551113552113553113554113555113556113557113558113559113560113561113562113563113564113565113566113567113568113569113570113571113572113573113574113575113576113577113578113579113580113581113582113583113584113585113586113587113588113589113590113591113592113593113594113595113596113597113598113599113600113601113602113603113604113605113606113607113608113609113610113611113612113613113614113615113616113617113618113619113620113621113622113623113624113625113626113627113628113629113630113631113632113633113634113635113636113637113638113639113640113641113642113643113644113645113646113647113648113649113650113651113652113653113654113655113656113657113658113659113660113661113662113663113664113665113666113667113668113669113670113671113672113673113674113675113676113677113678113679113680113681113682113683113684113685113686113687113688113689113690113691113692113693113694113695113696113697113698113699113700113701113702113703113704113705113706113707113708113709113710113711113712113713113714113715113716113717113718113719113720113721113722113723113724113725113726113727113728113729113730113731113732113733113734113735113736113737113738113739113740113741113742113743113744113745113746113747113748113749113750113751113752113753113754113755113756113757113758113759113760113761113762113763113764113765113766113767113768113769113770113771113772113773113774113775113776113777113778113779113780113781113782113783113784113785113786113787113788113789113790113791113792113793113794113795113796113797113798113799113800113801113802113803113804113805113806113807113808113809113810113811113812113813113814113815113816113817113818113819113820113821113822113823113824113825113826113827113828113829113830113831113832113833113834113835113836113837113838113839113840113841113842113843113844113845113846113847113848113849113850113851113852113853113854113855113856113857113858113859113860113861113862113863113864113865113866113867113868113869113870113871113872113873113874113875113876113877113878113879113880113881113882113883113884113885113886113887113888113889113890113891113892113893113894113895113896113897113898113899113900113901113902113903113904113905113906113907113908113909113910113911113912113913113914113915113916113917113918113919113920113921113922113923113924113925113926113927113928113929113930113931113932113933113934113935113936113937113938113939113940113941113942113943113944113945113946113947113948113949113950113951113952113953113954113955113956113957113958113959113960113961113962113963113964113965113966113967113968113969113970113971113972113973113974113975113976113977113978113979113980113981113982113983113984113985113986113987113988113989113990113991113992113993113994113995113996113997113998113999114000114001114002114003114004114005114006114007114008114009114010114011114012114013114014114015114016114017114018114019114020114021114022114023114024114025114026114027114028114029114030114031114032114033114034114035114036114037114038114039114040114041114042114043114044114045114046114047114048114049114050114051114052114053114054114055114056114057114058114059114060114061114062114063114064114065114066114067114068114069114070114071114072114073114074114075114076114077114078114079114080114081114082114083114084114085114086114087114088114089114090114091114092114093114094114095114096114097114098114099114100114101114102114103114104114105114106114107114108114109114110114111114112114113114114114115114116114117114118114119114120114121114122114123114124114125114126114127114128114129114130114131114132114133114134114135114136114137114138114139114140114141114142114143114144114145114146114147114148114149114150114151114152114153114154114155114156114157114158114159114160114161114162114163114164114165114166114167114168114169114170114171114172114173114174114175114176114177114178114179114180114181114182114183114184114185114186114187114188114189114190114191114192114193114194114195114196114197114198114199114200114201114202114203114204114205114206114207114208114209114210114211114212114213114214114215114216114217114218114219114220114221114222114223114224114225114226114227114228114229114230114231114232114233114234114235114236114237114238114239114240114241114242114243114244114245114246114247114248114249114250114251114252114253114254114255114256114257114258114259114260114261114262114263114264114265114266114267114268114269114270114271114272114273114274114275114276114277114278114279114280114281114282114283114284114285114286114287114288114289114290114291114292114293114294114295114296114297114298114299114300114301114302114303114304114305114306114307114308114309114310114311114312114313114314114315114316114317114318114319114320114321114322114323114324114325114326114327114328114329114330114331114332114333114334114335114336114337114338114339114340114341114342114343114344114345114346114347114348114349114350114351114352114353114354114355114356114357114358114359114360114361114362114363114364114365114366114367114368114369114370114371114372114373114374114375114376114377114378114379114380114381114382114383114384114385114386114387114388114389114390114391114392114393114394114395114396114397114398114399114400114401114402114403114404114405114406114407114408114409114410114411114412114413114414114415114416114417114418114419114420114421114422114423114424114425114426114427114428114429114430114431114432114433114434114435114436114437114438114439114440114441114442114443114444114445114446114447114448114449114450114451114452114453114454114455114456114457114458114459114460114461114462114463114464114465114466114467114468114469114470114471114472114473114474114475114476114477114478114479114480114481114482114483114484114485114486114487114488114489114490114491114492114493114494114495114496114497114498114499114500114501114502114503114504114505114506114507114508114509114510114511114512114513114514114515114516114517114518114519114520114521114522114523114524114525114526114527114528114529114530114531114532114533114534114535114536114537114538114539114540114541114542114543114544114545114546114547114548114549114550114551114552114553114554114555114556114557114558114559114560114561114562114563114564114565114566114567114568114569114570114571114572114573114574114575114576114577114578114579114580114581114582114583114584114585114586114587114588114589114590114591114592114593114594114595114596114597114598114599114600114601114602114603114604114605114606114607114608114609114610114611114612114613114614114615114616114617114618114619114620114621114622114623114624114625114626114627114628114629114630114631114632114633114634114635114636114637114638114639114640114641114642114643114644114645114646114647114648114649114650114651114652114653114654114655114656114657114658114659114660114661114662114663114664114665114666114667114668114669114670114671114672114673114674114675114676114677114678114679114680114681114682114683114684114685114686114687114688114689114690114691114692114693114694114695114696114697114698114699114700114701114702114703114704114705114706114707114708114709114710114711114712114713114714114715114716114717114718114719114720114721114722114723114724114725114726114727114728114729114730114731114732114733114734114735114736114737114738114739114740114741114742114743114744114745114746114747114748114749114750114751114752114753114754114755114756114757114758114759114760114761114762114763114764114765114766114767114768114769114770114771114772114773114774114775114776114777114778114779114780114781114782114783114784114785114786114787114788114789114790114791114792114793114794114795114796114797114798114799114800114801114802114803114804114805114806114807114808114809114810114811114812114813114814114815114816114817114818114819114820114821114822114823114824114825114826114827114828114829114830114831114832114833114834114835114836114837114838114839114840114841114842114843114844114845114846114847114848114849114850114851114852114853114854114855114856114857114858114859114860114861114862114863114864114865114866114867114868114869114870114871114872114873114874114875114876114877114878114879114880114881114882114883114884114885114886114887114888114889114890114891114892114893114894114895114896114897114898114899114900114901114902114903114904114905114906114907114908114909114910114911114912114913114914114915114916114917114918114919114920114921114922114923114924114925114926114927114928114929114930114931114932114933114934114935114936114937114938114939114940114941114942114943114944114945114946114947114948114949114950114951114952114953114954114955114956114957114958114959114960114961114962114963114964114965114966114967114968114969114970114971114972114973114974114975114976114977114978114979114980114981114982114983114984114985114986114987114988114989114990114991114992114993114994114995114996114997114998114999115000115001115002115003115004115005115006115007115008115009115010115011115012115013115014115015115016115017115018115019115020115021115022115023115024115025115026115027115028115029115030115031115032115033115034115035115036115037115038115039115040115041115042115043115044115045115046115047115048115049115050115051115052115053115054115055115056115057115058115059115060115061115062115063115064115065115066115067115068115069115070115071115072115073115074115075115076115077115078115079115080115081115082115083115084115085115086115087115088115089115090115091115092115093115094115095115096115097115098115099115100115101115102115103115104115105115106115107115108115109115110115111115112115113115114115115115116115117115118115119115120115121115122115123115124115125115126115127115128115129115130115131115132115133115134115135115136115137115138115139115140115141115142115143115144115145115146115147115148115149115150115151115152115153115154115155115156115157115158115159115160115161115162115163115164115165115166115167115168115169115170115171115172115173115174115175115176115177115178115179115180115181115182115183115184115185115186115187115188115189115190115191115192115193115194115195115196115197115198115199115200115201115202115203115204115205115206115207115208115209115210115211115212115213115214115215115216115217115218115219115220115221115222115223115224115225115226115227115228115229115230115231115232115233115234115235115236115237115238115239115240115241115242115243115244115245115246115247115248115249115250115251115252115253115254115255115256115257115258115259115260115261115262115263115264115265115266115267115268115269115270115271115272115273115274115275115276115277115278115279115280115281115282115283115284115285115286115287115288115289115290115291115292115293115294115295115296115297115298115299115300115301115302115303115304115305115306115307115308115309115310115311115312115313115314115315115316115317115318115319115320115321115322115323115324115325115326115327115328115329115330115331115332115333115334115335115336115337115338115339115340115341115342115343115344115345115346115347115348115349115350115351115352115353115354115355115356115357115358115359115360115361115362115363115364115365115366115367115368115369115370115371115372115373115374115375115376115377115378115379115380115381115382115383115384115385115386115387115388115389115390115391115392115393115394115395115396115397115398115399115400115401115402115403115404115405115406115407115408115409115410115411115412115413115414115415115416115417115418115419115420115421115422115423115424115425115426115427115428115429115430115431115432115433115434115435115436115437115438115439115440115441115442115443115444115445115446115447115448115449115450115451115452115453115454115455115456115457115458115459115460115461115462115463115464115465115466115467115468115469115470115471115472115473115474115475115476115477115478115479115480115481115482115483115484115485115486115487115488115489115490115491115492115493115494115495115496115497115498115499115500115501115502115503115504115505115506115507115508115509115510115511115512115513115514115515115516115517115518115519115520115521115522115523115524115525115526115527115528115529115530115531115532115533115534115535115536115537115538115539115540115541115542115543115544115545115546115547115548115549115550115551115552115553115554115555115556115557115558115559115560115561115562115563115564115565115566115567115568115569115570115571115572115573115574115575115576115577115578115579115580115581115582115583115584115585115586115587115588115589115590115591115592115593115594115595115596115597115598115599115600115601115602115603115604115605115606115607115608115609115610115611115612115613115614115615115616115617115618115619115620115621115622115623115624115625115626115627115628115629115630115631115632115633115634115635115636115637115638115639115640115641115642115643115644115645115646115647115648115649115650115651115652115653115654115655115656115657115658115659115660115661115662115663115664115665115666115667115668115669115670115671115672115673115674115675115676115677115678115679115680115681115682115683115684115685115686115687115688115689115690115691115692115693115694115695115696115697115698115699115700115701115702115703115704115705115706115707115708115709115710115711115712115713115714115715115716115717115718115719115720115721115722115723115724115725115726115727115728115729115730115731115732115733115734115735115736115737115738115739115740115741115742115743115744115745115746115747115748115749115750115751115752115753115754115755115756115757115758115759115760115761115762115763115764115765115766115767115768115769115770115771115772115773115774115775115776115777115778115779115780115781115782115783115784115785115786115787115788115789115790115791115792115793115794115795115796115797115798115799115800115801115802115803115804115805115806115807115808115809115810115811115812115813115814115815115816115817115818115819115820115821115822115823115824115825115826115827115828115829115830115831115832115833115834115835115836115837115838115839115840115841115842115843115844115845115846115847115848115849115850115851115852115853115854115855115856115857115858115859115860115861115862115863115864115865115866115867115868115869115870115871115872115873115874115875115876115877115878115879115880115881115882115883115884115885115886115887115888115889115890115891115892115893115894115895115896115897115898115899115900115901115902115903115904115905115906115907115908115909115910115911115912115913115914115915115916115917115918115919115920115921115922115923115924115925115926115927115928115929115930115931115932115933115934115935115936115937115938115939115940115941115942115943115944115945115946115947115948115949115950115951115952115953115954115955115956115957115958115959115960115961115962115963115964115965115966115967115968115969115970115971115972115973115974115975115976115977115978115979115980115981115982115983115984115985115986115987115988115989115990115991115992115993115994115995115996115997115998115999116000116001116002116003116004116005116006116007116008116009116010116011116012116013116014116015116016116017116018116019116020116021116022116023116024116025116026116027116028116029116030116031116032116033116034116035116036116037116038116039116040116041116042116043116044116045116046116047116048116049116050116051116052116053116054116055116056116057116058116059116060116061116062116063116064116065116066116067116068116069116070116071116072116073116074116075116076116077116078116079116080116081116082116083116084116085116086116087116088116089116090116091116092116093116094116095116096116097116098116099116100116101116102116103116104116105116106116107116108116109116110116111116112116113116114116115116116116117116118116119116120116121116122116123116124116125116126116127116128116129116130116131116132116133116134116135116136116137116138116139116140116141116142116143116144116145116146116147116148116149116150116151116152116153116154116155116156116157116158116159116160116161116162116163116164116165116166116167116168116169116170116171116172116173116174116175116176116177116178116179116180116181116182116183116184116185116186116187116188116189116190116191116192116193116194116195116196116197116198116199116200116201116202116203116204116205116206116207116208116209116210116211116212116213116214116215116216116217116218116219116220116221116222116223116224116225116226116227116228116229116230116231116232116233116234116235116236116237116238116239116240116241116242116243116244116245116246116247116248116249116250116251116252116253116254116255116256116257116258116259116260116261116262116263116264116265116266116267116268116269116270116271116272116273116274116275116276116277116278116279116280116281116282116283116284116285116286116287116288116289116290116291116292116293116294116295116296116297116298116299116300116301116302116303116304116305116306116307116308116309116310116311116312116313116314116315116316116317116318116319116320116321116322116323116324116325116326116327116328116329116330116331116332116333116334116335116336116337116338116339116340116341116342116343116344116345116346116347116348116349116350116351116352116353116354116355116356116357116358116359116360116361116362116363116364116365116366116367116368116369116370116371116372116373116374116375116376116377116378116379116380116381116382116383116384116385116386116387116388116389116390116391116392116393116394116395116396116397116398116399116400116401116402116403116404116405116406116407116408116409116410116411116412116413116414116415116416116417116418116419116420116421116422116423116424116425116426116427116428116429116430116431116432116433116434116435116436116437116438116439116440116441116442116443116444116445116446116447116448116449116450116451116452116453116454116455116456116457116458116459116460116461116462116463116464116465116466116467116468116469116470116471116472116473116474116475116476116477116478116479116480116481116482116483116484116485116486116487116488116489116490116491116492116493116494116495116496116497116498116499116500116501116502116503116504116505116506116507116508116509116510116511116512116513116514116515116516116517116518116519116520116521116522116523116524116525116526116527116528116529116530116531116532116533116534116535116536116537116538116539116540116541116542116543116544116545116546116547116548116549116550116551116552116553116554116555116556116557116558116559116560116561116562116563116564116565116566116567116568116569116570116571116572116573116574116575116576116577116578116579116580116581116582116583116584116585116586116587116588116589116590116591116592116593116594116595116596116597116598116599116600116601116602116603116604116605116606116607116608116609116610116611116612116613116614116615116616116617116618116619116620116621116622116623116624116625116626116627116628116629116630116631116632116633116634116635116636116637116638116639116640116641116642116643116644116645116646116647116648116649116650116651116652116653116654116655116656116657116658116659116660116661116662116663116664116665116666116667116668116669116670116671116672116673116674116675116676116677116678116679116680116681116682116683116684116685116686116687116688116689116690116691116692116693116694116695116696116697116698116699116700116701116702116703116704116705116706116707116708116709116710116711116712116713116714116715116716116717116718116719116720116721116722116723116724116725116726116727116728116729116730116731116732116733116734116735116736116737116738116739116740116741116742116743116744116745116746116747116748116749116750116751116752116753116754116755116756116757116758116759116760116761116762116763116764116765116766116767116768116769116770116771116772116773116774116775116776116777116778116779116780116781116782116783116784116785116786116787116788116789116790116791116792116793116794116795116796116797116798116799116800116801116802116803116804116805116806116807116808116809116810116811116812116813116814116815116816116817116818116819116820116821116822116823116824116825116826116827116828116829116830116831116832116833116834116835116836116837116838116839116840116841116842116843116844116845116846116847116848116849116850116851116852116853116854116855116856116857116858116859116860116861116862116863116864116865116866116867116868116869116870116871116872116873116874116875116876116877116878116879116880116881116882116883116884116885116886116887116888116889116890116891116892116893116894116895116896116897116898116899116900116901116902116903116904116905116906116907116908116909116910116911116912116913116914116915116916116917116918116919116920116921116922116923116924116925116926116927116928116929116930116931116932116933116934116935116936116937116938116939116940116941116942116943116944116945116946116947116948116949116950116951116952116953116954116955116956116957116958116959116960116961116962116963116964116965116966116967116968116969116970116971116972116973116974116975116976116977116978116979116980116981116982116983116984116985116986116987116988116989116990116991116992116993116994116995116996116997116998116999117000117001117002117003117004117005117006117007117008117009117010117011117012117013117014117015117016117017117018117019117020117021117022117023117024117025117026117027117028117029117030117031117032117033117034117035117036117037117038117039117040117041117042117043117044117045117046117047117048117049117050117051117052117053117054117055117056117057117058117059117060117061117062117063117064117065117066117067117068117069117070117071117072117073117074117075117076117077117078117079117080117081117082117083117084117085117086117087117088117089117090117091117092117093117094117095117096117097117098117099117100117101117102117103117104117105117106117107117108117109117110117111117112117113117114117115117116117117117118117119117120117121117122117123117124117125117126117127117128117129117130117131117132117133117134117135117136117137117138117139117140117141117142117143117144117145117146117147117148117149117150117151117152117153117154117155117156117157117158117159117160117161117162117163117164117165117166117167117168117169117170117171117172117173117174117175117176117177117178117179117180117181117182117183117184117185117186117187117188117189117190117191117192117193117194117195117196117197117198117199117200117201117202117203117204117205117206117207117208117209117210117211117212117213117214117215117216117217117218117219117220117221117222117223117224117225117226117227117228117229117230117231117232117233117234117235117236117237117238117239117240117241117242117243117244117245117246117247117248117249117250117251117252117253117254117255117256117257117258117259117260117261117262117263117264117265117266117267117268117269117270117271117272117273117274117275117276117277117278117279117280117281117282117283117284117285117286117287117288117289117290117291117292117293117294117295117296117297117298117299117300117301117302117303117304117305117306117307117308117309117310117311117312117313117314117315117316117317117318117319117320117321117322117323117324117325117326117327117328117329117330117331117332117333117334117335117336117337117338117339117340117341117342117343117344117345117346117347117348117349117350117351117352117353117354117355117356117357117358117359117360117361117362117363117364117365117366117367117368117369117370117371117372117373117374117375117376117377117378117379117380117381117382117383117384117385117386117387117388117389117390117391117392117393117394117395117396117397117398117399117400117401117402117403117404117405117406117407117408117409117410117411117412117413117414117415117416117417117418117419117420117421117422117423117424117425117426117427117428117429117430117431117432117433117434117435117436117437117438117439117440117441117442117443117444117445117446117447117448117449117450117451117452117453117454117455117456117457117458117459117460117461117462117463117464117465117466117467117468117469117470117471117472117473117474117475117476117477117478117479117480117481117482117483117484117485117486117487117488117489117490117491117492117493117494117495117496117497117498117499117500117501117502117503117504117505117506117507117508117509117510117511117512117513117514117515117516117517117518117519117520117521117522117523117524117525117526117527117528117529117530117531117532117533117534117535117536117537117538117539117540117541117542117543117544117545117546117547117548117549117550117551117552117553117554117555117556117557117558117559117560117561117562117563117564117565117566117567117568117569117570117571117572117573117574117575117576117577117578117579117580117581117582117583117584117585117586117587117588117589117590117591117592117593117594117595117596117597117598117599117600117601117602117603117604117605117606117607117608117609117610117611117612117613117614117615117616117617117618117619117620117621117622117623117624117625117626117627117628117629117630117631117632117633117634117635117636117637117638117639117640117641117642117643117644117645117646117647117648117649117650117651117652117653117654117655117656117657117658117659117660117661117662117663117664117665117666117667117668117669117670117671117672117673117674117675117676117677117678117679117680117681117682117683117684117685117686117687117688117689117690117691117692117693117694117695117696117697117698117699117700117701117702117703117704117705117706117707117708117709117710117711117712117713117714117715117716117717117718117719117720117721117722117723117724117725117726117727117728117729117730117731117732117733117734117735117736117737117738117739117740117741117742117743117744117745117746117747117748117749117750117751117752117753117754117755117756117757117758117759117760117761117762117763117764117765117766117767117768117769117770117771117772117773117774117775117776117777117778117779117780117781117782117783117784117785117786117787117788117789117790117791117792117793117794117795117796117797117798117799117800117801117802117803117804117805117806117807117808117809117810117811117812117813117814117815117816117817117818117819117820117821117822117823117824117825117826117827117828117829117830117831117832117833117834117835117836117837117838117839117840117841117842117843117844117845117846117847117848117849117850117851117852117853117854117855117856117857117858117859117860117861117862117863117864117865117866117867117868117869117870117871117872117873117874117875117876117877117878117879117880117881117882117883117884117885117886117887117888117889117890117891117892117893117894117895117896117897117898117899117900117901117902117903117904117905117906117907117908117909117910117911117912117913117914117915117916117917117918117919117920117921117922117923117924117925117926117927117928117929117930117931117932117933117934117935117936117937117938117939117940117941117942117943117944117945117946117947117948117949117950117951117952117953117954117955117956117957117958117959117960117961117962117963117964117965117966117967117968117969117970117971117972117973117974117975117976117977117978117979117980117981117982117983117984117985117986117987117988117989117990117991117992117993117994117995117996117997117998117999118000118001118002118003118004118005118006118007118008118009118010118011118012118013118014118015118016118017118018118019118020118021118022118023118024118025118026118027118028118029118030118031118032118033118034118035118036118037118038118039118040118041118042118043118044118045118046118047118048118049118050118051118052118053118054118055118056118057118058118059118060118061118062118063118064118065118066118067118068118069118070118071118072118073118074118075118076118077118078118079118080118081118082118083118084118085118086118087118088118089118090118091118092118093118094118095118096118097118098118099118100118101118102118103118104118105118106118107118108118109118110118111118112118113118114118115118116118117118118118119118120118121118122118123118124118125118126118127118128118129118130118131118132118133118134118135118136118137118138118139118140118141118142118143118144118145118146118147118148118149118150118151118152118153118154118155118156118157118158118159118160118161118162118163118164118165118166118167118168118169118170118171118172118173118174118175118176118177118178118179118180118181118182118183118184118185118186118187118188118189118190118191118192118193118194118195118196118197118198118199118200118201118202118203118204118205118206118207118208118209118210118211118212118213118214118215118216118217118218118219118220118221118222118223118224118225118226118227118228118229118230118231118232118233118234118235118236118237118238118239118240118241118242118243118244118245118246118247118248118249118250118251118252118253118254118255118256118257118258118259118260118261118262118263118264118265118266118267118268118269118270118271118272118273118274118275118276118277118278118279118280118281118282118283118284118285118286118287118288118289118290118291118292118293118294118295118296118297118298118299118300118301118302118303118304118305118306118307118308118309118310118311118312118313118314118315118316118317118318118319118320118321118322118323118324118325118326118327118328118329118330118331118332118333118334118335118336118337118338118339118340118341118342118343118344118345118346118347118348118349118350118351118352118353118354118355118356118357118358118359118360118361118362118363118364118365118366118367118368118369118370118371118372118373118374118375118376118377118378118379118380118381118382118383118384118385118386118387118388118389118390118391118392118393118394118395118396118397118398118399118400118401118402118403118404118405118406118407118408118409118410118411118412118413118414118415118416118417118418118419118420118421118422118423118424118425118426118427118428118429118430118431118432118433118434118435118436118437118438118439118440118441118442118443118444118445118446118447118448118449118450118451118452118453118454118455118456118457118458118459118460118461118462118463118464118465118466118467118468118469118470118471118472118473118474118475118476118477118478118479118480118481118482118483118484118485118486118487118488118489118490118491118492118493118494118495118496118497118498118499118500118501118502118503118504118505118506118507118508118509118510118511118512118513118514118515118516118517118518118519118520118521118522118523118524118525118526118527118528118529118530118531118532118533118534118535118536118537118538118539118540118541118542118543118544118545118546118547118548118549118550118551118552118553118554118555118556118557118558118559118560118561118562118563118564118565118566118567118568118569118570118571118572118573118574118575118576118577118578118579118580118581118582118583118584118585118586118587118588118589118590118591118592118593118594118595118596118597118598118599118600118601118602118603118604118605118606118607118608118609118610118611118612118613118614118615118616118617118618118619118620118621118622118623118624118625118626118627118628118629118630118631118632118633118634118635118636118637118638118639118640118641118642118643118644118645118646118647118648118649118650118651118652118653118654118655118656118657118658118659118660118661118662118663118664118665118666118667118668118669118670118671118672118673118674118675118676118677118678118679118680118681118682118683118684118685118686118687118688118689118690118691118692118693118694118695118696118697118698118699118700118701118702118703118704118705118706118707118708118709118710118711118712118713118714118715118716118717118718118719118720118721118722118723118724118725118726118727118728118729118730118731118732118733118734118735118736118737118738118739118740118741118742118743118744118745118746118747118748118749118750118751118752118753118754118755118756118757118758118759118760118761118762118763118764118765118766118767118768118769118770118771118772118773118774118775118776118777118778118779118780118781118782118783118784118785118786118787118788118789118790118791118792118793118794118795118796118797118798118799118800118801118802118803118804118805118806118807118808118809118810118811118812118813118814118815118816118817118818118819118820118821118822118823118824118825118826118827118828118829118830118831118832118833118834118835118836118837118838118839118840118841118842118843118844118845118846118847118848118849118850118851118852118853118854118855118856118857118858118859118860118861118862118863118864118865118866118867118868118869118870118871118872118873118874118875118876118877118878118879118880118881118882118883118884118885118886118887118888118889118890118891118892118893118894118895118896118897118898118899118900118901118902118903118904118905118906118907118908118909118910118911118912118913118914118915118916118917118918118919118920118921118922118923118924118925118926118927118928118929118930118931118932118933118934118935118936118937118938118939118940118941118942118943118944118945118946118947118948118949118950118951118952118953118954118955118956118957118958118959118960118961118962118963118964118965118966118967118968118969118970118971118972118973118974118975118976118977118978118979118980118981118982118983118984118985118986118987118988118989118990118991118992118993118994118995118996118997118998118999119000119001119002119003119004119005119006119007119008119009119010119011119012119013119014119015119016119017119018119019119020119021119022119023119024119025119026119027119028119029119030119031119032119033119034119035119036119037119038119039119040119041119042119043119044119045119046119047119048119049119050119051119052119053119054119055119056119057119058119059119060119061119062119063119064119065119066119067119068119069119070119071119072119073119074119075119076119077119078119079119080119081119082119083119084119085119086119087119088119089119090119091119092119093119094119095119096119097119098119099119100119101119102119103119104119105119106119107119108119109119110119111119112119113119114119115119116119117119118119119119120119121119122119123119124119125119126119127119128119129119130119131119132119133119134119135119136119137119138119139119140119141119142119143119144119145119146119147119148119149119150119151119152119153119154119155119156119157119158119159119160119161119162119163119164119165119166119167119168119169119170119171119172119173119174119175119176119177119178119179119180119181119182119183119184119185119186119187119188119189119190119191119192119193119194119195119196119197119198119199119200119201119202119203119204119205119206119207119208119209119210119211119212119213119214119215119216119217119218119219119220119221119222119223119224119225119226119227119228119229119230119231119232119233119234119235119236119237119238119239119240119241119242119243119244119245119246119247119248119249119250119251119252119253119254119255119256119257119258119259119260119261119262119263119264119265119266119267119268119269119270119271119272119273119274119275119276119277119278119279119280119281119282119283119284119285119286119287119288119289119290119291119292119293119294119295119296119297119298119299119300119301119302119303119304119305119306119307119308119309119310119311119312119313119314119315119316119317119318119319119320119321119322119323119324119325119326119327119328119329119330119331119332119333119334119335119336119337119338119339119340119341119342119343119344119345119346119347119348119349119350119351119352119353119354119355119356119357119358119359119360119361119362119363119364119365119366119367119368119369119370119371119372119373119374119375119376119377119378119379119380119381119382119383119384119385119386119387119388119389119390119391119392119393119394119395119396119397119398119399119400119401119402119403119404119405119406119407119408119409119410119411119412119413119414119415119416119417119418119419119420119421119422119423119424119425119426119427119428119429119430119431119432119433119434119435119436119437119438119439119440119441119442119443119444119445119446119447119448119449119450119451119452119453119454119455119456119457119458119459119460119461119462119463119464119465119466119467119468119469119470119471119472119473119474119475119476119477119478119479119480119481119482119483119484119485119486119487119488119489119490119491119492119493119494119495119496119497119498119499119500119501119502119503119504119505119506119507119508119509119510119511119512119513119514119515119516119517119518119519119520119521119522119523119524119525119526119527119528119529119530119531119532119533119534119535119536119537119538119539119540119541119542119543119544119545119546119547119548119549119550119551119552119553119554119555119556119557119558119559119560119561119562119563119564119565119566119567119568119569119570119571119572119573119574119575119576119577119578119579119580119581119582119583119584119585119586119587119588119589119590119591119592119593119594119595119596119597119598119599119600119601119602119603119604119605119606119607119608119609119610119611119612119613119614119615119616119617119618119619119620119621119622119623119624119625119626119627119628119629119630119631119632119633119634119635119636119637119638119639119640119641119642119643119644119645119646119647119648119649119650119651119652119653119654119655119656119657119658119659119660119661119662119663119664119665119666119667119668119669119670119671119672119673119674119675119676119677119678119679119680119681119682119683119684119685119686119687119688119689119690119691119692119693119694119695119696119697119698119699119700119701119702119703119704119705119706119707119708119709119710119711119712119713119714119715119716119717119718119719119720119721119722119723119724119725119726119727119728119729119730119731119732119733119734119735119736119737119738119739119740119741119742119743119744119745119746119747119748119749119750119751119752119753119754119755119756119757119758119759119760119761119762119763119764119765119766119767119768119769119770119771119772119773119774119775119776119777119778119779119780119781119782119783119784119785119786119787119788119789119790119791119792119793119794119795119796119797119798119799119800119801119802119803119804119805119806119807119808119809119810119811119812119813119814119815119816119817119818119819119820119821119822119823119824119825119826119827119828119829119830119831119832119833119834119835119836119837119838119839119840119841119842119843119844119845119846119847119848119849119850119851119852119853119854119855119856119857119858119859119860119861119862119863119864119865119866119867119868119869119870119871119872119873119874119875119876119877119878119879119880119881119882119883119884119885119886119887119888119889119890119891119892119893119894119895119896119897119898119899119900119901119902119903119904119905119906119907119908119909119910119911119912119913119914119915119916119917119918119919119920119921119922119923119924119925119926119927119928119929119930119931119932119933119934119935119936119937119938119939119940119941119942119943119944119945119946119947119948119949119950119951119952119953119954119955119956119957119958119959119960119961119962119963119964119965119966119967119968119969119970119971119972119973119974119975119976119977119978119979119980119981119982119983119984119985119986119987119988119989119990119991119992119993119994119995119996119997119998119999120000120001120002120003120004120005120006120007120008120009120010120011120012120013120014120015120016120017120018120019120020120021120022120023120024120025120026120027120028120029120030120031120032120033120034120035120036120037120038120039120040120041120042120043120044120045120046120047120048120049120050120051120052120053120054120055120056120057120058120059120060120061120062120063120064120065120066120067120068120069120070120071120072120073120074120075120076120077120078120079120080120081120082120083120084120085120086120087120088120089120090120091120092120093120094120095120096120097120098120099120100120101120102120103120104120105120106120107120108120109120110120111120112120113120114120115120116120117120118120119120120120121120122120123120124120125120126120127120128120129120130120131120132120133120134120135120136120137120138120139120140120141120142120143120144120145120146120147120148120149120150120151120152120153120154120155120156120157120158120159120160120161120162120163120164120165120166120167120168120169120170120171120172120173120174120175120176120177120178120179120180120181120182120183120184120185120186120187120188120189120190120191120192120193120194120195120196120197120198120199120200120201120202120203120204120205120206120207120208120209120210120211120212120213120214120215120216120217120218120219120220120221120222120223120224120225120226120227120228120229120230120231120232120233120234120235120236120237120238120239120240120241120242120243120244120245120246120247120248120249120250120251120252120253120254120255120256120257120258120259120260120261120262120263120264120265120266120267120268120269120270120271120272120273120274120275120276120277120278120279120280120281120282120283120284120285120286120287120288120289120290120291120292120293120294120295120296120297120298120299120300120301120302120303120304120305120306120307120308120309120310120311120312120313120314120315120316120317120318120319120320120321120322120323120324120325120326120327120328120329120330120331120332120333120334120335120336120337120338120339120340120341120342120343120344120345120346120347120348120349120350120351120352120353120354120355120356120357120358120359120360120361120362120363120364120365120366120367120368120369120370120371120372120373120374120375120376120377120378120379120380120381120382120383120384120385120386120387120388120389120390120391120392120393120394120395120396120397120398120399120400120401120402120403120404120405120406120407120408120409120410120411120412120413120414120415120416120417120418120419120420120421120422120423120424120425120426120427120428120429120430120431120432120433120434120435120436120437120438120439120440120441120442120443120444120445120446120447120448120449120450120451120452120453120454120455120456120457120458120459120460120461120462120463120464120465120466120467120468120469120470120471120472120473120474120475120476120477120478120479120480120481120482120483120484120485120486120487120488120489120490120491120492120493120494120495120496120497120498120499120500120501120502120503120504120505120506120507120508120509120510120511120512120513120514120515120516120517120518120519120520120521120522120523120524120525120526120527120528120529120530120531120532120533120534120535120536120537120538120539120540120541120542120543120544120545120546120547120548120549120550120551120552120553120554120555120556120557120558120559120560120561120562120563120564120565120566120567120568120569120570120571120572120573120574120575120576120577120578120579120580120581120582120583120584120585120586120587120588120589120590120591120592120593120594120595120596120597120598120599120600120601120602120603120604120605120606120607120608120609120610120611120612120613120614120615120616120617120618120619120620120621120622120623120624120625120626120627120628120629120630120631120632120633120634120635120636120637120638120639120640120641120642120643120644120645120646120647120648120649120650120651120652120653120654120655120656120657120658120659120660120661120662120663120664120665120666120667120668120669120670120671120672120673120674120675120676120677120678120679120680120681120682120683120684120685120686120687120688120689120690120691120692120693120694120695120696120697120698120699120700120701120702120703120704120705120706120707120708120709120710120711120712120713120714120715120716120717120718120719120720120721120722120723120724120725120726120727120728120729120730120731120732120733120734120735120736120737120738120739120740120741120742120743120744120745120746120747120748120749120750120751120752120753120754120755120756120757120758120759120760120761120762120763120764120765120766120767120768120769120770120771120772120773120774120775120776120777120778120779120780120781120782120783120784120785120786120787120788120789120790120791120792120793120794120795120796120797120798120799120800120801120802120803120804120805120806120807120808120809120810120811120812120813120814120815120816120817120818120819120820120821120822120823120824120825120826120827120828120829120830120831120832120833120834120835120836120837120838120839120840120841120842120843120844120845120846120847120848120849120850120851120852120853120854120855120856120857120858120859120860120861120862120863120864120865120866120867120868120869120870120871120872120873120874120875120876120877120878120879120880120881120882120883120884120885120886120887120888120889120890120891120892120893120894120895120896120897120898120899120900120901120902120903120904120905120906120907120908120909120910120911120912120913120914120915120916120917120918120919120920120921120922120923120924120925120926120927120928120929120930120931120932120933120934120935120936120937120938120939120940120941120942120943120944120945120946120947120948120949120950120951120952120953120954120955120956120957120958120959120960120961120962120963120964120965120966120967120968120969120970120971120972120973120974120975120976120977120978120979120980120981120982120983120984120985120986120987120988120989120990120991120992120993120994120995120996120997120998120999121000121001121002121003121004121005121006121007121008121009121010121011121012121013121014121015121016121017121018121019121020121021121022121023121024121025121026121027121028121029121030121031121032121033121034121035121036121037121038121039121040121041121042121043121044121045121046121047121048121049121050121051121052121053121054121055121056121057121058121059121060121061121062121063121064121065121066121067121068121069121070121071121072121073121074121075121076121077121078121079121080121081121082121083121084121085121086121087121088121089121090121091121092121093121094121095121096121097121098121099121100121101121102121103121104121105121106121107121108121109121110121111121112121113121114121115121116121117121118121119121120121121121122121123121124121125121126121127121128121129121130121131121132121133121134121135121136121137121138121139121140121141121142121143121144121145121146121147121148121149121150121151121152121153121154121155121156121157121158121159121160121161121162121163121164121165121166121167121168121169121170121171121172121173121174121175121176121177121178121179121180121181121182121183121184121185121186121187121188121189121190121191121192121193121194121195121196121197121198121199121200121201121202121203121204121205121206121207121208121209121210121211121212121213121214121215121216121217121218121219121220121221121222121223121224121225121226121227121228121229121230121231121232121233121234121235121236121237121238121239121240121241121242121243121244121245121246121247121248121249121250121251121252121253121254121255121256121257121258121259121260121261121262121263121264121265121266121267121268121269121270121271121272121273121274121275121276121277121278121279121280121281121282121283121284121285121286121287121288121289121290121291121292121293121294121295121296121297121298121299121300121301121302121303121304121305121306121307121308121309121310121311121312121313121314121315121316121317121318121319121320121321121322121323121324121325121326121327121328121329121330121331121332121333121334121335121336121337121338121339121340121341121342121343121344121345121346121347121348121349121350121351121352121353121354121355121356121357121358121359121360121361121362121363121364121365121366121367121368121369121370121371121372121373121374121375121376121377121378121379121380121381121382121383121384121385121386121387121388121389121390121391121392121393121394121395121396121397121398121399121400121401121402121403121404121405121406121407121408121409121410121411121412121413121414121415121416121417121418121419121420121421121422121423121424121425121426121427121428121429121430121431121432121433121434121435121436121437121438121439121440121441121442121443121444121445121446121447121448121449121450121451121452121453121454121455121456121457121458121459121460121461121462121463121464121465121466121467121468121469121470121471121472121473121474121475121476121477121478121479121480121481121482121483121484121485121486121487121488121489121490121491121492121493121494121495121496121497121498121499121500121501121502121503121504121505121506121507121508121509121510121511121512121513121514121515121516121517121518121519121520121521121522121523121524121525121526121527121528121529121530121531121532121533121534121535121536121537121538121539121540121541121542121543121544121545121546121547121548121549121550121551121552121553121554121555121556121557121558121559121560121561121562121563121564121565121566121567121568121569121570121571121572121573121574121575121576121577121578121579121580121581121582121583121584121585121586121587121588121589121590121591121592121593121594121595121596121597121598121599121600121601121602121603121604121605121606121607121608121609121610121611121612121613121614121615121616121617121618121619121620121621121622121623121624121625121626121627121628121629121630121631121632121633121634121635121636121637121638121639121640121641121642121643121644121645121646121647121648121649121650121651121652121653121654121655121656121657121658121659121660121661121662121663121664121665121666121667121668121669121670121671121672121673121674121675121676121677121678121679121680121681121682121683121684121685121686121687121688121689121690121691121692121693121694121695121696121697121698121699121700121701121702121703121704121705121706121707121708121709121710121711121712121713121714121715121716121717121718121719121720121721121722121723121724121725121726121727121728121729121730121731121732121733121734121735121736121737121738121739121740121741121742121743121744121745121746121747121748121749121750121751121752121753121754121755121756121757121758121759121760121761121762121763121764121765121766121767121768121769121770121771121772121773121774121775121776121777121778121779121780121781121782121783121784121785121786121787121788121789121790121791121792121793121794121795121796121797121798121799121800121801121802121803121804121805121806121807121808121809121810121811121812121813121814121815121816121817121818121819121820121821121822121823121824121825121826121827121828121829121830121831121832121833121834121835121836121837121838121839121840121841121842121843121844121845121846121847121848121849121850121851121852121853121854121855121856121857121858121859121860121861121862121863121864121865121866121867121868121869121870121871121872121873121874121875121876121877121878121879121880121881121882121883121884121885121886121887121888121889121890121891121892121893121894121895121896121897121898121899121900121901121902121903121904121905121906121907121908121909121910121911121912121913121914121915121916121917121918121919121920121921121922121923121924121925121926121927121928121929121930121931121932121933121934121935121936121937121938121939121940121941121942121943121944121945121946121947121948121949121950121951121952121953121954121955121956121957121958121959121960121961121962121963121964121965121966121967121968121969121970121971121972121973121974121975121976121977121978121979121980121981121982121983121984121985121986121987121988121989121990121991121992121993121994121995121996121997121998121999122000122001122002122003122004122005122006122007122008122009122010122011122012122013122014122015122016122017122018122019122020122021122022122023122024122025122026122027122028122029122030122031122032122033122034122035122036122037122038122039122040122041122042122043122044122045122046122047122048122049122050122051122052122053122054122055122056122057122058122059122060122061122062122063122064122065122066122067122068122069122070122071122072122073122074122075122076122077122078122079122080122081122082122083122084122085122086122087122088122089122090122091122092122093122094122095122096122097122098122099122100122101122102122103122104122105122106122107122108122109122110122111122112122113122114122115122116122117122118122119122120122121122122122123122124122125122126122127122128122129122130122131122132122133122134122135122136122137122138122139122140122141122142122143122144122145122146122147122148122149122150122151122152122153122154122155122156122157122158122159122160122161122162122163122164122165122166122167122168122169122170122171122172122173122174122175122176122177122178122179122180122181122182122183122184122185122186122187122188122189122190122191122192122193122194122195122196122197122198122199122200122201122202122203122204122205122206122207122208122209122210122211122212122213122214122215122216122217122218122219122220122221122222122223122224122225122226122227122228122229122230122231122232122233122234122235122236122237122238122239122240122241122242122243122244122245122246122247122248122249122250122251122252122253122254122255122256122257122258122259122260122261122262122263122264122265122266122267122268122269122270122271122272122273122274122275122276122277122278122279122280122281122282122283122284122285122286122287122288122289122290122291122292122293122294122295122296122297122298122299122300122301122302122303122304122305122306122307122308122309122310122311122312122313122314122315122316122317122318122319122320122321122322122323122324122325122326122327122328122329122330122331122332122333122334122335122336122337122338122339122340122341122342122343122344122345122346122347122348122349122350122351122352122353122354122355122356122357122358122359122360122361122362122363122364122365122366122367122368122369122370122371122372122373122374122375122376122377122378122379122380122381122382122383122384122385122386122387122388122389122390122391122392122393122394122395122396122397122398122399122400122401122402122403122404122405122406122407122408122409122410122411122412122413122414122415122416122417122418122419122420122421122422122423122424122425122426122427122428122429122430122431122432122433122434122435122436122437122438122439122440122441122442122443122444122445122446122447122448122449122450122451122452122453122454122455122456122457122458122459122460122461122462122463122464122465122466122467122468122469122470122471122472122473122474122475122476122477122478122479122480122481122482122483122484122485122486122487122488122489122490122491122492122493122494122495122496122497122498122499122500122501122502122503122504122505122506122507122508122509122510122511122512122513122514122515122516122517122518122519122520122521122522122523122524122525122526122527122528122529122530122531122532122533122534122535122536122537122538122539122540122541122542122543122544122545122546122547122548122549122550122551122552122553122554122555122556122557122558122559122560122561122562122563122564122565122566122567122568122569122570122571122572122573122574122575122576122577122578122579122580122581122582122583122584122585122586122587122588122589122590122591122592122593122594122595122596122597122598122599122600122601122602122603122604122605122606122607122608122609122610122611122612122613122614122615122616122617122618122619122620122621122622122623122624122625122626122627122628122629122630122631122632122633122634122635122636122637122638122639122640122641122642122643122644122645122646122647122648122649122650122651122652122653122654122655122656122657122658122659122660122661122662122663122664122665122666122667122668122669122670122671122672122673122674122675122676122677122678122679122680122681122682122683122684122685122686122687122688122689122690122691122692122693122694122695122696122697122698122699122700122701122702122703122704122705122706122707122708122709122710122711122712122713122714122715122716122717122718122719122720122721122722122723122724122725122726122727122728122729122730122731122732122733122734122735122736122737122738122739122740122741122742122743122744122745122746122747122748122749122750122751122752122753122754122755122756122757122758122759122760122761122762122763122764122765122766122767122768122769122770122771122772122773122774122775122776122777122778122779122780122781122782122783122784122785122786122787122788122789122790122791122792122793122794122795122796122797122798122799122800122801122802122803122804122805122806122807122808122809122810122811122812122813122814122815122816122817122818122819122820122821122822122823122824122825122826122827122828122829122830122831122832122833122834122835122836122837122838122839122840122841122842122843122844122845122846122847122848122849122850122851122852122853122854122855122856122857122858122859122860122861122862122863122864122865122866122867122868122869122870122871122872122873122874122875122876122877122878122879122880122881122882122883122884122885122886122887122888122889122890122891122892122893122894122895122896122897122898122899122900122901122902122903122904122905122906122907122908122909122910122911122912122913122914122915122916122917122918122919122920122921122922122923122924122925122926122927122928122929122930122931122932122933122934122935122936122937122938122939122940122941122942122943122944122945122946122947122948122949122950122951122952122953122954122955122956122957122958122959122960122961122962122963122964122965122966122967122968122969122970122971122972122973122974122975122976122977122978122979122980122981122982122983122984122985122986122987122988122989122990122991122992122993122994122995122996122997122998122999123000123001123002123003123004123005123006123007123008123009123010123011123012123013123014123015123016123017123018123019123020123021123022123023123024123025123026123027123028123029123030123031123032123033123034123035123036123037123038123039123040123041123042123043123044123045123046123047123048123049123050123051123052123053123054123055123056123057123058123059123060123061123062123063123064123065123066123067123068123069123070123071123072123073123074123075123076123077123078123079123080123081123082123083123084123085123086123087123088123089123090123091123092123093123094123095123096123097123098123099123100123101123102123103123104123105123106123107123108123109123110123111123112123113123114123115123116123117123118123119123120123121123122123123123124123125123126123127123128123129123130123131123132123133123134123135123136123137123138123139123140123141123142123143123144123145123146123147123148123149123150123151123152123153123154123155123156123157123158123159123160123161123162123163123164123165123166123167123168123169123170123171123172123173123174123175123176123177123178123179123180123181123182123183123184123185123186123187123188123189123190123191123192123193123194123195123196123197123198123199123200123201123202123203123204123205123206123207123208123209123210123211123212123213123214123215123216123217123218123219123220123221123222123223123224123225123226123227123228123229123230123231123232123233123234123235123236123237123238123239123240123241123242123243123244123245123246123247123248123249123250123251123252123253123254123255123256123257123258123259123260123261123262123263123264123265123266123267123268123269123270123271123272123273123274123275123276123277123278123279123280123281123282123283123284123285123286123287123288123289123290123291123292123293123294123295123296123297123298123299123300123301123302123303123304123305123306123307123308123309123310123311123312123313123314123315123316123317123318123319123320123321123322123323123324123325123326123327123328123329123330123331123332123333123334123335123336123337123338123339123340123341123342123343123344123345123346123347123348123349123350123351123352123353123354123355123356123357123358123359123360123361123362123363123364123365123366123367123368123369123370123371123372123373123374123375123376123377123378123379123380123381123382123383123384123385123386123387123388123389123390123391123392123393123394123395123396123397123398123399123400123401123402123403123404123405123406123407123408123409123410123411123412123413123414123415123416123417123418123419123420123421123422123423123424123425123426123427123428123429123430123431123432123433123434123435123436123437123438123439123440123441123442123443123444123445123446123447123448123449123450123451123452123453123454123455123456123457123458123459123460123461123462123463123464123465123466123467123468123469123470123471123472123473123474123475123476123477123478123479123480123481123482123483123484123485123486123487123488123489123490123491123492123493123494123495123496123497123498123499123500123501123502123503123504123505123506123507123508123509123510123511123512123513123514123515123516123517123518123519123520123521123522123523123524123525123526123527123528123529123530123531123532123533123534123535123536123537123538123539123540123541123542123543123544123545123546123547123548123549123550123551123552123553123554123555123556123557123558123559123560123561123562123563123564123565123566123567123568123569123570123571123572123573123574123575123576123577123578123579123580123581123582123583123584123585123586123587123588123589123590123591123592123593123594123595123596123597123598123599123600123601123602123603123604123605123606123607123608123609123610123611123612123613123614123615123616123617123618123619123620123621123622123623123624123625123626123627123628123629123630123631123632123633123634123635123636123637123638123639123640123641123642123643123644123645123646123647123648123649123650123651123652123653123654123655123656123657123658123659123660123661123662123663123664123665123666123667123668123669123670123671123672123673123674123675123676123677123678123679123680123681123682123683123684123685123686123687123688123689123690123691123692123693123694123695123696123697123698123699123700123701123702123703123704123705123706123707123708123709123710123711123712123713123714123715123716123717123718123719123720123721123722123723123724123725123726123727123728123729123730123731123732123733123734123735123736123737123738123739123740123741123742123743123744123745123746123747123748123749123750123751123752123753123754123755123756123757123758123759123760123761123762123763123764123765123766123767123768123769123770123771123772123773123774123775123776123777123778123779123780123781123782123783123784123785123786123787123788123789123790123791123792123793123794123795123796123797123798123799123800123801123802123803123804123805123806123807123808123809123810123811123812123813123814123815123816123817123818123819123820123821123822123823123824123825123826123827123828123829123830123831123832123833123834123835123836123837123838123839123840123841123842123843123844123845123846123847123848123849123850123851123852123853123854123855123856123857123858123859123860123861123862123863123864123865123866123867123868123869123870123871123872123873123874123875123876123877123878123879123880123881123882123883123884123885123886123887123888123889123890123891123892123893123894123895123896123897123898123899123900123901123902123903123904123905123906123907123908123909123910123911123912123913123914123915123916123917123918123919123920123921123922123923123924123925123926123927123928123929123930123931123932123933123934123935123936123937123938123939123940123941123942123943123944123945123946123947123948123949123950123951123952123953123954123955123956123957123958123959123960123961123962123963123964123965123966123967123968123969123970123971123972123973123974123975123976123977123978123979123980123981123982123983123984123985123986123987123988123989123990123991123992123993123994123995123996123997123998123999124000124001124002124003124004124005124006124007124008124009124010124011124012124013124014124015124016124017124018124019124020124021124022124023124024124025124026124027124028124029124030124031124032124033124034124035124036124037124038124039124040124041124042124043124044124045124046124047124048124049124050124051124052124053124054124055124056124057124058124059124060124061124062124063124064124065124066124067124068124069124070124071124072124073124074124075124076124077124078124079124080124081124082124083124084124085124086124087124088124089124090124091124092124093124094124095124096124097124098124099124100124101124102124103124104124105124106124107124108124109124110124111124112124113124114124115124116124117124118124119124120124121124122124123124124124125124126124127124128124129124130124131124132124133124134124135124136124137124138124139124140124141124142124143124144124145124146124147124148124149124150124151124152124153124154124155124156124157124158124159124160124161124162124163124164124165124166124167124168124169124170124171124172124173124174124175124176124177124178124179124180124181124182124183124184124185124186124187124188124189124190124191124192124193124194124195124196124197124198124199124200124201124202124203124204124205124206124207124208124209124210124211124212124213124214124215124216124217124218124219124220124221124222124223124224124225124226124227124228124229124230124231124232124233124234124235124236124237124238124239124240124241124242124243124244124245124246124247124248124249124250124251124252124253124254124255124256124257124258124259124260124261124262124263124264124265124266124267124268124269124270124271124272124273124274124275124276124277124278124279124280124281124282124283124284124285124286124287124288124289124290124291124292124293124294124295124296124297124298124299124300124301124302124303124304124305124306124307124308124309124310124311124312124313124314124315124316124317124318124319124320124321124322124323124324124325124326124327124328124329124330124331124332124333124334124335124336124337124338124339124340124341124342124343124344124345124346124347124348124349124350124351124352124353124354124355124356124357124358124359124360124361124362124363124364124365124366124367124368124369124370124371124372124373124374124375124376124377124378124379124380124381124382124383124384124385124386124387124388124389124390124391124392124393124394124395124396124397124398124399124400124401124402124403124404124405124406124407124408124409124410124411124412124413124414124415124416124417124418124419124420124421124422124423124424124425124426124427124428124429124430124431124432124433124434124435124436124437124438124439124440124441124442124443124444124445124446124447124448124449124450124451124452124453124454124455124456124457124458124459124460124461124462124463124464124465124466124467124468124469124470124471124472124473124474124475124476124477124478124479124480124481124482124483124484124485124486124487124488124489124490124491124492124493124494124495124496124497124498124499124500124501124502124503124504124505124506124507124508124509124510124511124512124513124514124515124516124517124518124519124520124521124522124523124524124525124526124527124528124529124530124531124532124533124534124535124536124537124538124539124540124541124542124543124544124545124546124547124548124549124550124551124552124553124554124555124556124557124558124559124560124561124562124563124564124565124566124567124568124569124570124571124572124573124574124575124576124577124578124579124580124581124582124583124584124585124586124587124588124589124590124591124592124593124594124595124596124597124598124599124600124601124602124603124604124605124606124607124608124609124610124611124612124613124614124615124616124617124618124619124620124621124622124623124624124625124626124627124628124629124630124631124632124633124634124635124636124637124638124639124640124641124642124643124644124645124646124647124648124649124650124651124652124653124654124655124656124657124658124659124660124661124662124663124664124665124666124667124668124669124670124671124672124673124674124675124676124677124678124679124680124681124682124683124684124685124686124687124688124689124690124691124692124693124694124695124696124697124698124699124700124701124702124703124704124705124706124707124708124709124710124711124712124713124714124715124716124717124718124719124720124721124722124723124724124725124726124727124728124729124730124731124732124733124734124735124736124737124738124739124740124741124742124743124744124745124746124747124748124749124750124751124752124753124754124755124756124757124758124759124760124761124762124763124764124765124766124767124768124769124770124771124772124773124774124775124776124777124778124779124780124781124782124783124784124785124786124787124788124789124790124791124792124793124794124795124796124797124798124799124800124801124802124803124804124805124806124807124808124809124810124811124812124813124814124815124816124817124818124819124820124821124822124823124824124825124826124827124828124829124830124831124832124833124834124835124836124837124838124839124840124841124842124843124844124845124846124847124848124849124850124851124852124853124854124855124856124857124858124859124860124861124862124863124864124865124866124867124868124869124870124871124872124873124874124875124876124877124878124879124880124881124882124883124884124885124886124887124888124889124890124891124892124893124894124895124896124897124898124899124900124901124902124903124904124905124906124907124908124909124910124911124912124913124914124915124916124917124918124919124920124921124922124923124924124925124926124927124928124929124930124931124932124933124934124935124936124937124938124939124940124941124942124943124944124945124946124947124948124949124950124951124952124953124954124955124956124957124958124959124960124961124962124963124964124965124966124967124968124969124970124971124972124973124974124975124976124977124978124979124980124981124982124983124984124985124986124987124988124989124990124991124992124993124994124995124996124997124998124999125000125001125002125003125004125005125006125007125008125009125010125011125012125013125014125015125016125017125018125019125020125021125022125023125024125025125026125027125028125029125030125031125032125033125034125035125036125037125038125039125040125041125042125043125044125045125046125047125048125049125050125051125052125053125054125055125056125057125058125059125060125061125062125063125064125065125066125067125068125069125070125071125072125073125074125075125076125077125078125079125080125081125082125083125084125085125086125087125088125089125090125091125092125093125094125095125096125097125098125099125100125101125102125103125104125105125106125107125108125109125110125111125112125113125114125115125116125117125118125119125120125121125122125123125124125125125126125127125128125129125130125131125132125133125134125135125136125137125138125139125140125141125142125143125144125145125146125147125148125149125150125151125152125153125154125155125156125157125158125159125160125161125162125163125164125165125166125167125168125169125170125171125172125173125174125175125176125177125178125179125180125181125182
  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * 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.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * 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).
  162. * 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.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @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.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @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
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. 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);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * 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".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * 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"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * 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)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * 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
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. 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;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. 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;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * 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"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * 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".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * 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"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * 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".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** 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 */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** 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 */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** 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 */
  4100. static readonly GEQUAL: number;
  4101. /** 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 */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** 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 */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * 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.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. 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);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * 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;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * 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).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * 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).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * 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.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * 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.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * 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.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * 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.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * 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.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * 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.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * 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).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * 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).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * 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.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * 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.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * 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.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * 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.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * 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.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * 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.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * 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).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * 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).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * 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.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * 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.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * 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.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * 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.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * 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.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * 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.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * 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).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * 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).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * 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.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * 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.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * 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.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * 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.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * 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.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * 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.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * 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)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * 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.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * 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
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @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
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @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
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * 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.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * 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.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. 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;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @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)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @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.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @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.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /**
  13660. * Gets the node used to drive the bone's transformation
  13661. * @returns a transform node or null
  13662. */
  13663. getTransformNode(): Nullable<TransformNode>;
  13664. /** Gets or sets current position (in local space) */
  13665. position: Vector3;
  13666. /** Gets or sets current rotation (in local space) */
  13667. rotation: Vector3;
  13668. /** Gets or sets current rotation quaternion (in local space) */
  13669. rotationQuaternion: Quaternion;
  13670. /** Gets or sets current scaling (in local space) */
  13671. scaling: Vector3;
  13672. /**
  13673. * Gets the animation properties override
  13674. */
  13675. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13676. private _decompose;
  13677. private _compose;
  13678. /**
  13679. * Update the base and local matrices
  13680. * @param matrix defines the new base or local matrix
  13681. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13682. * @param updateLocalMatrix defines if the local matrix should be updated
  13683. */
  13684. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13685. /** @hidden */
  13686. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13687. /**
  13688. * Flag the bone as dirty (Forcing it to update everything)
  13689. */
  13690. markAsDirty(): void;
  13691. /** @hidden */
  13692. _markAsDirtyAndCompose(): void;
  13693. private _markAsDirtyAndDecompose;
  13694. /**
  13695. * Translate the bone in local or world space
  13696. * @param vec The amount to translate the bone
  13697. * @param space The space that the translation is in
  13698. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13699. */
  13700. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13701. /**
  13702. * Set the postion of the bone in local or world space
  13703. * @param position The position to set the bone
  13704. * @param space The space that the position is in
  13705. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13706. */
  13707. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13708. /**
  13709. * Set the absolute position of the bone (world space)
  13710. * @param position The position to set the bone
  13711. * @param mesh The mesh that this bone is attached to
  13712. */
  13713. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13714. /**
  13715. * Scale the bone on the x, y and z axes (in local space)
  13716. * @param x The amount to scale the bone on the x axis
  13717. * @param y The amount to scale the bone on the y axis
  13718. * @param z The amount to scale the bone on the z axis
  13719. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13720. */
  13721. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13722. /**
  13723. * Set the bone scaling in local space
  13724. * @param scale defines the scaling vector
  13725. */
  13726. setScale(scale: Vector3): void;
  13727. /**
  13728. * Gets the current scaling in local space
  13729. * @returns the current scaling vector
  13730. */
  13731. getScale(): Vector3;
  13732. /**
  13733. * Gets the current scaling in local space and stores it in a target vector
  13734. * @param result defines the target vector
  13735. */
  13736. getScaleToRef(result: Vector3): void;
  13737. /**
  13738. * Set the yaw, pitch, and roll of the bone in local or world space
  13739. * @param yaw The rotation of the bone on the y axis
  13740. * @param pitch The rotation of the bone on the x axis
  13741. * @param roll The rotation of the bone on the z axis
  13742. * @param space The space that the axes of rotation are in
  13743. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13744. */
  13745. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13746. /**
  13747. * Add a rotation to the bone on an axis in local or world space
  13748. * @param axis The axis to rotate the bone on
  13749. * @param amount The amount to rotate the bone
  13750. * @param space The space that the axis is in
  13751. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13752. */
  13753. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13754. /**
  13755. * Set the rotation of the bone to a particular axis angle in local or world space
  13756. * @param axis The axis to rotate the bone on
  13757. * @param angle The angle that the bone should be rotated to
  13758. * @param space The space that the axis is in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Set the euler rotation of the bone in local of world space
  13764. * @param rotation The euler rotation that the bone should be set to
  13765. * @param space The space that the rotation is in
  13766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13767. */
  13768. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13769. /**
  13770. * Set the quaternion rotation of the bone in local of world space
  13771. * @param quat The quaternion rotation that the bone should be set to
  13772. * @param space The space that the rotation is in
  13773. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13774. */
  13775. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13776. /**
  13777. * Set the rotation matrix of the bone in local of world space
  13778. * @param rotMat The rotation matrix that the bone should be set to
  13779. * @param space The space that the rotation is in
  13780. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13781. */
  13782. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13783. private _rotateWithMatrix;
  13784. private _getNegativeRotationToRef;
  13785. /**
  13786. * Get the position of the bone in local or world space
  13787. * @param space The space that the returned position is in
  13788. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13789. * @returns The position of the bone
  13790. */
  13791. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13792. /**
  13793. * Copy the position of the bone to a vector3 in local or world space
  13794. * @param space The space that the returned position is in
  13795. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13796. * @param result The vector3 to copy the position to
  13797. */
  13798. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13799. /**
  13800. * Get the absolute position of the bone (world space)
  13801. * @param mesh The mesh that this bone is attached to
  13802. * @returns The absolute position of the bone
  13803. */
  13804. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13805. /**
  13806. * Copy the absolute position of the bone (world space) to the result param
  13807. * @param mesh The mesh that this bone is attached to
  13808. * @param result The vector3 to copy the absolute position to
  13809. */
  13810. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13811. /**
  13812. * Compute the absolute transforms of this bone and its children
  13813. */
  13814. computeAbsoluteTransforms(): void;
  13815. /**
  13816. * Get the world direction from an axis that is in the local space of the bone
  13817. * @param localAxis The local direction that is used to compute the world direction
  13818. * @param mesh The mesh that this bone is attached to
  13819. * @returns The world direction
  13820. */
  13821. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13822. /**
  13823. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13824. * @param localAxis The local direction that is used to compute the world direction
  13825. * @param mesh The mesh that this bone is attached to
  13826. * @param result The vector3 that the world direction will be copied to
  13827. */
  13828. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13829. /**
  13830. * Get the euler rotation of the bone in local or world space
  13831. * @param space The space that the rotation should be in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. * @returns The euler rotation
  13834. */
  13835. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13836. /**
  13837. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13838. * @param space The space that the rotation should be in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. * @param result The vector3 that the rotation should be copied to
  13841. */
  13842. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13843. /**
  13844. * Get the quaternion rotation of the bone in either local or world space
  13845. * @param space The space that the rotation should be in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. * @returns The quaternion rotation
  13848. */
  13849. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13850. /**
  13851. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13852. * @param space The space that the rotation should be in
  13853. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13854. * @param result The quaternion that the rotation should be copied to
  13855. */
  13856. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13857. /**
  13858. * Get the rotation matrix of the bone in local or world space
  13859. * @param space The space that the rotation should be in
  13860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13861. * @returns The rotation matrix
  13862. */
  13863. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13864. /**
  13865. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13866. * @param space The space that the rotation should be in
  13867. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13868. * @param result The quaternion that the rotation should be copied to
  13869. */
  13870. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13871. /**
  13872. * Get the world position of a point that is in the local space of the bone
  13873. * @param position The local position
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @returns The world position
  13876. */
  13877. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13878. /**
  13879. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13880. * @param position The local position
  13881. * @param mesh The mesh that this bone is attached to
  13882. * @param result The vector3 that the world position should be copied to
  13883. */
  13884. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13885. /**
  13886. * Get the local position of a point that is in world space
  13887. * @param position The world position
  13888. * @param mesh The mesh that this bone is attached to
  13889. * @returns The local position
  13890. */
  13891. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13892. /**
  13893. * Get the local position of a point that is in world space and copy it to the result param
  13894. * @param position The world position
  13895. * @param mesh The mesh that this bone is attached to
  13896. * @param result The vector3 that the local position should be copied to
  13897. */
  13898. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13899. }
  13900. }
  13901. declare module "babylonjs/Meshes/transformNode" {
  13902. import { DeepImmutable } from "babylonjs/types";
  13903. import { Observable } from "babylonjs/Misc/observable";
  13904. import { Nullable } from "babylonjs/types";
  13905. import { Camera } from "babylonjs/Cameras/camera";
  13906. import { Scene } from "babylonjs/scene";
  13907. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13908. import { Node } from "babylonjs/node";
  13909. import { Bone } from "babylonjs/Bones/bone";
  13910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13911. import { Space } from "babylonjs/Maths/math.axis";
  13912. /**
  13913. * 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.
  13914. * @see https://doc.babylonjs.com/how_to/transformnode
  13915. */
  13916. export class TransformNode extends Node {
  13917. /**
  13918. * Object will not rotate to face the camera
  13919. */
  13920. static BILLBOARDMODE_NONE: number;
  13921. /**
  13922. * Object will rotate to face the camera but only on the x axis
  13923. */
  13924. static BILLBOARDMODE_X: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the y axis
  13927. */
  13928. static BILLBOARDMODE_Y: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the z axis
  13931. */
  13932. static BILLBOARDMODE_Z: number;
  13933. /**
  13934. * Object will rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_ALL: number;
  13937. private _forward;
  13938. private _forwardInverted;
  13939. private _up;
  13940. private _right;
  13941. private _rightInverted;
  13942. private _position;
  13943. private _rotation;
  13944. private _rotationQuaternion;
  13945. protected _scaling: Vector3;
  13946. protected _isDirty: boolean;
  13947. private _transformToBoneReferal;
  13948. private _isAbsoluteSynced;
  13949. private _billboardMode;
  13950. /**
  13951. * Gets or sets the billboard mode. Default is 0.
  13952. *
  13953. * | Value | Type | Description |
  13954. * | --- | --- | --- |
  13955. * | 0 | BILLBOARDMODE_NONE | |
  13956. * | 1 | BILLBOARDMODE_X | |
  13957. * | 2 | BILLBOARDMODE_Y | |
  13958. * | 4 | BILLBOARDMODE_Z | |
  13959. * | 7 | BILLBOARDMODE_ALL | |
  13960. *
  13961. */
  13962. billboardMode: number;
  13963. private _preserveParentRotationForBillboard;
  13964. /**
  13965. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13966. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13967. */
  13968. preserveParentRotationForBillboard: boolean;
  13969. /**
  13970. * 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
  13971. */
  13972. scalingDeterminant: number;
  13973. private _infiniteDistance;
  13974. /**
  13975. * Gets or sets the distance of the object to max, often used by skybox
  13976. */
  13977. infiniteDistance: boolean;
  13978. /**
  13979. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13980. * By default the system will update normals to compensate
  13981. */
  13982. ignoreNonUniformScaling: boolean;
  13983. /**
  13984. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  13985. */
  13986. reIntegrateRotationIntoRotationQuaternion: boolean;
  13987. /** @hidden */
  13988. _poseMatrix: Nullable<Matrix>;
  13989. /** @hidden */
  13990. _localMatrix: Matrix;
  13991. private _usePivotMatrix;
  13992. private _absolutePosition;
  13993. private _absoluteScaling;
  13994. private _absoluteRotationQuaternion;
  13995. private _pivotMatrix;
  13996. private _pivotMatrixInverse;
  13997. protected _postMultiplyPivotMatrix: boolean;
  13998. protected _isWorldMatrixFrozen: boolean;
  13999. /** @hidden */
  14000. _indexInSceneTransformNodesArray: number;
  14001. /**
  14002. * An event triggered after the world matrix is updated
  14003. */
  14004. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14005. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14006. /**
  14007. * Gets a string identifying the name of the class
  14008. * @returns "TransformNode" string
  14009. */
  14010. getClassName(): string;
  14011. /**
  14012. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14013. */
  14014. position: Vector3;
  14015. /**
  14016. * 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)).
  14017. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14018. */
  14019. rotation: Vector3;
  14020. /**
  14021. * 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)).
  14022. */
  14023. scaling: Vector3;
  14024. /**
  14025. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14026. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14027. */
  14028. rotationQuaternion: Nullable<Quaternion>;
  14029. /**
  14030. * The forward direction of that transform in world space.
  14031. */
  14032. readonly forward: Vector3;
  14033. /**
  14034. * The up direction of that transform in world space.
  14035. */
  14036. readonly up: Vector3;
  14037. /**
  14038. * The right direction of that transform in world space.
  14039. */
  14040. readonly right: Vector3;
  14041. /**
  14042. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14043. * @param matrix the matrix to copy the pose from
  14044. * @returns this TransformNode.
  14045. */
  14046. updatePoseMatrix(matrix: Matrix): TransformNode;
  14047. /**
  14048. * Returns the mesh Pose matrix.
  14049. * @returns the pose matrix
  14050. */
  14051. getPoseMatrix(): Matrix;
  14052. /** @hidden */
  14053. _isSynchronized(): boolean;
  14054. /** @hidden */
  14055. _initCache(): void;
  14056. /**
  14057. * Flag the transform node as dirty (Forcing it to update everything)
  14058. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14059. * @returns this transform node
  14060. */
  14061. markAsDirty(property: string): TransformNode;
  14062. /**
  14063. * Returns the current mesh absolute position.
  14064. * Returns a Vector3.
  14065. */
  14066. readonly absolutePosition: Vector3;
  14067. /**
  14068. * Returns the current mesh absolute scaling.
  14069. * Returns a Vector3.
  14070. */
  14071. readonly absoluteScaling: Vector3;
  14072. /**
  14073. * Returns the current mesh absolute rotation.
  14074. * Returns a Quaternion.
  14075. */
  14076. readonly absoluteRotationQuaternion: Quaternion;
  14077. /**
  14078. * Sets a new matrix to apply before all other transformation
  14079. * @param matrix defines the transform matrix
  14080. * @returns the current TransformNode
  14081. */
  14082. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14083. /**
  14084. * Sets a new pivot matrix to the current node
  14085. * @param matrix defines the new pivot matrix to use
  14086. * @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
  14087. * @returns the current TransformNode
  14088. */
  14089. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14090. /**
  14091. * Returns the mesh pivot matrix.
  14092. * Default : Identity.
  14093. * @returns the matrix
  14094. */
  14095. getPivotMatrix(): Matrix;
  14096. /**
  14097. * Prevents the World matrix to be computed any longer.
  14098. * @returns the TransformNode.
  14099. */
  14100. freezeWorldMatrix(): TransformNode;
  14101. /**
  14102. * Allows back the World matrix computation.
  14103. * @returns the TransformNode.
  14104. */
  14105. unfreezeWorldMatrix(): this;
  14106. /**
  14107. * True if the World matrix has been frozen.
  14108. */
  14109. readonly isWorldMatrixFrozen: boolean;
  14110. /**
  14111. * Retuns the mesh absolute position in the World.
  14112. * @returns a Vector3.
  14113. */
  14114. getAbsolutePosition(): Vector3;
  14115. /**
  14116. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14117. * @param absolutePosition the absolute position to set
  14118. * @returns the TransformNode.
  14119. */
  14120. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14121. /**
  14122. * Sets the mesh position in its local space.
  14123. * @param vector3 the position to set in localspace
  14124. * @returns the TransformNode.
  14125. */
  14126. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14127. /**
  14128. * Returns the mesh position in the local space from the current World matrix values.
  14129. * @returns a new Vector3.
  14130. */
  14131. getPositionExpressedInLocalSpace(): Vector3;
  14132. /**
  14133. * Translates the mesh along the passed Vector3 in its local space.
  14134. * @param vector3 the distance to translate in localspace
  14135. * @returns the TransformNode.
  14136. */
  14137. locallyTranslate(vector3: Vector3): TransformNode;
  14138. private static _lookAtVectorCache;
  14139. /**
  14140. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14141. * @param targetPoint the position (must be in same space as current mesh) to look at
  14142. * @param yawCor optional yaw (y-axis) correction in radians
  14143. * @param pitchCor optional pitch (x-axis) correction in radians
  14144. * @param rollCor optional roll (z-axis) correction in radians
  14145. * @param space the choosen space of the target
  14146. * @returns the TransformNode.
  14147. */
  14148. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14149. /**
  14150. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14151. * This Vector3 is expressed in the World space.
  14152. * @param localAxis axis to rotate
  14153. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14154. */
  14155. getDirection(localAxis: Vector3): Vector3;
  14156. /**
  14157. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14158. * localAxis is expressed in the mesh local space.
  14159. * result is computed in the Wordl space from the mesh World matrix.
  14160. * @param localAxis axis to rotate
  14161. * @param result the resulting transformnode
  14162. * @returns this TransformNode.
  14163. */
  14164. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14165. /**
  14166. * Sets this transform node rotation to the given local axis.
  14167. * @param localAxis the axis in local space
  14168. * @param yawCor optional yaw (y-axis) correction in radians
  14169. * @param pitchCor optional pitch (x-axis) correction in radians
  14170. * @param rollCor optional roll (z-axis) correction in radians
  14171. * @returns this TransformNode
  14172. */
  14173. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14174. /**
  14175. * Sets a new pivot point to the current node
  14176. * @param point defines the new pivot point to use
  14177. * @param space defines if the point is in world or local space (local by default)
  14178. * @returns the current TransformNode
  14179. */
  14180. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14181. /**
  14182. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14183. * @returns the pivot point
  14184. */
  14185. getPivotPoint(): Vector3;
  14186. /**
  14187. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14188. * @param result the vector3 to store the result
  14189. * @returns this TransformNode.
  14190. */
  14191. getPivotPointToRef(result: Vector3): TransformNode;
  14192. /**
  14193. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14194. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14195. */
  14196. getAbsolutePivotPoint(): Vector3;
  14197. /**
  14198. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14199. * @param result vector3 to store the result
  14200. * @returns this TransformNode.
  14201. */
  14202. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14203. /**
  14204. * Defines the passed node as the parent of the current node.
  14205. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14206. * @see https://doc.babylonjs.com/how_to/parenting
  14207. * @param node the node ot set as the parent
  14208. * @returns this TransformNode.
  14209. */
  14210. setParent(node: Nullable<Node>): TransformNode;
  14211. private _nonUniformScaling;
  14212. /**
  14213. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14214. */
  14215. readonly nonUniformScaling: boolean;
  14216. /** @hidden */
  14217. _updateNonUniformScalingState(value: boolean): boolean;
  14218. /**
  14219. * Attach the current TransformNode to another TransformNode associated with a bone
  14220. * @param bone Bone affecting the TransformNode
  14221. * @param affectedTransformNode TransformNode associated with the bone
  14222. * @returns this object
  14223. */
  14224. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14225. /**
  14226. * Detach the transform node if its associated with a bone
  14227. * @returns this object
  14228. */
  14229. detachFromBone(): TransformNode;
  14230. private static _rotationAxisCache;
  14231. /**
  14232. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14233. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14234. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14235. * The passed axis is also normalized.
  14236. * @param axis the axis to rotate around
  14237. * @param amount the amount to rotate in radians
  14238. * @param space Space to rotate in (Default: local)
  14239. * @returns the TransformNode.
  14240. */
  14241. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14242. /**
  14243. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14244. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14245. * The passed axis is also normalized. .
  14246. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14247. * @param point the point to rotate around
  14248. * @param axis the axis to rotate around
  14249. * @param amount the amount to rotate in radians
  14250. * @returns the TransformNode
  14251. */
  14252. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14253. /**
  14254. * Translates the mesh along the axis vector for the passed distance in the given space.
  14255. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14256. * @param axis the axis to translate in
  14257. * @param distance the distance to translate
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14262. /**
  14263. * Adds a rotation step to the mesh current rotation.
  14264. * x, y, z are Euler angles expressed in radians.
  14265. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14266. * This means this rotation is made in the mesh local space only.
  14267. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14268. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14269. * ```javascript
  14270. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14271. * ```
  14272. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14273. * 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.
  14274. * @param x Rotation to add
  14275. * @param y Rotation to add
  14276. * @param z Rotation to add
  14277. * @returns the TransformNode.
  14278. */
  14279. addRotation(x: number, y: number, z: number): TransformNode;
  14280. /**
  14281. * @hidden
  14282. */
  14283. protected _getEffectiveParent(): Nullable<Node>;
  14284. /**
  14285. * Computes the world matrix of the node
  14286. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14287. * @returns the world matrix
  14288. */
  14289. computeWorldMatrix(force?: boolean): Matrix;
  14290. protected _afterComputeWorldMatrix(): void;
  14291. /**
  14292. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14293. * @param func callback function to add
  14294. *
  14295. * @returns the TransformNode.
  14296. */
  14297. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14298. /**
  14299. * Removes a registered callback function.
  14300. * @param func callback function to remove
  14301. * @returns the TransformNode.
  14302. */
  14303. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14304. /**
  14305. * Gets the position of the current mesh in camera space
  14306. * @param camera defines the camera to use
  14307. * @returns a position
  14308. */
  14309. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14310. /**
  14311. * Returns the distance from the mesh to the active camera
  14312. * @param camera defines the camera to use
  14313. * @returns the distance
  14314. */
  14315. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14316. /**
  14317. * Clone the current transform node
  14318. * @param name Name of the new clone
  14319. * @param newParent New parent for the clone
  14320. * @param doNotCloneChildren Do not clone children hierarchy
  14321. * @returns the new transform node
  14322. */
  14323. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14324. /**
  14325. * Serializes the objects information.
  14326. * @param currentSerializationObject defines the object to serialize in
  14327. * @returns the serialized object
  14328. */
  14329. serialize(currentSerializationObject?: any): any;
  14330. /**
  14331. * Returns a new TransformNode object parsed from the source provided.
  14332. * @param parsedTransformNode is the source.
  14333. * @param scene the scne the object belongs to
  14334. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14335. * @returns a new TransformNode object parsed from the source provided.
  14336. */
  14337. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14338. /**
  14339. * Get all child-transformNodes of this node
  14340. * @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
  14341. * @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
  14342. * @returns an array of TransformNode
  14343. */
  14344. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14345. /**
  14346. * Releases resources associated with this transform node.
  14347. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14348. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14349. */
  14350. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14351. /**
  14352. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14353. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14354. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14355. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14356. * @returns the current mesh
  14357. */
  14358. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14359. private _syncAbsoluteScalingAndRotation;
  14360. }
  14361. }
  14362. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14363. import { Observable } from "babylonjs/Misc/observable";
  14364. import { Nullable } from "babylonjs/types";
  14365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14368. import { Ray } from "babylonjs/Culling/ray";
  14369. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14370. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14371. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14372. /**
  14373. * Defines the types of pose enabled controllers that are supported
  14374. */
  14375. export enum PoseEnabledControllerType {
  14376. /**
  14377. * HTC Vive
  14378. */
  14379. VIVE = 0,
  14380. /**
  14381. * Oculus Rift
  14382. */
  14383. OCULUS = 1,
  14384. /**
  14385. * Windows mixed reality
  14386. */
  14387. WINDOWS = 2,
  14388. /**
  14389. * Samsung gear VR
  14390. */
  14391. GEAR_VR = 3,
  14392. /**
  14393. * Google Daydream
  14394. */
  14395. DAYDREAM = 4,
  14396. /**
  14397. * Generic
  14398. */
  14399. GENERIC = 5
  14400. }
  14401. /**
  14402. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14403. */
  14404. export interface MutableGamepadButton {
  14405. /**
  14406. * Value of the button/trigger
  14407. */
  14408. value: number;
  14409. /**
  14410. * If the button/trigger is currently touched
  14411. */
  14412. touched: boolean;
  14413. /**
  14414. * If the button/trigger is currently pressed
  14415. */
  14416. pressed: boolean;
  14417. }
  14418. /**
  14419. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14420. * @hidden
  14421. */
  14422. export interface ExtendedGamepadButton extends GamepadButton {
  14423. /**
  14424. * If the button/trigger is currently pressed
  14425. */
  14426. readonly pressed: boolean;
  14427. /**
  14428. * If the button/trigger is currently touched
  14429. */
  14430. readonly touched: boolean;
  14431. /**
  14432. * Value of the button/trigger
  14433. */
  14434. readonly value: number;
  14435. }
  14436. /** @hidden */
  14437. export interface _GamePadFactory {
  14438. /**
  14439. * Returns wether or not the current gamepad can be created for this type of controller.
  14440. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14441. * @returns true if it can be created, otherwise false
  14442. */
  14443. canCreate(gamepadInfo: any): boolean;
  14444. /**
  14445. * Creates a new instance of the Gamepad.
  14446. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14447. * @returns the new gamepad instance
  14448. */
  14449. create(gamepadInfo: any): Gamepad;
  14450. }
  14451. /**
  14452. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14453. */
  14454. export class PoseEnabledControllerHelper {
  14455. /** @hidden */
  14456. static _ControllerFactories: _GamePadFactory[];
  14457. /** @hidden */
  14458. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14459. /**
  14460. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. * @param vrGamepad the gamepad to initialized
  14462. * @returns a vr controller of the type the gamepad identified as
  14463. */
  14464. static InitiateController(vrGamepad: any): Gamepad;
  14465. }
  14466. /**
  14467. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14468. */
  14469. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14470. /**
  14471. * If the controller is used in a webXR session
  14472. */
  14473. isXR: boolean;
  14474. private _deviceRoomPosition;
  14475. private _deviceRoomRotationQuaternion;
  14476. /**
  14477. * The device position in babylon space
  14478. */
  14479. devicePosition: Vector3;
  14480. /**
  14481. * The device rotation in babylon space
  14482. */
  14483. deviceRotationQuaternion: Quaternion;
  14484. /**
  14485. * The scale factor of the device in babylon space
  14486. */
  14487. deviceScaleFactor: number;
  14488. /**
  14489. * (Likely devicePosition should be used instead) The device position in its room space
  14490. */
  14491. position: Vector3;
  14492. /**
  14493. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14494. */
  14495. rotationQuaternion: Quaternion;
  14496. /**
  14497. * The type of controller (Eg. Windows mixed reality)
  14498. */
  14499. controllerType: PoseEnabledControllerType;
  14500. protected _calculatedPosition: Vector3;
  14501. private _calculatedRotation;
  14502. /**
  14503. * The raw pose from the device
  14504. */
  14505. rawPose: DevicePose;
  14506. private _trackPosition;
  14507. private _maxRotationDistFromHeadset;
  14508. private _draggedRoomRotation;
  14509. /**
  14510. * @hidden
  14511. */
  14512. _disableTrackPosition(fixedPosition: Vector3): void;
  14513. /**
  14514. * Internal, the mesh attached to the controller
  14515. * @hidden
  14516. */
  14517. _mesh: Nullable<AbstractMesh>;
  14518. private _poseControlledCamera;
  14519. private _leftHandSystemQuaternion;
  14520. /**
  14521. * Internal, matrix used to convert room space to babylon space
  14522. * @hidden
  14523. */
  14524. _deviceToWorld: Matrix;
  14525. /**
  14526. * Node to be used when casting a ray from the controller
  14527. * @hidden
  14528. */
  14529. _pointingPoseNode: Nullable<TransformNode>;
  14530. /**
  14531. * Name of the child mesh that can be used to cast a ray from the controller
  14532. */
  14533. static readonly POINTING_POSE: string;
  14534. /**
  14535. * Creates a new PoseEnabledController from a gamepad
  14536. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14537. */
  14538. constructor(browserGamepad: any);
  14539. private _workingMatrix;
  14540. /**
  14541. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14542. */
  14543. update(): void;
  14544. /**
  14545. * Updates only the pose device and mesh without doing any button event checking
  14546. */
  14547. protected _updatePoseAndMesh(): void;
  14548. /**
  14549. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14550. * @param poseData raw pose fromthe device
  14551. */
  14552. updateFromDevice(poseData: DevicePose): void;
  14553. /**
  14554. * @hidden
  14555. */
  14556. _meshAttachedObservable: Observable<AbstractMesh>;
  14557. /**
  14558. * Attaches a mesh to the controller
  14559. * @param mesh the mesh to be attached
  14560. */
  14561. attachToMesh(mesh: AbstractMesh): void;
  14562. /**
  14563. * Attaches the controllers mesh to a camera
  14564. * @param camera the camera the mesh should be attached to
  14565. */
  14566. attachToPoseControlledCamera(camera: TargetCamera): void;
  14567. /**
  14568. * Disposes of the controller
  14569. */
  14570. dispose(): void;
  14571. /**
  14572. * The mesh that is attached to the controller
  14573. */
  14574. readonly mesh: Nullable<AbstractMesh>;
  14575. /**
  14576. * Gets the ray of the controller in the direction the controller is pointing
  14577. * @param length the length the resulting ray should be
  14578. * @returns a ray in the direction the controller is pointing
  14579. */
  14580. getForwardRay(length?: number): Ray;
  14581. }
  14582. }
  14583. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14584. import { Observable } from "babylonjs/Misc/observable";
  14585. import { Scene } from "babylonjs/scene";
  14586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14587. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14588. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14589. /**
  14590. * Defines the WebVRController object that represents controllers tracked in 3D space
  14591. */
  14592. export abstract class WebVRController extends PoseEnabledController {
  14593. /**
  14594. * Internal, the default controller model for the controller
  14595. */
  14596. protected _defaultModel: AbstractMesh;
  14597. /**
  14598. * Fired when the trigger state has changed
  14599. */
  14600. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14601. /**
  14602. * Fired when the main button state has changed
  14603. */
  14604. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14605. /**
  14606. * Fired when the secondary button state has changed
  14607. */
  14608. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the pad state has changed
  14611. */
  14612. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when controllers stick values have changed
  14615. */
  14616. onPadValuesChangedObservable: Observable<StickValues>;
  14617. /**
  14618. * Array of button availible on the controller
  14619. */
  14620. protected _buttons: Array<MutableGamepadButton>;
  14621. private _onButtonStateChange;
  14622. /**
  14623. * Fired when a controller button's state has changed
  14624. * @param callback the callback containing the button that was modified
  14625. */
  14626. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14627. /**
  14628. * X and Y axis corresponding to the controllers joystick
  14629. */
  14630. pad: StickValues;
  14631. /**
  14632. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14633. */
  14634. hand: string;
  14635. /**
  14636. * The default controller model for the controller
  14637. */
  14638. readonly defaultModel: AbstractMesh;
  14639. /**
  14640. * Creates a new WebVRController from a gamepad
  14641. * @param vrGamepad the gamepad that the WebVRController should be created from
  14642. */
  14643. constructor(vrGamepad: any);
  14644. /**
  14645. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14646. */
  14647. update(): void;
  14648. /**
  14649. * Function to be called when a button is modified
  14650. */
  14651. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14652. /**
  14653. * Loads a mesh and attaches it to the controller
  14654. * @param scene the scene the mesh should be added to
  14655. * @param meshLoaded callback for when the mesh has been loaded
  14656. */
  14657. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14658. private _setButtonValue;
  14659. private _changes;
  14660. private _checkChanges;
  14661. /**
  14662. * Disposes of th webVRCOntroller
  14663. */
  14664. dispose(): void;
  14665. }
  14666. }
  14667. declare module "babylonjs/Lights/hemisphericLight" {
  14668. import { Nullable } from "babylonjs/types";
  14669. import { Scene } from "babylonjs/scene";
  14670. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14671. import { Color3 } from "babylonjs/Maths/math.color";
  14672. import { Effect } from "babylonjs/Materials/effect";
  14673. import { Light } from "babylonjs/Lights/light";
  14674. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14675. /**
  14676. * The HemisphericLight simulates the ambient environment light,
  14677. * so the passed direction is the light reflection direction, not the incoming direction.
  14678. */
  14679. export class HemisphericLight extends Light {
  14680. /**
  14681. * The groundColor is the light in the opposite direction to the one specified during creation.
  14682. * 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.
  14683. */
  14684. groundColor: Color3;
  14685. /**
  14686. * The light reflection direction, not the incoming direction.
  14687. */
  14688. direction: Vector3;
  14689. /**
  14690. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14691. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14692. * The HemisphericLight can't cast shadows.
  14693. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14694. * @param name The friendly name of the light
  14695. * @param direction The direction of the light reflection
  14696. * @param scene The scene the light belongs to
  14697. */
  14698. constructor(name: string, direction: Vector3, scene: Scene);
  14699. protected _buildUniformLayout(): void;
  14700. /**
  14701. * Returns the string "HemisphericLight".
  14702. * @return The class name
  14703. */
  14704. getClassName(): string;
  14705. /**
  14706. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14707. * Returns the updated direction.
  14708. * @param target The target the direction should point to
  14709. * @return The computed direction
  14710. */
  14711. setDirectionToTarget(target: Vector3): Vector3;
  14712. /**
  14713. * Returns the shadow generator associated to the light.
  14714. * @returns Always null for hemispheric lights because it does not support shadows.
  14715. */
  14716. getShadowGenerator(): Nullable<IShadowGenerator>;
  14717. /**
  14718. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14719. * @param effect The effect to update
  14720. * @param lightIndex The index of the light in the effect to update
  14721. * @returns The hemispheric light
  14722. */
  14723. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14724. /**
  14725. * Computes the world matrix of the node
  14726. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14727. * @param useWasUpdatedFlag defines a reserved property
  14728. * @returns the world matrix
  14729. */
  14730. computeWorldMatrix(): Matrix;
  14731. /**
  14732. * Returns the integer 3.
  14733. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14734. */
  14735. getTypeID(): number;
  14736. /**
  14737. * Prepares the list of defines specific to the light type.
  14738. * @param defines the list of defines
  14739. * @param lightIndex defines the index of the light for the effect
  14740. */
  14741. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14745. /** @hidden */
  14746. export var vrMultiviewToSingleviewPixelShader: {
  14747. name: string;
  14748. shader: string;
  14749. };
  14750. }
  14751. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14752. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14753. import { Scene } from "babylonjs/scene";
  14754. /**
  14755. * Renders to multiple views with a single draw call
  14756. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14757. */
  14758. export class MultiviewRenderTarget extends RenderTargetTexture {
  14759. /**
  14760. * Creates a multiview render target
  14761. * @param scene scene used with the render target
  14762. * @param size the size of the render target (used for each view)
  14763. */
  14764. constructor(scene: Scene, size?: number | {
  14765. width: number;
  14766. height: number;
  14767. } | {
  14768. ratio: number;
  14769. });
  14770. /**
  14771. * @hidden
  14772. * @param faceIndex the face index, if its a cube texture
  14773. */
  14774. _bindFrameBuffer(faceIndex?: number): void;
  14775. /**
  14776. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14777. * @returns the view count
  14778. */
  14779. getViewCount(): number;
  14780. }
  14781. }
  14782. declare module "babylonjs/Maths/math.frustum" {
  14783. import { Matrix } from "babylonjs/Maths/math.vector";
  14784. import { DeepImmutable } from "babylonjs/types";
  14785. import { Plane } from "babylonjs/Maths/math.plane";
  14786. /**
  14787. * Reprasents a camera frustum
  14788. */
  14789. export class Frustum {
  14790. /**
  14791. * Gets the planes representing the frustum
  14792. * @param transform matrix to be applied to the returned planes
  14793. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14794. */
  14795. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14796. /**
  14797. * Gets the near frustum plane transformed by the transform matrix
  14798. * @param transform transformation matrix to be applied to the resulting frustum plane
  14799. * @param frustumPlane the resuling frustum plane
  14800. */
  14801. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14802. /**
  14803. * Gets the far frustum plane transformed by the transform matrix
  14804. * @param transform transformation matrix to be applied to the resulting frustum plane
  14805. * @param frustumPlane the resuling frustum plane
  14806. */
  14807. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14808. /**
  14809. * Gets the left frustum plane transformed by the transform matrix
  14810. * @param transform transformation matrix to be applied to the resulting frustum plane
  14811. * @param frustumPlane the resuling frustum plane
  14812. */
  14813. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14814. /**
  14815. * Gets the right frustum plane transformed by the transform matrix
  14816. * @param transform transformation matrix to be applied to the resulting frustum plane
  14817. * @param frustumPlane the resuling frustum plane
  14818. */
  14819. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14820. /**
  14821. * Gets the top frustum plane transformed by the transform matrix
  14822. * @param transform transformation matrix to be applied to the resulting frustum plane
  14823. * @param frustumPlane the resuling frustum plane
  14824. */
  14825. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14826. /**
  14827. * Gets the bottom frustum plane transformed by the transform matrix
  14828. * @param transform transformation matrix to be applied to the resulting frustum plane
  14829. * @param frustumPlane the resuling frustum plane
  14830. */
  14831. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14832. /**
  14833. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14834. * @param transform transformation matrix to be applied to the resulting frustum planes
  14835. * @param frustumPlanes the resuling frustum planes
  14836. */
  14837. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14838. }
  14839. }
  14840. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14841. import { Camera } from "babylonjs/Cameras/camera";
  14842. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14843. import { Nullable } from "babylonjs/types";
  14844. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14845. import { Matrix } from "babylonjs/Maths/math.vector";
  14846. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14847. module "babylonjs/Engines/engine" {
  14848. interface Engine {
  14849. /**
  14850. * Creates a new multiview render target
  14851. * @param width defines the width of the texture
  14852. * @param height defines the height of the texture
  14853. * @returns the created multiview texture
  14854. */
  14855. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14856. /**
  14857. * Binds a multiview framebuffer to be drawn to
  14858. * @param multiviewTexture texture to bind
  14859. */
  14860. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14861. }
  14862. }
  14863. module "babylonjs/Cameras/camera" {
  14864. interface Camera {
  14865. /**
  14866. * @hidden
  14867. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14868. */
  14869. _useMultiviewToSingleView: boolean;
  14870. /**
  14871. * @hidden
  14872. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14873. */
  14874. _multiviewTexture: Nullable<RenderTargetTexture>;
  14875. /**
  14876. * @hidden
  14877. * ensures the multiview texture of the camera exists and has the specified width/height
  14878. * @param width height to set on the multiview texture
  14879. * @param height width to set on the multiview texture
  14880. */
  14881. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14882. }
  14883. }
  14884. module "babylonjs/scene" {
  14885. interface Scene {
  14886. /** @hidden */
  14887. _transformMatrixR: Matrix;
  14888. /** @hidden */
  14889. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14890. /** @hidden */
  14891. _createMultiviewUbo(): void;
  14892. /** @hidden */
  14893. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14894. /** @hidden */
  14895. _renderMultiviewToSingleView(camera: Camera): void;
  14896. }
  14897. }
  14898. }
  14899. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14900. import { Camera } from "babylonjs/Cameras/camera";
  14901. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14902. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14903. import "babylonjs/Engines/Extensions/engine.multiview";
  14904. /**
  14905. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14906. * This will not be used for webXR as it supports displaying texture arrays directly
  14907. */
  14908. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14909. /**
  14910. * Initializes a VRMultiviewToSingleview
  14911. * @param name name of the post process
  14912. * @param camera camera to be applied to
  14913. * @param scaleFactor scaling factor to the size of the output texture
  14914. */
  14915. constructor(name: string, camera: Camera, scaleFactor: number);
  14916. }
  14917. }
  14918. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14919. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14920. import { Nullable } from "babylonjs/types";
  14921. import { Size } from "babylonjs/Maths/math.size";
  14922. import { Observable } from "babylonjs/Misc/observable";
  14923. module "babylonjs/Engines/engine" {
  14924. interface Engine {
  14925. /** @hidden */
  14926. _vrDisplay: any;
  14927. /** @hidden */
  14928. _vrSupported: boolean;
  14929. /** @hidden */
  14930. _oldSize: Size;
  14931. /** @hidden */
  14932. _oldHardwareScaleFactor: number;
  14933. /** @hidden */
  14934. _vrExclusivePointerMode: boolean;
  14935. /** @hidden */
  14936. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14937. /** @hidden */
  14938. _onVRDisplayPointerRestricted: () => void;
  14939. /** @hidden */
  14940. _onVRDisplayPointerUnrestricted: () => void;
  14941. /** @hidden */
  14942. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14943. /** @hidden */
  14944. _onVrDisplayDisconnect: Nullable<() => void>;
  14945. /** @hidden */
  14946. _onVrDisplayPresentChange: Nullable<() => void>;
  14947. /**
  14948. * Observable signaled when VR display mode changes
  14949. */
  14950. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14951. /**
  14952. * Observable signaled when VR request present is complete
  14953. */
  14954. onVRRequestPresentComplete: Observable<boolean>;
  14955. /**
  14956. * Observable signaled when VR request present starts
  14957. */
  14958. onVRRequestPresentStart: Observable<Engine>;
  14959. /**
  14960. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14961. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14962. */
  14963. isInVRExclusivePointerMode: boolean;
  14964. /**
  14965. * Gets a boolean indicating if a webVR device was detected
  14966. * @returns true if a webVR device was detected
  14967. */
  14968. isVRDevicePresent(): boolean;
  14969. /**
  14970. * Gets the current webVR device
  14971. * @returns the current webVR device (or null)
  14972. */
  14973. getVRDevice(): any;
  14974. /**
  14975. * Initializes a webVR display and starts listening to display change events
  14976. * The onVRDisplayChangedObservable will be notified upon these changes
  14977. * @returns A promise containing a VRDisplay and if vr is supported
  14978. */
  14979. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14980. /** @hidden */
  14981. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14982. /**
  14983. * Call this function to switch to webVR mode
  14984. * Will do nothing if webVR is not supported or if there is no webVR device
  14985. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14986. */
  14987. enableVR(): void;
  14988. /** @hidden */
  14989. _onVRFullScreenTriggered(): void;
  14990. }
  14991. }
  14992. }
  14993. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14994. import { Nullable } from "babylonjs/types";
  14995. import { Observable } from "babylonjs/Misc/observable";
  14996. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14997. import { Scene } from "babylonjs/scene";
  14998. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14999. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15000. import { Node } from "babylonjs/node";
  15001. import { Ray } from "babylonjs/Culling/ray";
  15002. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15003. import "babylonjs/Engines/Extensions/engine.webVR";
  15004. /**
  15005. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15006. * IMPORTANT!! The data is right-hand data.
  15007. * @export
  15008. * @interface DevicePose
  15009. */
  15010. export interface DevicePose {
  15011. /**
  15012. * The position of the device, values in array are [x,y,z].
  15013. */
  15014. readonly position: Nullable<Float32Array>;
  15015. /**
  15016. * The linearVelocity of the device, values in array are [x,y,z].
  15017. */
  15018. readonly linearVelocity: Nullable<Float32Array>;
  15019. /**
  15020. * The linearAcceleration of the device, values in array are [x,y,z].
  15021. */
  15022. readonly linearAcceleration: Nullable<Float32Array>;
  15023. /**
  15024. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15025. */
  15026. readonly orientation: Nullable<Float32Array>;
  15027. /**
  15028. * The angularVelocity of the device, values in array are [x,y,z].
  15029. */
  15030. readonly angularVelocity: Nullable<Float32Array>;
  15031. /**
  15032. * The angularAcceleration of the device, values in array are [x,y,z].
  15033. */
  15034. readonly angularAcceleration: Nullable<Float32Array>;
  15035. }
  15036. /**
  15037. * Interface representing a pose controlled object in Babylon.
  15038. * A pose controlled object has both regular pose values as well as pose values
  15039. * from an external device such as a VR head mounted display
  15040. */
  15041. export interface PoseControlled {
  15042. /**
  15043. * The position of the object in babylon space.
  15044. */
  15045. position: Vector3;
  15046. /**
  15047. * The rotation quaternion of the object in babylon space.
  15048. */
  15049. rotationQuaternion: Quaternion;
  15050. /**
  15051. * The position of the device in babylon space.
  15052. */
  15053. devicePosition?: Vector3;
  15054. /**
  15055. * The rotation quaternion of the device in babylon space.
  15056. */
  15057. deviceRotationQuaternion: Quaternion;
  15058. /**
  15059. * The raw pose coming from the device.
  15060. */
  15061. rawPose: Nullable<DevicePose>;
  15062. /**
  15063. * The scale of the device to be used when translating from device space to babylon space.
  15064. */
  15065. deviceScaleFactor: number;
  15066. /**
  15067. * Updates the poseControlled values based on the input device pose.
  15068. * @param poseData the pose data to update the object with
  15069. */
  15070. updateFromDevice(poseData: DevicePose): void;
  15071. }
  15072. /**
  15073. * Set of options to customize the webVRCamera
  15074. */
  15075. export interface WebVROptions {
  15076. /**
  15077. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15078. */
  15079. trackPosition?: boolean;
  15080. /**
  15081. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15082. */
  15083. positionScale?: number;
  15084. /**
  15085. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15086. */
  15087. displayName?: string;
  15088. /**
  15089. * Should the native controller meshes be initialized. (default: true)
  15090. */
  15091. controllerMeshes?: boolean;
  15092. /**
  15093. * Creating a default HemiLight only on controllers. (default: true)
  15094. */
  15095. defaultLightingOnControllers?: boolean;
  15096. /**
  15097. * If you don't want to use the default VR button of the helper. (default: false)
  15098. */
  15099. useCustomVRButton?: boolean;
  15100. /**
  15101. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15102. */
  15103. customVRButton?: HTMLButtonElement;
  15104. /**
  15105. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15106. */
  15107. rayLength?: number;
  15108. /**
  15109. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15110. */
  15111. defaultHeight?: number;
  15112. /**
  15113. * If multiview should be used if availible (default: false)
  15114. */
  15115. useMultiview?: boolean;
  15116. }
  15117. /**
  15118. * This represents a WebVR camera.
  15119. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15120. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15121. */
  15122. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15123. private webVROptions;
  15124. /**
  15125. * @hidden
  15126. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15127. */
  15128. _vrDevice: any;
  15129. /**
  15130. * The rawPose of the vrDevice.
  15131. */
  15132. rawPose: Nullable<DevicePose>;
  15133. private _onVREnabled;
  15134. private _specsVersion;
  15135. private _attached;
  15136. private _frameData;
  15137. protected _descendants: Array<Node>;
  15138. private _deviceRoomPosition;
  15139. /** @hidden */
  15140. _deviceRoomRotationQuaternion: Quaternion;
  15141. private _standingMatrix;
  15142. /**
  15143. * Represents device position in babylon space.
  15144. */
  15145. devicePosition: Vector3;
  15146. /**
  15147. * Represents device rotation in babylon space.
  15148. */
  15149. deviceRotationQuaternion: Quaternion;
  15150. /**
  15151. * The scale of the device to be used when translating from device space to babylon space.
  15152. */
  15153. deviceScaleFactor: number;
  15154. private _deviceToWorld;
  15155. private _worldToDevice;
  15156. /**
  15157. * References to the webVR controllers for the vrDevice.
  15158. */
  15159. controllers: Array<WebVRController>;
  15160. /**
  15161. * Emits an event when a controller is attached.
  15162. */
  15163. onControllersAttachedObservable: Observable<WebVRController[]>;
  15164. /**
  15165. * Emits an event when a controller's mesh has been loaded;
  15166. */
  15167. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15168. /**
  15169. * Emits an event when the HMD's pose has been updated.
  15170. */
  15171. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15172. private _poseSet;
  15173. /**
  15174. * If the rig cameras be used as parent instead of this camera.
  15175. */
  15176. rigParenting: boolean;
  15177. private _lightOnControllers;
  15178. private _defaultHeight?;
  15179. /**
  15180. * Instantiates a WebVRFreeCamera.
  15181. * @param name The name of the WebVRFreeCamera
  15182. * @param position The starting anchor position for the camera
  15183. * @param scene The scene the camera belongs to
  15184. * @param webVROptions a set of customizable options for the webVRCamera
  15185. */
  15186. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15187. /**
  15188. * Gets the device distance from the ground in meters.
  15189. * @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.
  15190. */
  15191. deviceDistanceToRoomGround(): number;
  15192. /**
  15193. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15194. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15195. */
  15196. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15197. /**
  15198. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15199. * @returns A promise with a boolean set to if the standing matrix is supported.
  15200. */
  15201. useStandingMatrixAsync(): Promise<boolean>;
  15202. /**
  15203. * Disposes the camera
  15204. */
  15205. dispose(): void;
  15206. /**
  15207. * Gets a vrController by name.
  15208. * @param name The name of the controller to retreive
  15209. * @returns the controller matching the name specified or null if not found
  15210. */
  15211. getControllerByName(name: string): Nullable<WebVRController>;
  15212. private _leftController;
  15213. /**
  15214. * The controller corresponding to the users left hand.
  15215. */
  15216. readonly leftController: Nullable<WebVRController>;
  15217. private _rightController;
  15218. /**
  15219. * The controller corresponding to the users right hand.
  15220. */
  15221. readonly rightController: Nullable<WebVRController>;
  15222. /**
  15223. * Casts a ray forward from the vrCamera's gaze.
  15224. * @param length Length of the ray (default: 100)
  15225. * @returns the ray corresponding to the gaze
  15226. */
  15227. getForwardRay(length?: number): Ray;
  15228. /**
  15229. * @hidden
  15230. * Updates the camera based on device's frame data
  15231. */
  15232. _checkInputs(): void;
  15233. /**
  15234. * Updates the poseControlled values based on the input device pose.
  15235. * @param poseData Pose coming from the device
  15236. */
  15237. updateFromDevice(poseData: DevicePose): void;
  15238. private _htmlElementAttached;
  15239. private _detachIfAttached;
  15240. /**
  15241. * WebVR's attach control will start broadcasting frames to the device.
  15242. * Note that in certain browsers (chrome for example) this function must be called
  15243. * within a user-interaction callback. Example:
  15244. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15245. *
  15246. * @param element html element to attach the vrDevice to
  15247. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15248. */
  15249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15250. /**
  15251. * Detaches the camera from the html element and disables VR
  15252. *
  15253. * @param element html element to detach from
  15254. */
  15255. detachControl(element: HTMLElement): void;
  15256. /**
  15257. * @returns the name of this class
  15258. */
  15259. getClassName(): string;
  15260. /**
  15261. * Calls resetPose on the vrDisplay
  15262. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15263. */
  15264. resetToCurrentRotation(): void;
  15265. /**
  15266. * @hidden
  15267. * Updates the rig cameras (left and right eye)
  15268. */
  15269. _updateRigCameras(): void;
  15270. private _workingVector;
  15271. private _oneVector;
  15272. private _workingMatrix;
  15273. private updateCacheCalled;
  15274. private _correctPositionIfNotTrackPosition;
  15275. /**
  15276. * @hidden
  15277. * Updates the cached values of the camera
  15278. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15279. */
  15280. _updateCache(ignoreParentClass?: boolean): void;
  15281. /**
  15282. * @hidden
  15283. * Get current device position in babylon world
  15284. */
  15285. _computeDevicePosition(): void;
  15286. /**
  15287. * Updates the current device position and rotation in the babylon world
  15288. */
  15289. update(): void;
  15290. /**
  15291. * @hidden
  15292. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15293. * @returns an identity matrix
  15294. */
  15295. _getViewMatrix(): Matrix;
  15296. private _tmpMatrix;
  15297. /**
  15298. * This function is called by the two RIG cameras.
  15299. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15300. * @hidden
  15301. */
  15302. _getWebVRViewMatrix(): Matrix;
  15303. /** @hidden */
  15304. _getWebVRProjectionMatrix(): Matrix;
  15305. private _onGamepadConnectedObserver;
  15306. private _onGamepadDisconnectedObserver;
  15307. private _updateCacheWhenTrackingDisabledObserver;
  15308. /**
  15309. * Initializes the controllers and their meshes
  15310. */
  15311. initControllers(): void;
  15312. }
  15313. }
  15314. declare module "babylonjs/PostProcesses/postProcess" {
  15315. import { Nullable } from "babylonjs/types";
  15316. import { SmartArray } from "babylonjs/Misc/smartArray";
  15317. import { Observable } from "babylonjs/Misc/observable";
  15318. import { Vector2 } from "babylonjs/Maths/math.vector";
  15319. import { Camera } from "babylonjs/Cameras/camera";
  15320. import { Effect } from "babylonjs/Materials/effect";
  15321. import "babylonjs/Shaders/postprocess.vertex";
  15322. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15323. import { Engine } from "babylonjs/Engines/engine";
  15324. import { Color4 } from "babylonjs/Maths/math.color";
  15325. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15326. /**
  15327. * Size options for a post process
  15328. */
  15329. export type PostProcessOptions = {
  15330. width: number;
  15331. height: number;
  15332. };
  15333. /**
  15334. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15335. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15336. */
  15337. export class PostProcess {
  15338. /** Name of the PostProcess. */
  15339. name: string;
  15340. /**
  15341. * Gets or sets the unique id of the post process
  15342. */
  15343. uniqueId: number;
  15344. /**
  15345. * Width of the texture to apply the post process on
  15346. */
  15347. width: number;
  15348. /**
  15349. * Height of the texture to apply the post process on
  15350. */
  15351. height: number;
  15352. /**
  15353. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15354. * @hidden
  15355. */
  15356. _outputTexture: Nullable<InternalTexture>;
  15357. /**
  15358. * Sampling mode used by the shader
  15359. * See https://doc.babylonjs.com/classes/3.1/texture
  15360. */
  15361. renderTargetSamplingMode: number;
  15362. /**
  15363. * Clear color to use when screen clearing
  15364. */
  15365. clearColor: Color4;
  15366. /**
  15367. * If the buffer needs to be cleared before applying the post process. (default: true)
  15368. * Should be set to false if shader will overwrite all previous pixels.
  15369. */
  15370. autoClear: boolean;
  15371. /**
  15372. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15373. */
  15374. alphaMode: number;
  15375. /**
  15376. * Sets the setAlphaBlendConstants of the babylon engine
  15377. */
  15378. alphaConstants: Color4;
  15379. /**
  15380. * Animations to be used for the post processing
  15381. */
  15382. animations: import("babylonjs/Animations/animation").Animation[];
  15383. /**
  15384. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15385. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15386. */
  15387. enablePixelPerfectMode: boolean;
  15388. /**
  15389. * Force the postprocess to be applied without taking in account viewport
  15390. */
  15391. forceFullscreenViewport: boolean;
  15392. /**
  15393. * List of inspectable custom properties (used by the Inspector)
  15394. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15395. */
  15396. inspectableCustomProperties: IInspectable[];
  15397. /**
  15398. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15399. *
  15400. * | Value | Type | Description |
  15401. * | ----- | ----------------------------------- | ----------- |
  15402. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15403. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15404. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15405. *
  15406. */
  15407. scaleMode: number;
  15408. /**
  15409. * Force textures to be a power of two (default: false)
  15410. */
  15411. alwaysForcePOT: boolean;
  15412. private _samples;
  15413. /**
  15414. * Number of sample textures (default: 1)
  15415. */
  15416. samples: number;
  15417. /**
  15418. * Modify the scale of the post process to be the same as the viewport (default: false)
  15419. */
  15420. adaptScaleToCurrentViewport: boolean;
  15421. private _camera;
  15422. private _scene;
  15423. private _engine;
  15424. private _options;
  15425. private _reusable;
  15426. private _textureType;
  15427. /**
  15428. * Smart array of input and output textures for the post process.
  15429. * @hidden
  15430. */
  15431. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15432. /**
  15433. * The index in _textures that corresponds to the output texture.
  15434. * @hidden
  15435. */
  15436. _currentRenderTextureInd: number;
  15437. private _effect;
  15438. private _samplers;
  15439. private _fragmentUrl;
  15440. private _vertexUrl;
  15441. private _parameters;
  15442. private _scaleRatio;
  15443. protected _indexParameters: any;
  15444. private _shareOutputWithPostProcess;
  15445. private _texelSize;
  15446. private _forcedOutputTexture;
  15447. /**
  15448. * Returns the fragment url or shader name used in the post process.
  15449. * @returns the fragment url or name in the shader store.
  15450. */
  15451. getEffectName(): string;
  15452. /**
  15453. * An event triggered when the postprocess is activated.
  15454. */
  15455. onActivateObservable: Observable<Camera>;
  15456. private _onActivateObserver;
  15457. /**
  15458. * A function that is added to the onActivateObservable
  15459. */
  15460. onActivate: Nullable<(camera: Camera) => void>;
  15461. /**
  15462. * An event triggered when the postprocess changes its size.
  15463. */
  15464. onSizeChangedObservable: Observable<PostProcess>;
  15465. private _onSizeChangedObserver;
  15466. /**
  15467. * A function that is added to the onSizeChangedObservable
  15468. */
  15469. onSizeChanged: (postProcess: PostProcess) => void;
  15470. /**
  15471. * An event triggered when the postprocess applies its effect.
  15472. */
  15473. onApplyObservable: Observable<Effect>;
  15474. private _onApplyObserver;
  15475. /**
  15476. * A function that is added to the onApplyObservable
  15477. */
  15478. onApply: (effect: Effect) => void;
  15479. /**
  15480. * An event triggered before rendering the postprocess
  15481. */
  15482. onBeforeRenderObservable: Observable<Effect>;
  15483. private _onBeforeRenderObserver;
  15484. /**
  15485. * A function that is added to the onBeforeRenderObservable
  15486. */
  15487. onBeforeRender: (effect: Effect) => void;
  15488. /**
  15489. * An event triggered after rendering the postprocess
  15490. */
  15491. onAfterRenderObservable: Observable<Effect>;
  15492. private _onAfterRenderObserver;
  15493. /**
  15494. * A function that is added to the onAfterRenderObservable
  15495. */
  15496. onAfterRender: (efect: Effect) => void;
  15497. /**
  15498. * 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
  15499. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15500. */
  15501. inputTexture: InternalTexture;
  15502. /**
  15503. * Gets the camera which post process is applied to.
  15504. * @returns The camera the post process is applied to.
  15505. */
  15506. getCamera(): Camera;
  15507. /**
  15508. * Gets the texel size of the postprocess.
  15509. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15510. */
  15511. readonly texelSize: Vector2;
  15512. /**
  15513. * Creates a new instance PostProcess
  15514. * @param name The name of the PostProcess.
  15515. * @param fragmentUrl The url of the fragment shader to be used.
  15516. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15517. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15518. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15519. * @param camera The camera to apply the render pass to.
  15520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15521. * @param engine The engine which the post process will be applied. (default: current engine)
  15522. * @param reusable If the post process can be reused on the same frame. (default: false)
  15523. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15524. * @param textureType Type of textures used when performing the post process. (default: 0)
  15525. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15526. * @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
  15527. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15528. */
  15529. constructor(
  15530. /** Name of the PostProcess. */
  15531. 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);
  15532. /**
  15533. * Gets a string idenfifying the name of the class
  15534. * @returns "PostProcess" string
  15535. */
  15536. getClassName(): string;
  15537. /**
  15538. * Gets the engine which this post process belongs to.
  15539. * @returns The engine the post process was enabled with.
  15540. */
  15541. getEngine(): Engine;
  15542. /**
  15543. * The effect that is created when initializing the post process.
  15544. * @returns The created effect corresponding the the postprocess.
  15545. */
  15546. getEffect(): Effect;
  15547. /**
  15548. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15549. * @param postProcess The post process to share the output with.
  15550. * @returns This post process.
  15551. */
  15552. shareOutputWith(postProcess: PostProcess): PostProcess;
  15553. /**
  15554. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15555. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15556. */
  15557. useOwnOutput(): void;
  15558. /**
  15559. * Updates the effect with the current post process compile time values and recompiles the shader.
  15560. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15561. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15562. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15563. * @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
  15564. * @param onCompiled Called when the shader has been compiled.
  15565. * @param onError Called if there is an error when compiling a shader.
  15566. */
  15567. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15568. /**
  15569. * The post process is reusable if it can be used multiple times within one frame.
  15570. * @returns If the post process is reusable
  15571. */
  15572. isReusable(): boolean;
  15573. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15574. markTextureDirty(): void;
  15575. /**
  15576. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15577. * 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.
  15578. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15579. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15580. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15581. * @returns The target texture that was bound to be written to.
  15582. */
  15583. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15584. /**
  15585. * If the post process is supported.
  15586. */
  15587. readonly isSupported: boolean;
  15588. /**
  15589. * The aspect ratio of the output texture.
  15590. */
  15591. readonly aspectRatio: number;
  15592. /**
  15593. * Get a value indicating if the post-process is ready to be used
  15594. * @returns true if the post-process is ready (shader is compiled)
  15595. */
  15596. isReady(): boolean;
  15597. /**
  15598. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15599. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15600. */
  15601. apply(): Nullable<Effect>;
  15602. private _disposeTextures;
  15603. /**
  15604. * Disposes the post process.
  15605. * @param camera The camera to dispose the post process on.
  15606. */
  15607. dispose(camera?: Camera): void;
  15608. }
  15609. }
  15610. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15611. /** @hidden */
  15612. export var kernelBlurVaryingDeclaration: {
  15613. name: string;
  15614. shader: string;
  15615. };
  15616. }
  15617. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15618. /** @hidden */
  15619. export var kernelBlurFragment: {
  15620. name: string;
  15621. shader: string;
  15622. };
  15623. }
  15624. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15625. /** @hidden */
  15626. export var kernelBlurFragment2: {
  15627. name: string;
  15628. shader: string;
  15629. };
  15630. }
  15631. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15633. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15634. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15635. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15636. /** @hidden */
  15637. export var kernelBlurPixelShader: {
  15638. name: string;
  15639. shader: string;
  15640. };
  15641. }
  15642. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15643. /** @hidden */
  15644. export var kernelBlurVertex: {
  15645. name: string;
  15646. shader: string;
  15647. };
  15648. }
  15649. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15650. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15651. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15652. /** @hidden */
  15653. export var kernelBlurVertexShader: {
  15654. name: string;
  15655. shader: string;
  15656. };
  15657. }
  15658. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15659. import { Vector2 } from "babylonjs/Maths/math.vector";
  15660. import { Nullable } from "babylonjs/types";
  15661. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15662. import { Camera } from "babylonjs/Cameras/camera";
  15663. import { Effect } from "babylonjs/Materials/effect";
  15664. import { Engine } from "babylonjs/Engines/engine";
  15665. import "babylonjs/Shaders/kernelBlur.fragment";
  15666. import "babylonjs/Shaders/kernelBlur.vertex";
  15667. /**
  15668. * The Blur Post Process which blurs an image based on a kernel and direction.
  15669. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15670. */
  15671. export class BlurPostProcess extends PostProcess {
  15672. /** The direction in which to blur the image. */
  15673. direction: Vector2;
  15674. private blockCompilation;
  15675. protected _kernel: number;
  15676. protected _idealKernel: number;
  15677. protected _packedFloat: boolean;
  15678. private _staticDefines;
  15679. /**
  15680. * Sets the length in pixels of the blur sample region
  15681. */
  15682. /**
  15683. * Gets the length in pixels of the blur sample region
  15684. */
  15685. kernel: number;
  15686. /**
  15687. * Sets wether or not the blur needs to unpack/repack floats
  15688. */
  15689. /**
  15690. * Gets wether or not the blur is unpacking/repacking floats
  15691. */
  15692. packedFloat: boolean;
  15693. /**
  15694. * Creates a new instance BlurPostProcess
  15695. * @param name The name of the effect.
  15696. * @param direction The direction in which to blur the image.
  15697. * @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.
  15698. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15699. * @param camera The camera to apply the render pass to.
  15700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15701. * @param engine The engine which the post process will be applied. (default: current engine)
  15702. * @param reusable If the post process can be reused on the same frame. (default: false)
  15703. * @param textureType Type of textures used when performing the post process. (default: 0)
  15704. * @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)
  15705. */
  15706. constructor(name: string,
  15707. /** The direction in which to blur the image. */
  15708. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15709. /**
  15710. * Updates the effect with the current post process compile time values and recompiles the shader.
  15711. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15712. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15713. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15714. * @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
  15715. * @param onCompiled Called when the shader has been compiled.
  15716. * @param onError Called if there is an error when compiling a shader.
  15717. */
  15718. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15719. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15720. /**
  15721. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15722. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15723. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15724. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15725. * The gaps between physical kernels are compensated for in the weighting of the samples
  15726. * @param idealKernel Ideal blur kernel.
  15727. * @return Nearest best kernel.
  15728. */
  15729. protected _nearestBestKernel(idealKernel: number): number;
  15730. /**
  15731. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15732. * @param x The point on the Gaussian distribution to sample.
  15733. * @return the value of the Gaussian function at x.
  15734. */
  15735. protected _gaussianWeight(x: number): number;
  15736. /**
  15737. * Generates a string that can be used as a floating point number in GLSL.
  15738. * @param x Value to print.
  15739. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15740. * @return GLSL float string.
  15741. */
  15742. protected _glslFloat(x: number, decimalFigures?: number): string;
  15743. }
  15744. }
  15745. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15746. import { Scene } from "babylonjs/scene";
  15747. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15748. import { Plane } from "babylonjs/Maths/math.plane";
  15749. /**
  15750. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15751. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15752. * You can then easily use it as a reflectionTexture on a flat surface.
  15753. * In case the surface is not a plane, please consider relying on reflection probes.
  15754. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15755. */
  15756. export class MirrorTexture extends RenderTargetTexture {
  15757. private scene;
  15758. /**
  15759. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15760. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15761. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15762. */
  15763. mirrorPlane: Plane;
  15764. /**
  15765. * Define the blur ratio used to blur the reflection if needed.
  15766. */
  15767. blurRatio: number;
  15768. /**
  15769. * Define the adaptive blur kernel used to blur the reflection if needed.
  15770. * This will autocompute the closest best match for the `blurKernel`
  15771. */
  15772. adaptiveBlurKernel: number;
  15773. /**
  15774. * Define the blur kernel used to blur the reflection if needed.
  15775. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15776. */
  15777. blurKernel: number;
  15778. /**
  15779. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15780. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15781. */
  15782. blurKernelX: number;
  15783. /**
  15784. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15785. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15786. */
  15787. blurKernelY: number;
  15788. private _autoComputeBlurKernel;
  15789. protected _onRatioRescale(): void;
  15790. private _updateGammaSpace;
  15791. private _imageProcessingConfigChangeObserver;
  15792. private _transformMatrix;
  15793. private _mirrorMatrix;
  15794. private _savedViewMatrix;
  15795. private _blurX;
  15796. private _blurY;
  15797. private _adaptiveBlurKernel;
  15798. private _blurKernelX;
  15799. private _blurKernelY;
  15800. private _blurRatio;
  15801. /**
  15802. * Instantiates a Mirror Texture.
  15803. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15804. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15805. * You can then easily use it as a reflectionTexture on a flat surface.
  15806. * In case the surface is not a plane, please consider relying on reflection probes.
  15807. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15808. * @param name
  15809. * @param size
  15810. * @param scene
  15811. * @param generateMipMaps
  15812. * @param type
  15813. * @param samplingMode
  15814. * @param generateDepthBuffer
  15815. */
  15816. constructor(name: string, size: number | {
  15817. width: number;
  15818. height: number;
  15819. } | {
  15820. ratio: number;
  15821. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15822. private _preparePostProcesses;
  15823. /**
  15824. * Clone the mirror texture.
  15825. * @returns the cloned texture
  15826. */
  15827. clone(): MirrorTexture;
  15828. /**
  15829. * Serialize the texture to a JSON representation you could use in Parse later on
  15830. * @returns the serialized JSON representation
  15831. */
  15832. serialize(): any;
  15833. /**
  15834. * Dispose the texture and release its associated resources.
  15835. */
  15836. dispose(): void;
  15837. }
  15838. }
  15839. declare module "babylonjs/Materials/Textures/texture" {
  15840. import { Observable } from "babylonjs/Misc/observable";
  15841. import { Nullable } from "babylonjs/types";
  15842. import { Scene } from "babylonjs/scene";
  15843. import { Matrix } from "babylonjs/Maths/math.vector";
  15844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15845. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15846. import { Engine } from "babylonjs/Engines/engine";
  15847. /**
  15848. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15849. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15850. */
  15851. export class Texture extends BaseTexture {
  15852. /** @hidden */
  15853. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15854. /** @hidden */
  15855. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15856. /** @hidden */
  15857. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15858. /** nearest is mag = nearest and min = nearest and mip = linear */
  15859. static readonly NEAREST_SAMPLINGMODE: number;
  15860. /** nearest is mag = nearest and min = nearest and mip = linear */
  15861. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15862. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15863. static readonly BILINEAR_SAMPLINGMODE: number;
  15864. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15865. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15866. /** Trilinear is mag = linear and min = linear and mip = linear */
  15867. static readonly TRILINEAR_SAMPLINGMODE: number;
  15868. /** Trilinear is mag = linear and min = linear and mip = linear */
  15869. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15870. /** mag = nearest and min = nearest and mip = nearest */
  15871. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15872. /** mag = nearest and min = linear and mip = nearest */
  15873. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15874. /** mag = nearest and min = linear and mip = linear */
  15875. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15876. /** mag = nearest and min = linear and mip = none */
  15877. static readonly NEAREST_LINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = none */
  15879. static readonly NEAREST_NEAREST: number;
  15880. /** mag = linear and min = nearest and mip = nearest */
  15881. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15882. /** mag = linear and min = nearest and mip = linear */
  15883. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15884. /** mag = linear and min = linear and mip = none */
  15885. static readonly LINEAR_LINEAR: number;
  15886. /** mag = linear and min = nearest and mip = none */
  15887. static readonly LINEAR_NEAREST: number;
  15888. /** Explicit coordinates mode */
  15889. static readonly EXPLICIT_MODE: number;
  15890. /** Spherical coordinates mode */
  15891. static readonly SPHERICAL_MODE: number;
  15892. /** Planar coordinates mode */
  15893. static readonly PLANAR_MODE: number;
  15894. /** Cubic coordinates mode */
  15895. static readonly CUBIC_MODE: number;
  15896. /** Projection coordinates mode */
  15897. static readonly PROJECTION_MODE: number;
  15898. /** Inverse Cubic coordinates mode */
  15899. static readonly SKYBOX_MODE: number;
  15900. /** Inverse Cubic coordinates mode */
  15901. static readonly INVCUBIC_MODE: number;
  15902. /** Equirectangular coordinates mode */
  15903. static readonly EQUIRECTANGULAR_MODE: number;
  15904. /** Equirectangular Fixed coordinates mode */
  15905. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15906. /** Equirectangular Fixed Mirrored coordinates mode */
  15907. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15908. /** Texture is not repeating outside of 0..1 UVs */
  15909. static readonly CLAMP_ADDRESSMODE: number;
  15910. /** Texture is repeating outside of 0..1 UVs */
  15911. static readonly WRAP_ADDRESSMODE: number;
  15912. /** Texture is repeating and mirrored */
  15913. static readonly MIRROR_ADDRESSMODE: number;
  15914. /**
  15915. * 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
  15916. */
  15917. static UseSerializedUrlIfAny: boolean;
  15918. /**
  15919. * Define the url of the texture.
  15920. */
  15921. url: Nullable<string>;
  15922. /**
  15923. * Define an offset on the texture to offset the u coordinates of the UVs
  15924. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15925. */
  15926. uOffset: number;
  15927. /**
  15928. * Define an offset on the texture to offset the v coordinates of the UVs
  15929. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15930. */
  15931. vOffset: number;
  15932. /**
  15933. * Define an offset on the texture to scale the u coordinates of the UVs
  15934. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15935. */
  15936. uScale: number;
  15937. /**
  15938. * Define an offset on the texture to scale the v coordinates of the UVs
  15939. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15940. */
  15941. vScale: number;
  15942. /**
  15943. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials
  15945. */
  15946. uAng: number;
  15947. /**
  15948. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials
  15950. */
  15951. vAng: number;
  15952. /**
  15953. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15954. * @see http://doc.babylonjs.com/how_to/more_materials
  15955. */
  15956. wAng: number;
  15957. /**
  15958. * Defines the center of rotation (U)
  15959. */
  15960. uRotationCenter: number;
  15961. /**
  15962. * Defines the center of rotation (V)
  15963. */
  15964. vRotationCenter: number;
  15965. /**
  15966. * Defines the center of rotation (W)
  15967. */
  15968. wRotationCenter: number;
  15969. /**
  15970. * Are mip maps generated for this texture or not.
  15971. */
  15972. readonly noMipmap: boolean;
  15973. /**
  15974. * List of inspectable custom properties (used by the Inspector)
  15975. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15976. */
  15977. inspectableCustomProperties: Nullable<IInspectable[]>;
  15978. private _noMipmap;
  15979. /** @hidden */
  15980. _invertY: boolean;
  15981. private _rowGenerationMatrix;
  15982. private _cachedTextureMatrix;
  15983. private _projectionModeMatrix;
  15984. private _t0;
  15985. private _t1;
  15986. private _t2;
  15987. private _cachedUOffset;
  15988. private _cachedVOffset;
  15989. private _cachedUScale;
  15990. private _cachedVScale;
  15991. private _cachedUAng;
  15992. private _cachedVAng;
  15993. private _cachedWAng;
  15994. private _cachedProjectionMatrixId;
  15995. private _cachedCoordinatesMode;
  15996. /** @hidden */
  15997. protected _initialSamplingMode: number;
  15998. /** @hidden */
  15999. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16000. private _deleteBuffer;
  16001. protected _format: Nullable<number>;
  16002. private _delayedOnLoad;
  16003. private _delayedOnError;
  16004. /**
  16005. * Observable triggered once the texture has been loaded.
  16006. */
  16007. onLoadObservable: Observable<Texture>;
  16008. protected _isBlocking: boolean;
  16009. /**
  16010. * Is the texture preventing material to render while loading.
  16011. * If false, a default texture will be used instead of the loading one during the preparation step.
  16012. */
  16013. isBlocking: boolean;
  16014. /**
  16015. * Get the current sampling mode associated with the texture.
  16016. */
  16017. readonly samplingMode: number;
  16018. /**
  16019. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16020. */
  16021. readonly invertY: boolean;
  16022. /**
  16023. * Instantiates a new texture.
  16024. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16025. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16026. * @param url define the url of the picture to load as a texture
  16027. * @param scene define the scene or engine the texture will belong to
  16028. * @param noMipmap define if the texture will require mip maps or not
  16029. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16030. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16031. * @param onLoad define a callback triggered when the texture has been loaded
  16032. * @param onError define a callback triggered when an error occurred during the loading session
  16033. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16034. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16035. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16036. */
  16037. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, 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);
  16038. /**
  16039. * Update the url (and optional buffer) of this texture if url was null during construction.
  16040. * @param url the url of the texture
  16041. * @param buffer the buffer of the texture (defaults to null)
  16042. * @param onLoad callback called when the texture is loaded (defaults to null)
  16043. */
  16044. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16045. /**
  16046. * Finish the loading sequence of a texture flagged as delayed load.
  16047. * @hidden
  16048. */
  16049. delayLoad(): void;
  16050. private _prepareRowForTextureGeneration;
  16051. /**
  16052. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16053. * @returns the transform matrix of the texture.
  16054. */
  16055. getTextureMatrix(): Matrix;
  16056. /**
  16057. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16058. * @returns The reflection texture transform
  16059. */
  16060. getReflectionTextureMatrix(): Matrix;
  16061. /**
  16062. * Clones the texture.
  16063. * @returns the cloned texture
  16064. */
  16065. clone(): Texture;
  16066. /**
  16067. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16068. * @returns The JSON representation of the texture
  16069. */
  16070. serialize(): any;
  16071. /**
  16072. * Get the current class name of the texture useful for serialization or dynamic coding.
  16073. * @returns "Texture"
  16074. */
  16075. getClassName(): string;
  16076. /**
  16077. * Dispose the texture and release its associated resources.
  16078. */
  16079. dispose(): void;
  16080. /**
  16081. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16082. * @param parsedTexture Define the JSON representation of the texture
  16083. * @param scene Define the scene the parsed texture should be instantiated in
  16084. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16085. * @returns The parsed texture if successful
  16086. */
  16087. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16088. /**
  16089. * Creates a texture from its base 64 representation.
  16090. * @param data Define the base64 payload without the data: prefix
  16091. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16092. * @param scene Define the scene the texture should belong to
  16093. * @param noMipmap Forces the texture to not create mip map information if true
  16094. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16095. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16096. * @param onLoad define a callback triggered when the texture has been loaded
  16097. * @param onError define a callback triggered when an error occurred during the loading session
  16098. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16099. * @returns the created texture
  16100. */
  16101. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16102. /**
  16103. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16104. * @param data Define the base64 payload without the data: prefix
  16105. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16106. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16107. * @param scene Define the scene the texture should belong to
  16108. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16109. * @param noMipmap Forces the texture to not create mip map information if true
  16110. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16111. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16112. * @param onLoad define a callback triggered when the texture has been loaded
  16113. * @param onError define a callback triggered when an error occurred during the loading session
  16114. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16115. * @returns the created texture
  16116. */
  16117. 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;
  16118. }
  16119. }
  16120. declare module "babylonjs/PostProcesses/postProcessManager" {
  16121. import { Nullable } from "babylonjs/types";
  16122. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16123. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16124. import { Scene } from "babylonjs/scene";
  16125. /**
  16126. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16127. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16128. */
  16129. export class PostProcessManager {
  16130. private _scene;
  16131. private _indexBuffer;
  16132. private _vertexBuffers;
  16133. /**
  16134. * Creates a new instance PostProcess
  16135. * @param scene The scene that the post process is associated with.
  16136. */
  16137. constructor(scene: Scene);
  16138. private _prepareBuffers;
  16139. private _buildIndexBuffer;
  16140. /**
  16141. * Rebuilds the vertex buffers of the manager.
  16142. * @hidden
  16143. */
  16144. _rebuild(): void;
  16145. /**
  16146. * Prepares a frame to be run through a post process.
  16147. * @param sourceTexture The input texture to the post procesess. (default: null)
  16148. * @param postProcesses An array of post processes to be run. (default: null)
  16149. * @returns True if the post processes were able to be run.
  16150. * @hidden
  16151. */
  16152. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16153. /**
  16154. * Manually render a set of post processes to a texture.
  16155. * @param postProcesses An array of post processes to be run.
  16156. * @param targetTexture The target texture to render to.
  16157. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16158. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16159. * @param lodLevel defines which lod of the texture to render to
  16160. */
  16161. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16162. /**
  16163. * Finalize the result of the output of the postprocesses.
  16164. * @param doNotPresent If true the result will not be displayed to the screen.
  16165. * @param targetTexture The target texture to render to.
  16166. * @param faceIndex The index of the face to bind the target texture to.
  16167. * @param postProcesses The array of post processes to render.
  16168. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16169. * @hidden
  16170. */
  16171. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16172. /**
  16173. * Disposes of the post process manager.
  16174. */
  16175. dispose(): void;
  16176. }
  16177. }
  16178. declare module "babylonjs/Misc/gradients" {
  16179. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16180. /** Interface used by value gradients (color, factor, ...) */
  16181. export interface IValueGradient {
  16182. /**
  16183. * Gets or sets the gradient value (between 0 and 1)
  16184. */
  16185. gradient: number;
  16186. }
  16187. /** Class used to store color4 gradient */
  16188. export class ColorGradient implements IValueGradient {
  16189. /**
  16190. * Gets or sets the gradient value (between 0 and 1)
  16191. */
  16192. gradient: number;
  16193. /**
  16194. * Gets or sets first associated color
  16195. */
  16196. color1: Color4;
  16197. /**
  16198. * Gets or sets second associated color
  16199. */
  16200. color2?: Color4;
  16201. /**
  16202. * Will get a color picked randomly between color1 and color2.
  16203. * If color2 is undefined then color1 will be used
  16204. * @param result defines the target Color4 to store the result in
  16205. */
  16206. getColorToRef(result: Color4): void;
  16207. }
  16208. /** Class used to store color 3 gradient */
  16209. export class Color3Gradient implements IValueGradient {
  16210. /**
  16211. * Gets or sets the gradient value (between 0 and 1)
  16212. */
  16213. gradient: number;
  16214. /**
  16215. * Gets or sets the associated color
  16216. */
  16217. color: Color3;
  16218. }
  16219. /** Class used to store factor gradient */
  16220. export class FactorGradient implements IValueGradient {
  16221. /**
  16222. * Gets or sets the gradient value (between 0 and 1)
  16223. */
  16224. gradient: number;
  16225. /**
  16226. * Gets or sets first associated factor
  16227. */
  16228. factor1: number;
  16229. /**
  16230. * Gets or sets second associated factor
  16231. */
  16232. factor2?: number;
  16233. /**
  16234. * Will get a number picked randomly between factor1 and factor2.
  16235. * If factor2 is undefined then factor1 will be used
  16236. * @returns the picked number
  16237. */
  16238. getFactor(): number;
  16239. }
  16240. /**
  16241. * Helper used to simplify some generic gradient tasks
  16242. */
  16243. export class GradientHelper {
  16244. /**
  16245. * Gets the current gradient from an array of IValueGradient
  16246. * @param ratio defines the current ratio to get
  16247. * @param gradients defines the array of IValueGradient
  16248. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16249. */
  16250. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16251. }
  16252. }
  16253. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16254. import { Scene } from "babylonjs/scene";
  16255. import { ISceneComponent } from "babylonjs/sceneComponent";
  16256. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16257. module "babylonjs/abstractScene" {
  16258. interface AbstractScene {
  16259. /**
  16260. * The list of procedural textures added to the scene
  16261. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16262. */
  16263. proceduralTextures: Array<ProceduralTexture>;
  16264. }
  16265. }
  16266. /**
  16267. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16268. * in a given scene.
  16269. */
  16270. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16271. /**
  16272. * The component name helpfull to identify the component in the list of scene components.
  16273. */
  16274. readonly name: string;
  16275. /**
  16276. * The scene the component belongs to.
  16277. */
  16278. scene: Scene;
  16279. /**
  16280. * Creates a new instance of the component for the given scene
  16281. * @param scene Defines the scene to register the component in
  16282. */
  16283. constructor(scene: Scene);
  16284. /**
  16285. * Registers the component in a given scene
  16286. */
  16287. register(): void;
  16288. /**
  16289. * Rebuilds the elements related to this component in case of
  16290. * context lost for instance.
  16291. */
  16292. rebuild(): void;
  16293. /**
  16294. * Disposes the component and the associated ressources.
  16295. */
  16296. dispose(): void;
  16297. private _beforeClear;
  16298. }
  16299. }
  16300. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16301. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16302. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16303. module "babylonjs/Engines/engine" {
  16304. interface Engine {
  16305. /**
  16306. * Creates a new render target cube texture
  16307. * @param size defines the size of the texture
  16308. * @param options defines the options used to create the texture
  16309. * @returns a new render target cube texture stored in an InternalTexture
  16310. */
  16311. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16312. }
  16313. }
  16314. }
  16315. declare module "babylonjs/Shaders/procedural.vertex" {
  16316. /** @hidden */
  16317. export var proceduralVertexShader: {
  16318. name: string;
  16319. shader: string;
  16320. };
  16321. }
  16322. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16323. import { Observable } from "babylonjs/Misc/observable";
  16324. import { Nullable } from "babylonjs/types";
  16325. import { Scene } from "babylonjs/scene";
  16326. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16327. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16328. import { Effect } from "babylonjs/Materials/effect";
  16329. import { Texture } from "babylonjs/Materials/Textures/texture";
  16330. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16331. import "babylonjs/Shaders/procedural.vertex";
  16332. /**
  16333. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16334. * This is the base class of any Procedural texture and contains most of the shareable code.
  16335. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16336. */
  16337. export class ProceduralTexture extends Texture {
  16338. isCube: boolean;
  16339. /**
  16340. * Define if the texture is enabled or not (disabled texture will not render)
  16341. */
  16342. isEnabled: boolean;
  16343. /**
  16344. * Define if the texture must be cleared before rendering (default is true)
  16345. */
  16346. autoClear: boolean;
  16347. /**
  16348. * Callback called when the texture is generated
  16349. */
  16350. onGenerated: () => void;
  16351. /**
  16352. * Event raised when the texture is generated
  16353. */
  16354. onGeneratedObservable: Observable<ProceduralTexture>;
  16355. /** @hidden */
  16356. _generateMipMaps: boolean;
  16357. /** @hidden **/
  16358. _effect: Effect;
  16359. /** @hidden */
  16360. _textures: {
  16361. [key: string]: Texture;
  16362. };
  16363. private _size;
  16364. private _currentRefreshId;
  16365. private _refreshRate;
  16366. private _vertexBuffers;
  16367. private _indexBuffer;
  16368. private _uniforms;
  16369. private _samplers;
  16370. private _fragment;
  16371. private _floats;
  16372. private _ints;
  16373. private _floatsArrays;
  16374. private _colors3;
  16375. private _colors4;
  16376. private _vectors2;
  16377. private _vectors3;
  16378. private _matrices;
  16379. private _fallbackTexture;
  16380. private _fallbackTextureUsed;
  16381. private _engine;
  16382. private _cachedDefines;
  16383. private _contentUpdateId;
  16384. private _contentData;
  16385. /**
  16386. * Instantiates a new procedural texture.
  16387. * 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.
  16388. * This is the base class of any Procedural texture and contains most of the shareable code.
  16389. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16390. * @param name Define the name of the texture
  16391. * @param size Define the size of the texture to create
  16392. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16393. * @param scene Define the scene the texture belongs to
  16394. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16395. * @param generateMipMaps Define if the texture should creates mip maps or not
  16396. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16397. */
  16398. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16399. /**
  16400. * The effect that is created when initializing the post process.
  16401. * @returns The created effect corresponding the the postprocess.
  16402. */
  16403. getEffect(): Effect;
  16404. /**
  16405. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16406. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16407. */
  16408. getContent(): Nullable<ArrayBufferView>;
  16409. private _createIndexBuffer;
  16410. /** @hidden */
  16411. _rebuild(): void;
  16412. /**
  16413. * Resets the texture in order to recreate its associated resources.
  16414. * This can be called in case of context loss
  16415. */
  16416. reset(): void;
  16417. protected _getDefines(): string;
  16418. /**
  16419. * Is the texture ready to be used ? (rendered at least once)
  16420. * @returns true if ready, otherwise, false.
  16421. */
  16422. isReady(): boolean;
  16423. /**
  16424. * Resets the refresh counter of the texture and start bak from scratch.
  16425. * Could be useful to regenerate the texture if it is setup to render only once.
  16426. */
  16427. resetRefreshCounter(): void;
  16428. /**
  16429. * Set the fragment shader to use in order to render the texture.
  16430. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16431. */
  16432. setFragment(fragment: any): void;
  16433. /**
  16434. * Define the refresh rate of the texture or the rendering frequency.
  16435. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16436. */
  16437. refreshRate: number;
  16438. /** @hidden */
  16439. _shouldRender(): boolean;
  16440. /**
  16441. * Get the size the texture is rendering at.
  16442. * @returns the size (texture is always squared)
  16443. */
  16444. getRenderSize(): number;
  16445. /**
  16446. * Resize the texture to new value.
  16447. * @param size Define the new size the texture should have
  16448. * @param generateMipMaps Define whether the new texture should create mip maps
  16449. */
  16450. resize(size: number, generateMipMaps: boolean): void;
  16451. private _checkUniform;
  16452. /**
  16453. * Set a texture in the shader program used to render.
  16454. * @param name Define the name of the uniform samplers as defined in the shader
  16455. * @param texture Define the texture to bind to this sampler
  16456. * @return the texture itself allowing "fluent" like uniform updates
  16457. */
  16458. setTexture(name: string, texture: Texture): ProceduralTexture;
  16459. /**
  16460. * Set a float in the shader.
  16461. * @param name Define the name of the uniform as defined in the shader
  16462. * @param value Define the value to give to the uniform
  16463. * @return the texture itself allowing "fluent" like uniform updates
  16464. */
  16465. setFloat(name: string, value: number): ProceduralTexture;
  16466. /**
  16467. * Set a int in the shader.
  16468. * @param name Define the name of the uniform as defined in the shader
  16469. * @param value Define the value to give to the uniform
  16470. * @return the texture itself allowing "fluent" like uniform updates
  16471. */
  16472. setInt(name: string, value: number): ProceduralTexture;
  16473. /**
  16474. * Set an array of floats in the shader.
  16475. * @param name Define the name of the uniform as defined in the shader
  16476. * @param value Define the value to give to the uniform
  16477. * @return the texture itself allowing "fluent" like uniform updates
  16478. */
  16479. setFloats(name: string, value: number[]): ProceduralTexture;
  16480. /**
  16481. * Set a vec3 in the shader from a Color3.
  16482. * @param name Define the name of the uniform as defined in the shader
  16483. * @param value Define the value to give to the uniform
  16484. * @return the texture itself allowing "fluent" like uniform updates
  16485. */
  16486. setColor3(name: string, value: Color3): ProceduralTexture;
  16487. /**
  16488. * Set a vec4 in the shader from a Color4.
  16489. * @param name Define the name of the uniform as defined in the shader
  16490. * @param value Define the value to give to the uniform
  16491. * @return the texture itself allowing "fluent" like uniform updates
  16492. */
  16493. setColor4(name: string, value: Color4): ProceduralTexture;
  16494. /**
  16495. * Set a vec2 in the shader from a Vector2.
  16496. * @param name Define the name of the uniform as defined in the shader
  16497. * @param value Define the value to give to the uniform
  16498. * @return the texture itself allowing "fluent" like uniform updates
  16499. */
  16500. setVector2(name: string, value: Vector2): ProceduralTexture;
  16501. /**
  16502. * Set a vec3 in the shader from a Vector3.
  16503. * @param name Define the name of the uniform as defined in the shader
  16504. * @param value Define the value to give to the uniform
  16505. * @return the texture itself allowing "fluent" like uniform updates
  16506. */
  16507. setVector3(name: string, value: Vector3): ProceduralTexture;
  16508. /**
  16509. * Set a mat4 in the shader from a MAtrix.
  16510. * @param name Define the name of the uniform as defined in the shader
  16511. * @param value Define the value to give to the uniform
  16512. * @return the texture itself allowing "fluent" like uniform updates
  16513. */
  16514. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16515. /**
  16516. * Render the texture to its associated render target.
  16517. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16518. */
  16519. render(useCameraPostProcess?: boolean): void;
  16520. /**
  16521. * Clone the texture.
  16522. * @returns the cloned texture
  16523. */
  16524. clone(): ProceduralTexture;
  16525. /**
  16526. * Dispose the texture and release its asoociated resources.
  16527. */
  16528. dispose(): void;
  16529. }
  16530. }
  16531. declare module "babylonjs/Particles/baseParticleSystem" {
  16532. import { Nullable } from "babylonjs/types";
  16533. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16535. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16536. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16537. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16538. import { Scene } from "babylonjs/scene";
  16539. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16540. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16541. import { Texture } from "babylonjs/Materials/Textures/texture";
  16542. import { Color4 } from "babylonjs/Maths/math.color";
  16543. import { Animation } from "babylonjs/Animations/animation";
  16544. /**
  16545. * This represents the base class for particle system in Babylon.
  16546. * 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.
  16547. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16548. * @example https://doc.babylonjs.com/babylon101/particles
  16549. */
  16550. export class BaseParticleSystem {
  16551. /**
  16552. * Source color is added to the destination color without alpha affecting the result
  16553. */
  16554. static BLENDMODE_ONEONE: number;
  16555. /**
  16556. * Blend current color and particle color using particle’s alpha
  16557. */
  16558. static BLENDMODE_STANDARD: number;
  16559. /**
  16560. * Add current color and particle color multiplied by particle’s alpha
  16561. */
  16562. static BLENDMODE_ADD: number;
  16563. /**
  16564. * Multiply current color with particle color
  16565. */
  16566. static BLENDMODE_MULTIPLY: number;
  16567. /**
  16568. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_MULTIPLYADD: number;
  16571. /**
  16572. * List of animations used by the particle system.
  16573. */
  16574. animations: Animation[];
  16575. /**
  16576. * The id of the Particle system.
  16577. */
  16578. id: string;
  16579. /**
  16580. * The friendly name of the Particle system.
  16581. */
  16582. name: string;
  16583. /**
  16584. * The rendering group used by the Particle system to chose when to render.
  16585. */
  16586. renderingGroupId: number;
  16587. /**
  16588. * The emitter represents the Mesh or position we are attaching the particle system to.
  16589. */
  16590. emitter: Nullable<AbstractMesh | Vector3>;
  16591. /**
  16592. * The maximum number of particles to emit per frame
  16593. */
  16594. emitRate: number;
  16595. /**
  16596. * If you want to launch only a few particles at once, that can be done, as well.
  16597. */
  16598. manualEmitCount: number;
  16599. /**
  16600. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16601. */
  16602. updateSpeed: number;
  16603. /**
  16604. * The amount of time the particle system is running (depends of the overall update speed).
  16605. */
  16606. targetStopDuration: number;
  16607. /**
  16608. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16609. */
  16610. disposeOnStop: boolean;
  16611. /**
  16612. * Minimum power of emitting particles.
  16613. */
  16614. minEmitPower: number;
  16615. /**
  16616. * Maximum power of emitting particles.
  16617. */
  16618. maxEmitPower: number;
  16619. /**
  16620. * Minimum life time of emitting particles.
  16621. */
  16622. minLifeTime: number;
  16623. /**
  16624. * Maximum life time of emitting particles.
  16625. */
  16626. maxLifeTime: number;
  16627. /**
  16628. * Minimum Size of emitting particles.
  16629. */
  16630. minSize: number;
  16631. /**
  16632. * Maximum Size of emitting particles.
  16633. */
  16634. maxSize: number;
  16635. /**
  16636. * Minimum scale of emitting particles on X axis.
  16637. */
  16638. minScaleX: number;
  16639. /**
  16640. * Maximum scale of emitting particles on X axis.
  16641. */
  16642. maxScaleX: number;
  16643. /**
  16644. * Minimum scale of emitting particles on Y axis.
  16645. */
  16646. minScaleY: number;
  16647. /**
  16648. * Maximum scale of emitting particles on Y axis.
  16649. */
  16650. maxScaleY: number;
  16651. /**
  16652. * Gets or sets the minimal initial rotation in radians.
  16653. */
  16654. minInitialRotation: number;
  16655. /**
  16656. * Gets or sets the maximal initial rotation in radians.
  16657. */
  16658. maxInitialRotation: number;
  16659. /**
  16660. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16661. */
  16662. minAngularSpeed: number;
  16663. /**
  16664. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16665. */
  16666. maxAngularSpeed: number;
  16667. /**
  16668. * The texture used to render each particle. (this can be a spritesheet)
  16669. */
  16670. particleTexture: Nullable<Texture>;
  16671. /**
  16672. * The layer mask we are rendering the particles through.
  16673. */
  16674. layerMask: number;
  16675. /**
  16676. * This can help using your own shader to render the particle system.
  16677. * The according effect will be created
  16678. */
  16679. customShader: any;
  16680. /**
  16681. * By default particle system starts as soon as they are created. This prevents the
  16682. * automatic start to happen and let you decide when to start emitting particles.
  16683. */
  16684. preventAutoStart: boolean;
  16685. private _noiseTexture;
  16686. /**
  16687. * Gets or sets a texture used to add random noise to particle positions
  16688. */
  16689. noiseTexture: Nullable<ProceduralTexture>;
  16690. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16691. noiseStrength: Vector3;
  16692. /**
  16693. * Callback triggered when the particle animation is ending.
  16694. */
  16695. onAnimationEnd: Nullable<() => void>;
  16696. /**
  16697. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16698. */
  16699. blendMode: number;
  16700. /**
  16701. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16702. * to override the particles.
  16703. */
  16704. forceDepthWrite: boolean;
  16705. /** 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 */
  16706. preWarmCycles: number;
  16707. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16708. preWarmStepOffset: number;
  16709. /**
  16710. * 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)
  16711. */
  16712. spriteCellChangeSpeed: number;
  16713. /**
  16714. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16715. */
  16716. startSpriteCellID: number;
  16717. /**
  16718. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16719. */
  16720. endSpriteCellID: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16723. */
  16724. spriteCellWidth: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16727. */
  16728. spriteCellHeight: number;
  16729. /**
  16730. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16731. */
  16732. spriteRandomStartCell: boolean;
  16733. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16734. translationPivot: Vector2;
  16735. /** @hidden */
  16736. protected _isAnimationSheetEnabled: boolean;
  16737. /**
  16738. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16739. */
  16740. beginAnimationOnStart: boolean;
  16741. /**
  16742. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16743. */
  16744. beginAnimationFrom: number;
  16745. /**
  16746. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16747. */
  16748. beginAnimationTo: number;
  16749. /**
  16750. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationLoop: boolean;
  16753. /**
  16754. * Gets or sets a world offset applied to all particles
  16755. */
  16756. worldOffset: Vector3;
  16757. /**
  16758. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16759. */
  16760. isAnimationSheetEnabled: boolean;
  16761. /**
  16762. * Get hosting scene
  16763. * @returns the scene
  16764. */
  16765. getScene(): Scene;
  16766. /**
  16767. * You can use gravity if you want to give an orientation to your particles.
  16768. */
  16769. gravity: Vector3;
  16770. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16771. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16772. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16773. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16774. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16775. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16776. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16777. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16778. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16779. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16780. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16781. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16782. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16783. /**
  16784. * Defines the delay in milliseconds before starting the system (0 by default)
  16785. */
  16786. startDelay: number;
  16787. /**
  16788. * Gets the current list of drag gradients.
  16789. * You must use addDragGradient and removeDragGradient to udpate this list
  16790. * @returns the list of drag gradients
  16791. */
  16792. getDragGradients(): Nullable<Array<FactorGradient>>;
  16793. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16794. limitVelocityDamping: number;
  16795. /**
  16796. * Gets the current list of limit velocity gradients.
  16797. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16798. * @returns the list of limit velocity gradients
  16799. */
  16800. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16801. /**
  16802. * Gets the current list of color gradients.
  16803. * You must use addColorGradient and removeColorGradient to udpate this list
  16804. * @returns the list of color gradients
  16805. */
  16806. getColorGradients(): Nullable<Array<ColorGradient>>;
  16807. /**
  16808. * Gets the current list of size gradients.
  16809. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16810. * @returns the list of size gradients
  16811. */
  16812. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16813. /**
  16814. * Gets the current list of color remap gradients.
  16815. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16816. * @returns the list of color remap gradients
  16817. */
  16818. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16819. /**
  16820. * Gets the current list of alpha remap gradients.
  16821. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16822. * @returns the list of alpha remap gradients
  16823. */
  16824. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16825. /**
  16826. * Gets the current list of life time gradients.
  16827. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16828. * @returns the list of life time gradients
  16829. */
  16830. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16831. /**
  16832. * Gets the current list of angular speed gradients.
  16833. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16834. * @returns the list of angular speed gradients
  16835. */
  16836. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16837. /**
  16838. * Gets the current list of velocity gradients.
  16839. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16840. * @returns the list of velocity gradients
  16841. */
  16842. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16843. /**
  16844. * Gets the current list of start size gradients.
  16845. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16846. * @returns the list of start size gradients
  16847. */
  16848. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16849. /**
  16850. * Gets the current list of emit rate gradients.
  16851. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16852. * @returns the list of emit rate gradients
  16853. */
  16854. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16855. /**
  16856. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16857. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16858. */
  16859. direction1: Vector3;
  16860. /**
  16861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16862. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16863. */
  16864. direction2: Vector3;
  16865. /**
  16866. * 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.
  16867. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16868. */
  16869. minEmitBox: Vector3;
  16870. /**
  16871. * 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.
  16872. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16873. */
  16874. maxEmitBox: Vector3;
  16875. /**
  16876. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16877. */
  16878. color1: Color4;
  16879. /**
  16880. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16881. */
  16882. color2: Color4;
  16883. /**
  16884. * Color the particle will have at the end of its lifetime
  16885. */
  16886. colorDead: Color4;
  16887. /**
  16888. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16889. */
  16890. textureMask: Color4;
  16891. /**
  16892. * The particle emitter type defines the emitter used by the particle system.
  16893. * It can be for example box, sphere, or cone...
  16894. */
  16895. particleEmitterType: IParticleEmitterType;
  16896. /** @hidden */
  16897. _isSubEmitter: boolean;
  16898. /**
  16899. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16900. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16901. */
  16902. billboardMode: number;
  16903. protected _isBillboardBased: boolean;
  16904. /**
  16905. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16906. */
  16907. isBillboardBased: boolean;
  16908. /**
  16909. * The scene the particle system belongs to.
  16910. */
  16911. protected _scene: Scene;
  16912. /**
  16913. * Local cache of defines for image processing.
  16914. */
  16915. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16916. /**
  16917. * Default configuration related to image processing available in the standard Material.
  16918. */
  16919. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16920. /**
  16921. * Gets the image processing configuration used either in this material.
  16922. */
  16923. /**
  16924. * Sets the Default image processing configuration used either in the this material.
  16925. *
  16926. * If sets to null, the scene one is in use.
  16927. */
  16928. imageProcessingConfiguration: ImageProcessingConfiguration;
  16929. /**
  16930. * Attaches a new image processing configuration to the Standard Material.
  16931. * @param configuration
  16932. */
  16933. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16934. /** @hidden */
  16935. protected _reset(): void;
  16936. /** @hidden */
  16937. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16938. /**
  16939. * Instantiates a particle system.
  16940. * 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.
  16941. * @param name The name of the particle system
  16942. */
  16943. constructor(name: string);
  16944. /**
  16945. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16946. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16947. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16948. * @returns the emitter
  16949. */
  16950. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16951. /**
  16952. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16953. * @param radius The radius of the hemisphere to emit from
  16954. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16955. * @returns the emitter
  16956. */
  16957. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16958. /**
  16959. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16960. * @param radius The radius of the sphere to emit from
  16961. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16962. * @returns the emitter
  16963. */
  16964. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16965. /**
  16966. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16967. * @param radius The radius of the sphere to emit from
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16970. * @returns the emitter
  16971. */
  16972. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16975. * @param radius The radius of the emission cylinder
  16976. * @param height The height of the emission cylinder
  16977. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16978. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16979. * @returns the emitter
  16980. */
  16981. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16982. /**
  16983. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16984. * @param radius The radius of the cylinder to emit from
  16985. * @param height The height of the emission cylinder
  16986. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16987. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16988. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16989. * @returns the emitter
  16990. */
  16991. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16992. /**
  16993. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16994. * @param radius The radius of the cone to emit from
  16995. * @param angle The base angle of the cone
  16996. * @returns the emitter
  16997. */
  16998. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16999. /**
  17000. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17001. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17002. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17003. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17004. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17005. * @returns the emitter
  17006. */
  17007. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17008. }
  17009. }
  17010. declare module "babylonjs/Particles/subEmitter" {
  17011. import { Scene } from "babylonjs/scene";
  17012. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17013. /**
  17014. * Type of sub emitter
  17015. */
  17016. export enum SubEmitterType {
  17017. /**
  17018. * Attached to the particle over it's lifetime
  17019. */
  17020. ATTACHED = 0,
  17021. /**
  17022. * Created when the particle dies
  17023. */
  17024. END = 1
  17025. }
  17026. /**
  17027. * Sub emitter class used to emit particles from an existing particle
  17028. */
  17029. export class SubEmitter {
  17030. /**
  17031. * the particle system to be used by the sub emitter
  17032. */
  17033. particleSystem: ParticleSystem;
  17034. /**
  17035. * Type of the submitter (Default: END)
  17036. */
  17037. type: SubEmitterType;
  17038. /**
  17039. * 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)
  17040. * Note: This only is supported when using an emitter of type Mesh
  17041. */
  17042. inheritDirection: boolean;
  17043. /**
  17044. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17045. */
  17046. inheritedVelocityAmount: number;
  17047. /**
  17048. * Creates a sub emitter
  17049. * @param particleSystem the particle system to be used by the sub emitter
  17050. */
  17051. constructor(
  17052. /**
  17053. * the particle system to be used by the sub emitter
  17054. */
  17055. particleSystem: ParticleSystem);
  17056. /**
  17057. * Clones the sub emitter
  17058. * @returns the cloned sub emitter
  17059. */
  17060. clone(): SubEmitter;
  17061. /**
  17062. * Serialize current object to a JSON object
  17063. * @returns the serialized object
  17064. */
  17065. serialize(): any;
  17066. /** @hidden */
  17067. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17068. /**
  17069. * Creates a new SubEmitter from a serialized JSON version
  17070. * @param serializationObject defines the JSON object to read from
  17071. * @param scene defines the hosting scene
  17072. * @param rootUrl defines the rootUrl for data loading
  17073. * @returns a new SubEmitter
  17074. */
  17075. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17076. /** Release associated resources */
  17077. dispose(): void;
  17078. }
  17079. }
  17080. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17081. /** @hidden */
  17082. export var clipPlaneFragmentDeclaration: {
  17083. name: string;
  17084. shader: string;
  17085. };
  17086. }
  17087. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17088. /** @hidden */
  17089. export var imageProcessingDeclaration: {
  17090. name: string;
  17091. shader: string;
  17092. };
  17093. }
  17094. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17095. /** @hidden */
  17096. export var imageProcessingFunctions: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17102. /** @hidden */
  17103. export var clipPlaneFragment: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/particles.fragment" {
  17109. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17110. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17111. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17112. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17113. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17114. /** @hidden */
  17115. export var particlesPixelShader: {
  17116. name: string;
  17117. shader: string;
  17118. };
  17119. }
  17120. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17121. /** @hidden */
  17122. export var clipPlaneVertexDeclaration: {
  17123. name: string;
  17124. shader: string;
  17125. };
  17126. }
  17127. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17128. /** @hidden */
  17129. export var clipPlaneVertex: {
  17130. name: string;
  17131. shader: string;
  17132. };
  17133. }
  17134. declare module "babylonjs/Shaders/particles.vertex" {
  17135. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17136. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17137. /** @hidden */
  17138. export var particlesVertexShader: {
  17139. name: string;
  17140. shader: string;
  17141. };
  17142. }
  17143. declare module "babylonjs/Particles/particleSystem" {
  17144. import { Nullable } from "babylonjs/types";
  17145. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17146. import { Observable } from "babylonjs/Misc/observable";
  17147. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17148. import { Effect } from "babylonjs/Materials/effect";
  17149. import { Scene, IDisposable } from "babylonjs/scene";
  17150. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17151. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17152. import { Particle } from "babylonjs/Particles/particle";
  17153. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17154. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17155. import "babylonjs/Shaders/particles.fragment";
  17156. import "babylonjs/Shaders/particles.vertex";
  17157. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17158. /**
  17159. * This represents a particle system in Babylon.
  17160. * 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.
  17161. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17162. * @example https://doc.babylonjs.com/babylon101/particles
  17163. */
  17164. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17165. /**
  17166. * Billboard mode will only apply to Y axis
  17167. */
  17168. static readonly BILLBOARDMODE_Y: number;
  17169. /**
  17170. * Billboard mode will apply to all axes
  17171. */
  17172. static readonly BILLBOARDMODE_ALL: number;
  17173. /**
  17174. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17175. */
  17176. static readonly BILLBOARDMODE_STRETCHED: number;
  17177. /**
  17178. * This function can be defined to provide custom update for active particles.
  17179. * This function will be called instead of regular update (age, position, color, etc.).
  17180. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17181. */
  17182. updateFunction: (particles: Particle[]) => void;
  17183. private _emitterWorldMatrix;
  17184. /**
  17185. * This function can be defined to specify initial direction for every new particle.
  17186. * It by default use the emitterType defined function
  17187. */
  17188. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17189. /**
  17190. * This function can be defined to specify initial position for every new particle.
  17191. * It by default use the emitterType defined function
  17192. */
  17193. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17194. /**
  17195. * @hidden
  17196. */
  17197. _inheritedVelocityOffset: Vector3;
  17198. /**
  17199. * An event triggered when the system is disposed
  17200. */
  17201. onDisposeObservable: Observable<ParticleSystem>;
  17202. private _onDisposeObserver;
  17203. /**
  17204. * Sets a callback that will be triggered when the system is disposed
  17205. */
  17206. onDispose: () => void;
  17207. private _particles;
  17208. private _epsilon;
  17209. private _capacity;
  17210. private _stockParticles;
  17211. private _newPartsExcess;
  17212. private _vertexData;
  17213. private _vertexBuffer;
  17214. private _vertexBuffers;
  17215. private _spriteBuffer;
  17216. private _indexBuffer;
  17217. private _effect;
  17218. private _customEffect;
  17219. private _cachedDefines;
  17220. private _scaledColorStep;
  17221. private _colorDiff;
  17222. private _scaledDirection;
  17223. private _scaledGravity;
  17224. private _currentRenderId;
  17225. private _alive;
  17226. private _useInstancing;
  17227. private _started;
  17228. private _stopped;
  17229. private _actualFrame;
  17230. private _scaledUpdateSpeed;
  17231. private _vertexBufferSize;
  17232. /** @hidden */
  17233. _currentEmitRateGradient: Nullable<FactorGradient>;
  17234. /** @hidden */
  17235. _currentEmitRate1: number;
  17236. /** @hidden */
  17237. _currentEmitRate2: number;
  17238. /** @hidden */
  17239. _currentStartSizeGradient: Nullable<FactorGradient>;
  17240. /** @hidden */
  17241. _currentStartSize1: number;
  17242. /** @hidden */
  17243. _currentStartSize2: number;
  17244. private readonly _rawTextureWidth;
  17245. private _rampGradientsTexture;
  17246. private _useRampGradients;
  17247. /** Gets or sets a boolean indicating that ramp gradients must be used
  17248. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17249. */
  17250. useRampGradients: boolean;
  17251. /**
  17252. * 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.
  17253. * 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: [])
  17254. */
  17255. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17256. private _subEmitters;
  17257. /**
  17258. * @hidden
  17259. * If the particle systems emitter should be disposed when the particle system is disposed
  17260. */
  17261. _disposeEmitterOnDispose: boolean;
  17262. /**
  17263. * The current active Sub-systems, this property is used by the root particle system only.
  17264. */
  17265. activeSubSystems: Array<ParticleSystem>;
  17266. private _rootParticleSystem;
  17267. /**
  17268. * Gets the current list of active particles
  17269. */
  17270. readonly particles: Particle[];
  17271. /**
  17272. * Returns the string "ParticleSystem"
  17273. * @returns a string containing the class name
  17274. */
  17275. getClassName(): string;
  17276. /**
  17277. * Instantiates a particle system.
  17278. * 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.
  17279. * @param name The name of the particle system
  17280. * @param capacity The max number of particles alive at the same time
  17281. * @param scene The scene the particle system belongs to
  17282. * @param customEffect a custom effect used to change the way particles are rendered by default
  17283. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17284. * @param epsilon Offset used to render the particles
  17285. */
  17286. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17287. private _addFactorGradient;
  17288. private _removeFactorGradient;
  17289. /**
  17290. * Adds a new life time gradient
  17291. * @param gradient defines the gradient to use (between 0 and 1)
  17292. * @param factor defines the life time factor to affect to the specified gradient
  17293. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17294. * @returns the current particle system
  17295. */
  17296. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17297. /**
  17298. * Remove a specific life time gradient
  17299. * @param gradient defines the gradient to remove
  17300. * @returns the current particle system
  17301. */
  17302. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17303. /**
  17304. * Adds a new size gradient
  17305. * @param gradient defines the gradient to use (between 0 and 1)
  17306. * @param factor defines the size factor to affect to the specified gradient
  17307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17308. * @returns the current particle system
  17309. */
  17310. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17311. /**
  17312. * Remove a specific size gradient
  17313. * @param gradient defines the gradient to remove
  17314. * @returns the current particle system
  17315. */
  17316. removeSizeGradient(gradient: number): IParticleSystem;
  17317. /**
  17318. * Adds a new color remap gradient
  17319. * @param gradient defines the gradient to use (between 0 and 1)
  17320. * @param min defines the color remap minimal range
  17321. * @param max defines the color remap maximal range
  17322. * @returns the current particle system
  17323. */
  17324. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17325. /**
  17326. * Remove a specific color remap gradient
  17327. * @param gradient defines the gradient to remove
  17328. * @returns the current particle system
  17329. */
  17330. removeColorRemapGradient(gradient: number): IParticleSystem;
  17331. /**
  17332. * Adds a new alpha remap gradient
  17333. * @param gradient defines the gradient to use (between 0 and 1)
  17334. * @param min defines the alpha remap minimal range
  17335. * @param max defines the alpha remap maximal range
  17336. * @returns the current particle system
  17337. */
  17338. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17339. /**
  17340. * Remove a specific alpha remap gradient
  17341. * @param gradient defines the gradient to remove
  17342. * @returns the current particle system
  17343. */
  17344. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17345. /**
  17346. * Adds a new angular speed gradient
  17347. * @param gradient defines the gradient to use (between 0 and 1)
  17348. * @param factor defines the angular speed to affect to the specified gradient
  17349. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17350. * @returns the current particle system
  17351. */
  17352. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17353. /**
  17354. * Remove a specific angular speed gradient
  17355. * @param gradient defines the gradient to remove
  17356. * @returns the current particle system
  17357. */
  17358. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17359. /**
  17360. * Adds a new velocity gradient
  17361. * @param gradient defines the gradient to use (between 0 and 1)
  17362. * @param factor defines the velocity to affect to the specified gradient
  17363. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17364. * @returns the current particle system
  17365. */
  17366. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17367. /**
  17368. * Remove a specific velocity gradient
  17369. * @param gradient defines the gradient to remove
  17370. * @returns the current particle system
  17371. */
  17372. removeVelocityGradient(gradient: number): IParticleSystem;
  17373. /**
  17374. * Adds a new limit velocity gradient
  17375. * @param gradient defines the gradient to use (between 0 and 1)
  17376. * @param factor defines the limit velocity value to affect to the specified gradient
  17377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17378. * @returns the current particle system
  17379. */
  17380. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17381. /**
  17382. * Remove a specific limit velocity gradient
  17383. * @param gradient defines the gradient to remove
  17384. * @returns the current particle system
  17385. */
  17386. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17387. /**
  17388. * Adds a new drag gradient
  17389. * @param gradient defines the gradient to use (between 0 and 1)
  17390. * @param factor defines the drag value to affect to the specified gradient
  17391. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17392. * @returns the current particle system
  17393. */
  17394. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17395. /**
  17396. * Remove a specific drag gradient
  17397. * @param gradient defines the gradient to remove
  17398. * @returns the current particle system
  17399. */
  17400. removeDragGradient(gradient: number): IParticleSystem;
  17401. /**
  17402. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17403. * @param gradient defines the gradient to use (between 0 and 1)
  17404. * @param factor defines the emit rate value to affect to the specified gradient
  17405. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17406. * @returns the current particle system
  17407. */
  17408. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17409. /**
  17410. * Remove a specific emit rate gradient
  17411. * @param gradient defines the gradient to remove
  17412. * @returns the current particle system
  17413. */
  17414. removeEmitRateGradient(gradient: number): IParticleSystem;
  17415. /**
  17416. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17417. * @param gradient defines the gradient to use (between 0 and 1)
  17418. * @param factor defines the start size value to affect to the specified gradient
  17419. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17420. * @returns the current particle system
  17421. */
  17422. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17423. /**
  17424. * Remove a specific start size gradient
  17425. * @param gradient defines the gradient to remove
  17426. * @returns the current particle system
  17427. */
  17428. removeStartSizeGradient(gradient: number): IParticleSystem;
  17429. private _createRampGradientTexture;
  17430. /**
  17431. * Gets the current list of ramp gradients.
  17432. * You must use addRampGradient and removeRampGradient to udpate this list
  17433. * @returns the list of ramp gradients
  17434. */
  17435. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17436. /**
  17437. * Adds a new ramp gradient used to remap particle colors
  17438. * @param gradient defines the gradient to use (between 0 and 1)
  17439. * @param color defines the color to affect to the specified gradient
  17440. * @returns the current particle system
  17441. */
  17442. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17443. /**
  17444. * Remove a specific ramp gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeRampGradient(gradient: number): ParticleSystem;
  17449. /**
  17450. * Adds a new color gradient
  17451. * @param gradient defines the gradient to use (between 0 and 1)
  17452. * @param color1 defines the color to affect to the specified gradient
  17453. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17454. * @returns this particle system
  17455. */
  17456. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17457. /**
  17458. * Remove a specific color gradient
  17459. * @param gradient defines the gradient to remove
  17460. * @returns this particle system
  17461. */
  17462. removeColorGradient(gradient: number): IParticleSystem;
  17463. private _fetchR;
  17464. protected _reset(): void;
  17465. private _resetEffect;
  17466. private _createVertexBuffers;
  17467. private _createIndexBuffer;
  17468. /**
  17469. * Gets the maximum number of particles active at the same time.
  17470. * @returns The max number of active particles.
  17471. */
  17472. getCapacity(): number;
  17473. /**
  17474. * Gets whether there are still active particles in the system.
  17475. * @returns True if it is alive, otherwise false.
  17476. */
  17477. isAlive(): boolean;
  17478. /**
  17479. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17480. * @returns True if it has been started, otherwise false.
  17481. */
  17482. isStarted(): boolean;
  17483. private _prepareSubEmitterInternalArray;
  17484. /**
  17485. * Starts the particle system and begins to emit
  17486. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17487. */
  17488. start(delay?: number): void;
  17489. /**
  17490. * Stops the particle system.
  17491. * @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.
  17492. */
  17493. stop(stopSubEmitters?: boolean): void;
  17494. /**
  17495. * Remove all active particles
  17496. */
  17497. reset(): void;
  17498. /**
  17499. * @hidden (for internal use only)
  17500. */
  17501. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17502. /**
  17503. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17504. * Its lifetime will start back at 0.
  17505. */
  17506. recycleParticle: (particle: Particle) => void;
  17507. private _stopSubEmitters;
  17508. private _createParticle;
  17509. private _removeFromRoot;
  17510. private _emitFromParticle;
  17511. private _update;
  17512. /** @hidden */
  17513. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17514. /** @hidden */
  17515. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17516. /** @hidden */
  17517. private _getEffect;
  17518. /**
  17519. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17520. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17521. */
  17522. animate(preWarmOnly?: boolean): void;
  17523. private _appendParticleVertices;
  17524. /**
  17525. * Rebuilds the particle system.
  17526. */
  17527. rebuild(): void;
  17528. /**
  17529. * Is this system ready to be used/rendered
  17530. * @return true if the system is ready
  17531. */
  17532. isReady(): boolean;
  17533. private _render;
  17534. /**
  17535. * Renders the particle system in its current state.
  17536. * @returns the current number of particles
  17537. */
  17538. render(): number;
  17539. /**
  17540. * Disposes the particle system and free the associated resources
  17541. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17542. */
  17543. dispose(disposeTexture?: boolean): void;
  17544. /**
  17545. * Clones the particle system.
  17546. * @param name The name of the cloned object
  17547. * @param newEmitter The new emitter to use
  17548. * @returns the cloned particle system
  17549. */
  17550. clone(name: string, newEmitter: any): ParticleSystem;
  17551. /**
  17552. * Serializes the particle system to a JSON object.
  17553. * @returns the JSON object
  17554. */
  17555. serialize(): any;
  17556. /** @hidden */
  17557. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17558. /** @hidden */
  17559. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17560. /**
  17561. * Parses a JSON object to create a particle system.
  17562. * @param parsedParticleSystem The JSON object to parse
  17563. * @param scene The scene to create the particle system in
  17564. * @param rootUrl The root url to use to load external dependencies like texture
  17565. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17566. * @returns the Parsed particle system
  17567. */
  17568. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17569. }
  17570. }
  17571. declare module "babylonjs/Particles/particle" {
  17572. import { Nullable } from "babylonjs/types";
  17573. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17574. import { Color4 } from "babylonjs/Maths/math.color";
  17575. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17576. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17577. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17578. /**
  17579. * A particle represents one of the element emitted by a particle system.
  17580. * This is mainly define by its coordinates, direction, velocity and age.
  17581. */
  17582. export class Particle {
  17583. /**
  17584. * The particle system the particle belongs to.
  17585. */
  17586. particleSystem: ParticleSystem;
  17587. private static _Count;
  17588. /**
  17589. * Unique ID of the particle
  17590. */
  17591. id: number;
  17592. /**
  17593. * The world position of the particle in the scene.
  17594. */
  17595. position: Vector3;
  17596. /**
  17597. * The world direction of the particle in the scene.
  17598. */
  17599. direction: Vector3;
  17600. /**
  17601. * The color of the particle.
  17602. */
  17603. color: Color4;
  17604. /**
  17605. * The color change of the particle per step.
  17606. */
  17607. colorStep: Color4;
  17608. /**
  17609. * Defines how long will the life of the particle be.
  17610. */
  17611. lifeTime: number;
  17612. /**
  17613. * The current age of the particle.
  17614. */
  17615. age: number;
  17616. /**
  17617. * The current size of the particle.
  17618. */
  17619. size: number;
  17620. /**
  17621. * The current scale of the particle.
  17622. */
  17623. scale: Vector2;
  17624. /**
  17625. * The current angle of the particle.
  17626. */
  17627. angle: number;
  17628. /**
  17629. * Defines how fast is the angle changing.
  17630. */
  17631. angularSpeed: number;
  17632. /**
  17633. * Defines the cell index used by the particle to be rendered from a sprite.
  17634. */
  17635. cellIndex: number;
  17636. /**
  17637. * The information required to support color remapping
  17638. */
  17639. remapData: Vector4;
  17640. /** @hidden */
  17641. _randomCellOffset?: number;
  17642. /** @hidden */
  17643. _initialDirection: Nullable<Vector3>;
  17644. /** @hidden */
  17645. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17646. /** @hidden */
  17647. _initialStartSpriteCellID: number;
  17648. /** @hidden */
  17649. _initialEndSpriteCellID: number;
  17650. /** @hidden */
  17651. _currentColorGradient: Nullable<ColorGradient>;
  17652. /** @hidden */
  17653. _currentColor1: Color4;
  17654. /** @hidden */
  17655. _currentColor2: Color4;
  17656. /** @hidden */
  17657. _currentSizeGradient: Nullable<FactorGradient>;
  17658. /** @hidden */
  17659. _currentSize1: number;
  17660. /** @hidden */
  17661. _currentSize2: number;
  17662. /** @hidden */
  17663. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17664. /** @hidden */
  17665. _currentAngularSpeed1: number;
  17666. /** @hidden */
  17667. _currentAngularSpeed2: number;
  17668. /** @hidden */
  17669. _currentVelocityGradient: Nullable<FactorGradient>;
  17670. /** @hidden */
  17671. _currentVelocity1: number;
  17672. /** @hidden */
  17673. _currentVelocity2: number;
  17674. /** @hidden */
  17675. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17676. /** @hidden */
  17677. _currentLimitVelocity1: number;
  17678. /** @hidden */
  17679. _currentLimitVelocity2: number;
  17680. /** @hidden */
  17681. _currentDragGradient: Nullable<FactorGradient>;
  17682. /** @hidden */
  17683. _currentDrag1: number;
  17684. /** @hidden */
  17685. _currentDrag2: number;
  17686. /** @hidden */
  17687. _randomNoiseCoordinates1: Vector3;
  17688. /** @hidden */
  17689. _randomNoiseCoordinates2: Vector3;
  17690. /**
  17691. * Creates a new instance Particle
  17692. * @param particleSystem the particle system the particle belongs to
  17693. */
  17694. constructor(
  17695. /**
  17696. * The particle system the particle belongs to.
  17697. */
  17698. particleSystem: ParticleSystem);
  17699. private updateCellInfoFromSystem;
  17700. /**
  17701. * Defines how the sprite cell index is updated for the particle
  17702. */
  17703. updateCellIndex(): void;
  17704. /** @hidden */
  17705. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17706. /** @hidden */
  17707. _inheritParticleInfoToSubEmitters(): void;
  17708. /** @hidden */
  17709. _reset(): void;
  17710. /**
  17711. * Copy the properties of particle to another one.
  17712. * @param other the particle to copy the information to.
  17713. */
  17714. copyTo(other: Particle): void;
  17715. }
  17716. }
  17717. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17718. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17719. import { Effect } from "babylonjs/Materials/effect";
  17720. import { Particle } from "babylonjs/Particles/particle";
  17721. /**
  17722. * Particle emitter represents a volume emitting particles.
  17723. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17724. */
  17725. export interface IParticleEmitterType {
  17726. /**
  17727. * Called by the particle System when the direction is computed for the created particle.
  17728. * @param worldMatrix is the world matrix of the particle system
  17729. * @param directionToUpdate is the direction vector to update with the result
  17730. * @param particle is the particle we are computed the direction for
  17731. */
  17732. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17733. /**
  17734. * Called by the particle System when the position is computed for the created particle.
  17735. * @param worldMatrix is the world matrix of the particle system
  17736. * @param positionToUpdate is the position vector to update with the result
  17737. * @param particle is the particle we are computed the position for
  17738. */
  17739. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17740. /**
  17741. * Clones the current emitter and returns a copy of it
  17742. * @returns the new emitter
  17743. */
  17744. clone(): IParticleEmitterType;
  17745. /**
  17746. * Called by the GPUParticleSystem to setup the update shader
  17747. * @param effect defines the update shader
  17748. */
  17749. applyToShader(effect: Effect): void;
  17750. /**
  17751. * Returns a string to use to update the GPU particles update shader
  17752. * @returns the effect defines string
  17753. */
  17754. getEffectDefines(): string;
  17755. /**
  17756. * Returns a string representing the class name
  17757. * @returns a string containing the class name
  17758. */
  17759. getClassName(): string;
  17760. /**
  17761. * Serializes the particle system to a JSON object.
  17762. * @returns the JSON object
  17763. */
  17764. serialize(): any;
  17765. /**
  17766. * Parse properties from a JSON object
  17767. * @param serializationObject defines the JSON object
  17768. */
  17769. parse(serializationObject: any): void;
  17770. }
  17771. }
  17772. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17774. import { Effect } from "babylonjs/Materials/effect";
  17775. import { Particle } from "babylonjs/Particles/particle";
  17776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17777. /**
  17778. * Particle emitter emitting particles from the inside of a box.
  17779. * It emits the particles randomly between 2 given directions.
  17780. */
  17781. export class BoxParticleEmitter implements IParticleEmitterType {
  17782. /**
  17783. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17784. */
  17785. direction1: Vector3;
  17786. /**
  17787. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17788. */
  17789. direction2: Vector3;
  17790. /**
  17791. * 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.
  17792. */
  17793. minEmitBox: Vector3;
  17794. /**
  17795. * 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.
  17796. */
  17797. maxEmitBox: Vector3;
  17798. /**
  17799. * Creates a new instance BoxParticleEmitter
  17800. */
  17801. constructor();
  17802. /**
  17803. * Called by the particle System when the direction is computed for the created particle.
  17804. * @param worldMatrix is the world matrix of the particle system
  17805. * @param directionToUpdate is the direction vector to update with the result
  17806. * @param particle is the particle we are computed the direction for
  17807. */
  17808. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17809. /**
  17810. * Called by the particle System when the position is computed for the created particle.
  17811. * @param worldMatrix is the world matrix of the particle system
  17812. * @param positionToUpdate is the position vector to update with the result
  17813. * @param particle is the particle we are computed the position for
  17814. */
  17815. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17816. /**
  17817. * Clones the current emitter and returns a copy of it
  17818. * @returns the new emitter
  17819. */
  17820. clone(): BoxParticleEmitter;
  17821. /**
  17822. * Called by the GPUParticleSystem to setup the update shader
  17823. * @param effect defines the update shader
  17824. */
  17825. applyToShader(effect: Effect): void;
  17826. /**
  17827. * Returns a string to use to update the GPU particles update shader
  17828. * @returns a string containng the defines string
  17829. */
  17830. getEffectDefines(): string;
  17831. /**
  17832. * Returns the string "BoxParticleEmitter"
  17833. * @returns a string containing the class name
  17834. */
  17835. getClassName(): string;
  17836. /**
  17837. * Serializes the particle system to a JSON object.
  17838. * @returns the JSON object
  17839. */
  17840. serialize(): any;
  17841. /**
  17842. * Parse properties from a JSON object
  17843. * @param serializationObject defines the JSON object
  17844. */
  17845. parse(serializationObject: any): void;
  17846. }
  17847. }
  17848. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17849. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17850. import { Effect } from "babylonjs/Materials/effect";
  17851. import { Particle } from "babylonjs/Particles/particle";
  17852. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17853. /**
  17854. * Particle emitter emitting particles from the inside of a cone.
  17855. * It emits the particles alongside the cone volume from the base to the particle.
  17856. * The emission direction might be randomized.
  17857. */
  17858. export class ConeParticleEmitter implements IParticleEmitterType {
  17859. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17860. directionRandomizer: number;
  17861. private _radius;
  17862. private _angle;
  17863. private _height;
  17864. /**
  17865. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17866. */
  17867. radiusRange: number;
  17868. /**
  17869. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17870. */
  17871. heightRange: number;
  17872. /**
  17873. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17874. */
  17875. emitFromSpawnPointOnly: boolean;
  17876. /**
  17877. * Gets or sets the radius of the emission cone
  17878. */
  17879. radius: number;
  17880. /**
  17881. * Gets or sets the angle of the emission cone
  17882. */
  17883. angle: number;
  17884. private _buildHeight;
  17885. /**
  17886. * Creates a new instance ConeParticleEmitter
  17887. * @param radius the radius of the emission cone (1 by default)
  17888. * @param angle the cone base angle (PI by default)
  17889. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17890. */
  17891. constructor(radius?: number, angle?: number,
  17892. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17893. directionRandomizer?: number);
  17894. /**
  17895. * Called by the particle System when the direction is computed for the created particle.
  17896. * @param worldMatrix is the world matrix of the particle system
  17897. * @param directionToUpdate is the direction vector to update with the result
  17898. * @param particle is the particle we are computed the direction for
  17899. */
  17900. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17901. /**
  17902. * Called by the particle System when the position is computed for the created particle.
  17903. * @param worldMatrix is the world matrix of the particle system
  17904. * @param positionToUpdate is the position vector to update with the result
  17905. * @param particle is the particle we are computed the position for
  17906. */
  17907. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17908. /**
  17909. * Clones the current emitter and returns a copy of it
  17910. * @returns the new emitter
  17911. */
  17912. clone(): ConeParticleEmitter;
  17913. /**
  17914. * Called by the GPUParticleSystem to setup the update shader
  17915. * @param effect defines the update shader
  17916. */
  17917. applyToShader(effect: Effect): void;
  17918. /**
  17919. * Returns a string to use to update the GPU particles update shader
  17920. * @returns a string containng the defines string
  17921. */
  17922. getEffectDefines(): string;
  17923. /**
  17924. * Returns the string "ConeParticleEmitter"
  17925. * @returns a string containing the class name
  17926. */
  17927. getClassName(): string;
  17928. /**
  17929. * Serializes the particle system to a JSON object.
  17930. * @returns the JSON object
  17931. */
  17932. serialize(): any;
  17933. /**
  17934. * Parse properties from a JSON object
  17935. * @param serializationObject defines the JSON object
  17936. */
  17937. parse(serializationObject: any): void;
  17938. }
  17939. }
  17940. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17941. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17942. import { Effect } from "babylonjs/Materials/effect";
  17943. import { Particle } from "babylonjs/Particles/particle";
  17944. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17945. /**
  17946. * Particle emitter emitting particles from the inside of a cylinder.
  17947. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17948. */
  17949. export class CylinderParticleEmitter implements IParticleEmitterType {
  17950. /**
  17951. * The radius of the emission cylinder.
  17952. */
  17953. radius: number;
  17954. /**
  17955. * The height of the emission cylinder.
  17956. */
  17957. height: number;
  17958. /**
  17959. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17960. */
  17961. radiusRange: number;
  17962. /**
  17963. * How much to randomize the particle direction [0-1].
  17964. */
  17965. directionRandomizer: number;
  17966. /**
  17967. * Creates a new instance CylinderParticleEmitter
  17968. * @param radius the radius of the emission cylinder (1 by default)
  17969. * @param height the height of the emission cylinder (1 by default)
  17970. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17972. */
  17973. constructor(
  17974. /**
  17975. * The radius of the emission cylinder.
  17976. */
  17977. radius?: number,
  17978. /**
  17979. * The height of the emission cylinder.
  17980. */
  17981. height?: number,
  17982. /**
  17983. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17984. */
  17985. radiusRange?: number,
  17986. /**
  17987. * How much to randomize the particle direction [0-1].
  17988. */
  17989. directionRandomizer?: number);
  17990. /**
  17991. * Called by the particle System when the direction is computed for the created particle.
  17992. * @param worldMatrix is the world matrix of the particle system
  17993. * @param directionToUpdate is the direction vector to update with the result
  17994. * @param particle is the particle we are computed the direction for
  17995. */
  17996. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17997. /**
  17998. * Called by the particle System when the position is computed for the created particle.
  17999. * @param worldMatrix is the world matrix of the particle system
  18000. * @param positionToUpdate is the position vector to update with the result
  18001. * @param particle is the particle we are computed the position for
  18002. */
  18003. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18004. /**
  18005. * Clones the current emitter and returns a copy of it
  18006. * @returns the new emitter
  18007. */
  18008. clone(): CylinderParticleEmitter;
  18009. /**
  18010. * Called by the GPUParticleSystem to setup the update shader
  18011. * @param effect defines the update shader
  18012. */
  18013. applyToShader(effect: Effect): void;
  18014. /**
  18015. * Returns a string to use to update the GPU particles update shader
  18016. * @returns a string containng the defines string
  18017. */
  18018. getEffectDefines(): string;
  18019. /**
  18020. * Returns the string "CylinderParticleEmitter"
  18021. * @returns a string containing the class name
  18022. */
  18023. getClassName(): string;
  18024. /**
  18025. * Serializes the particle system to a JSON object.
  18026. * @returns the JSON object
  18027. */
  18028. serialize(): any;
  18029. /**
  18030. * Parse properties from a JSON object
  18031. * @param serializationObject defines the JSON object
  18032. */
  18033. parse(serializationObject: any): void;
  18034. }
  18035. /**
  18036. * Particle emitter emitting particles from the inside of a cylinder.
  18037. * It emits the particles randomly between two vectors.
  18038. */
  18039. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18040. /**
  18041. * The min limit of the emission direction.
  18042. */
  18043. direction1: Vector3;
  18044. /**
  18045. * The max limit of the emission direction.
  18046. */
  18047. direction2: Vector3;
  18048. /**
  18049. * Creates a new instance CylinderDirectedParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param direction1 the min limit of the emission direction (up vector by default)
  18054. * @param direction2 the max limit of the emission direction (up vector by default)
  18055. */
  18056. constructor(radius?: number, height?: number, radiusRange?: number,
  18057. /**
  18058. * The min limit of the emission direction.
  18059. */
  18060. direction1?: Vector3,
  18061. /**
  18062. * The max limit of the emission direction.
  18063. */
  18064. direction2?: Vector3);
  18065. /**
  18066. * Called by the particle System when the direction is computed for the created particle.
  18067. * @param worldMatrix is the world matrix of the particle system
  18068. * @param directionToUpdate is the direction vector to update with the result
  18069. * @param particle is the particle we are computed the direction for
  18070. */
  18071. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18072. /**
  18073. * Clones the current emitter and returns a copy of it
  18074. * @returns the new emitter
  18075. */
  18076. clone(): CylinderDirectedParticleEmitter;
  18077. /**
  18078. * Called by the GPUParticleSystem to setup the update shader
  18079. * @param effect defines the update shader
  18080. */
  18081. applyToShader(effect: Effect): void;
  18082. /**
  18083. * Returns a string to use to update the GPU particles update shader
  18084. * @returns a string containng the defines string
  18085. */
  18086. getEffectDefines(): string;
  18087. /**
  18088. * Returns the string "CylinderDirectedParticleEmitter"
  18089. * @returns a string containing the class name
  18090. */
  18091. getClassName(): string;
  18092. /**
  18093. * Serializes the particle system to a JSON object.
  18094. * @returns the JSON object
  18095. */
  18096. serialize(): any;
  18097. /**
  18098. * Parse properties from a JSON object
  18099. * @param serializationObject defines the JSON object
  18100. */
  18101. parse(serializationObject: any): void;
  18102. }
  18103. }
  18104. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18105. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18106. import { Effect } from "babylonjs/Materials/effect";
  18107. import { Particle } from "babylonjs/Particles/particle";
  18108. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18109. /**
  18110. * Particle emitter emitting particles from the inside of a hemisphere.
  18111. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18112. */
  18113. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius: number;
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange: number;
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer: number;
  18126. /**
  18127. * Creates a new instance HemisphericParticleEmitter
  18128. * @param radius the radius of the emission hemisphere (1 by default)
  18129. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18130. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18131. */
  18132. constructor(
  18133. /**
  18134. * The radius of the emission hemisphere.
  18135. */
  18136. radius?: number,
  18137. /**
  18138. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18139. */
  18140. radiusRange?: number,
  18141. /**
  18142. * How much to randomize the particle direction [0-1].
  18143. */
  18144. directionRandomizer?: number);
  18145. /**
  18146. * Called by the particle System when the direction is computed for the created particle.
  18147. * @param worldMatrix is the world matrix of the particle system
  18148. * @param directionToUpdate is the direction vector to update with the result
  18149. * @param particle is the particle we are computed the direction for
  18150. */
  18151. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18152. /**
  18153. * Called by the particle System when the position is computed for the created particle.
  18154. * @param worldMatrix is the world matrix of the particle system
  18155. * @param positionToUpdate is the position vector to update with the result
  18156. * @param particle is the particle we are computed the position for
  18157. */
  18158. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18159. /**
  18160. * Clones the current emitter and returns a copy of it
  18161. * @returns the new emitter
  18162. */
  18163. clone(): HemisphericParticleEmitter;
  18164. /**
  18165. * Called by the GPUParticleSystem to setup the update shader
  18166. * @param effect defines the update shader
  18167. */
  18168. applyToShader(effect: Effect): void;
  18169. /**
  18170. * Returns a string to use to update the GPU particles update shader
  18171. * @returns a string containng the defines string
  18172. */
  18173. getEffectDefines(): string;
  18174. /**
  18175. * Returns the string "HemisphericParticleEmitter"
  18176. * @returns a string containing the class name
  18177. */
  18178. getClassName(): string;
  18179. /**
  18180. * Serializes the particle system to a JSON object.
  18181. * @returns the JSON object
  18182. */
  18183. serialize(): any;
  18184. /**
  18185. * Parse properties from a JSON object
  18186. * @param serializationObject defines the JSON object
  18187. */
  18188. parse(serializationObject: any): void;
  18189. }
  18190. }
  18191. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18192. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18193. import { Effect } from "babylonjs/Materials/effect";
  18194. import { Particle } from "babylonjs/Particles/particle";
  18195. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18196. /**
  18197. * Particle emitter emitting particles from a point.
  18198. * It emits the particles randomly between 2 given directions.
  18199. */
  18200. export class PointParticleEmitter implements IParticleEmitterType {
  18201. /**
  18202. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18203. */
  18204. direction1: Vector3;
  18205. /**
  18206. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18207. */
  18208. direction2: Vector3;
  18209. /**
  18210. * Creates a new instance PointParticleEmitter
  18211. */
  18212. constructor();
  18213. /**
  18214. * Called by the particle System when the direction is computed for the created particle.
  18215. * @param worldMatrix is the world matrix of the particle system
  18216. * @param directionToUpdate is the direction vector to update with the result
  18217. * @param particle is the particle we are computed the direction for
  18218. */
  18219. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18220. /**
  18221. * Called by the particle System when the position is computed for the created particle.
  18222. * @param worldMatrix is the world matrix of the particle system
  18223. * @param positionToUpdate is the position vector to update with the result
  18224. * @param particle is the particle we are computed the position for
  18225. */
  18226. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18227. /**
  18228. * Clones the current emitter and returns a copy of it
  18229. * @returns the new emitter
  18230. */
  18231. clone(): PointParticleEmitter;
  18232. /**
  18233. * Called by the GPUParticleSystem to setup the update shader
  18234. * @param effect defines the update shader
  18235. */
  18236. applyToShader(effect: Effect): void;
  18237. /**
  18238. * Returns a string to use to update the GPU particles update shader
  18239. * @returns a string containng the defines string
  18240. */
  18241. getEffectDefines(): string;
  18242. /**
  18243. * Returns the string "PointParticleEmitter"
  18244. * @returns a string containing the class name
  18245. */
  18246. getClassName(): string;
  18247. /**
  18248. * Serializes the particle system to a JSON object.
  18249. * @returns the JSON object
  18250. */
  18251. serialize(): any;
  18252. /**
  18253. * Parse properties from a JSON object
  18254. * @param serializationObject defines the JSON object
  18255. */
  18256. parse(serializationObject: any): void;
  18257. }
  18258. }
  18259. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18260. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18261. import { Effect } from "babylonjs/Materials/effect";
  18262. import { Particle } from "babylonjs/Particles/particle";
  18263. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18264. /**
  18265. * Particle emitter emitting particles from the inside of a sphere.
  18266. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18267. */
  18268. export class SphereParticleEmitter implements IParticleEmitterType {
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius: number;
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange: number;
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer: number;
  18281. /**
  18282. * Creates a new instance SphereParticleEmitter
  18283. * @param radius the radius of the emission sphere (1 by default)
  18284. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18285. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18286. */
  18287. constructor(
  18288. /**
  18289. * The radius of the emission sphere.
  18290. */
  18291. radius?: number,
  18292. /**
  18293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18294. */
  18295. radiusRange?: number,
  18296. /**
  18297. * How much to randomize the particle direction [0-1].
  18298. */
  18299. directionRandomizer?: number);
  18300. /**
  18301. * Called by the particle System when the direction is computed for the created particle.
  18302. * @param worldMatrix is the world matrix of the particle system
  18303. * @param directionToUpdate is the direction vector to update with the result
  18304. * @param particle is the particle we are computed the direction for
  18305. */
  18306. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18307. /**
  18308. * Called by the particle System when the position is computed for the created particle.
  18309. * @param worldMatrix is the world matrix of the particle system
  18310. * @param positionToUpdate is the position vector to update with the result
  18311. * @param particle is the particle we are computed the position for
  18312. */
  18313. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18314. /**
  18315. * Clones the current emitter and returns a copy of it
  18316. * @returns the new emitter
  18317. */
  18318. clone(): SphereParticleEmitter;
  18319. /**
  18320. * Called by the GPUParticleSystem to setup the update shader
  18321. * @param effect defines the update shader
  18322. */
  18323. applyToShader(effect: Effect): void;
  18324. /**
  18325. * Returns a string to use to update the GPU particles update shader
  18326. * @returns a string containng the defines string
  18327. */
  18328. getEffectDefines(): string;
  18329. /**
  18330. * Returns the string "SphereParticleEmitter"
  18331. * @returns a string containing the class name
  18332. */
  18333. getClassName(): string;
  18334. /**
  18335. * Serializes the particle system to a JSON object.
  18336. * @returns the JSON object
  18337. */
  18338. serialize(): any;
  18339. /**
  18340. * Parse properties from a JSON object
  18341. * @param serializationObject defines the JSON object
  18342. */
  18343. parse(serializationObject: any): void;
  18344. }
  18345. /**
  18346. * Particle emitter emitting particles from the inside of a sphere.
  18347. * It emits the particles randomly between two vectors.
  18348. */
  18349. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18350. /**
  18351. * The min limit of the emission direction.
  18352. */
  18353. direction1: Vector3;
  18354. /**
  18355. * The max limit of the emission direction.
  18356. */
  18357. direction2: Vector3;
  18358. /**
  18359. * Creates a new instance SphereDirectedParticleEmitter
  18360. * @param radius the radius of the emission sphere (1 by default)
  18361. * @param direction1 the min limit of the emission direction (up vector by default)
  18362. * @param direction2 the max limit of the emission direction (up vector by default)
  18363. */
  18364. constructor(radius?: number,
  18365. /**
  18366. * The min limit of the emission direction.
  18367. */
  18368. direction1?: Vector3,
  18369. /**
  18370. * The max limit of the emission direction.
  18371. */
  18372. direction2?: Vector3);
  18373. /**
  18374. * Called by the particle System when the direction is computed for the created particle.
  18375. * @param worldMatrix is the world matrix of the particle system
  18376. * @param directionToUpdate is the direction vector to update with the result
  18377. * @param particle is the particle we are computed the direction for
  18378. */
  18379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18380. /**
  18381. * Clones the current emitter and returns a copy of it
  18382. * @returns the new emitter
  18383. */
  18384. clone(): SphereDirectedParticleEmitter;
  18385. /**
  18386. * Called by the GPUParticleSystem to setup the update shader
  18387. * @param effect defines the update shader
  18388. */
  18389. applyToShader(effect: Effect): void;
  18390. /**
  18391. * Returns a string to use to update the GPU particles update shader
  18392. * @returns a string containng the defines string
  18393. */
  18394. getEffectDefines(): string;
  18395. /**
  18396. * Returns the string "SphereDirectedParticleEmitter"
  18397. * @returns a string containing the class name
  18398. */
  18399. getClassName(): string;
  18400. /**
  18401. * Serializes the particle system to a JSON object.
  18402. * @returns the JSON object
  18403. */
  18404. serialize(): any;
  18405. /**
  18406. * Parse properties from a JSON object
  18407. * @param serializationObject defines the JSON object
  18408. */
  18409. parse(serializationObject: any): void;
  18410. }
  18411. }
  18412. declare module "babylonjs/Particles/EmitterTypes/index" {
  18413. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18414. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18415. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18416. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18417. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18418. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18419. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18420. }
  18421. declare module "babylonjs/Particles/IParticleSystem" {
  18422. import { Nullable } from "babylonjs/types";
  18423. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18424. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18426. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18427. import { Texture } from "babylonjs/Materials/Textures/texture";
  18428. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18429. import { Scene } from "babylonjs/scene";
  18430. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18431. import { Animation } from "babylonjs/Animations/animation";
  18432. /**
  18433. * Interface representing a particle system in Babylon.js.
  18434. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18435. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18436. */
  18437. export interface IParticleSystem {
  18438. /**
  18439. * List of animations used by the particle system.
  18440. */
  18441. animations: Animation[];
  18442. /**
  18443. * The id of the Particle system.
  18444. */
  18445. id: string;
  18446. /**
  18447. * The name of the Particle system.
  18448. */
  18449. name: string;
  18450. /**
  18451. * The emitter represents the Mesh or position we are attaching the particle system to.
  18452. */
  18453. emitter: Nullable<AbstractMesh | Vector3>;
  18454. /**
  18455. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18456. */
  18457. isBillboardBased: boolean;
  18458. /**
  18459. * The rendering group used by the Particle system to chose when to render.
  18460. */
  18461. renderingGroupId: number;
  18462. /**
  18463. * The layer mask we are rendering the particles through.
  18464. */
  18465. layerMask: number;
  18466. /**
  18467. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18468. */
  18469. updateSpeed: number;
  18470. /**
  18471. * The amount of time the particle system is running (depends of the overall update speed).
  18472. */
  18473. targetStopDuration: number;
  18474. /**
  18475. * The texture used to render each particle. (this can be a spritesheet)
  18476. */
  18477. particleTexture: Nullable<Texture>;
  18478. /**
  18479. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18480. */
  18481. blendMode: number;
  18482. /**
  18483. * Minimum life time of emitting particles.
  18484. */
  18485. minLifeTime: number;
  18486. /**
  18487. * Maximum life time of emitting particles.
  18488. */
  18489. maxLifeTime: number;
  18490. /**
  18491. * Minimum Size of emitting particles.
  18492. */
  18493. minSize: number;
  18494. /**
  18495. * Maximum Size of emitting particles.
  18496. */
  18497. maxSize: number;
  18498. /**
  18499. * Minimum scale of emitting particles on X axis.
  18500. */
  18501. minScaleX: number;
  18502. /**
  18503. * Maximum scale of emitting particles on X axis.
  18504. */
  18505. maxScaleX: number;
  18506. /**
  18507. * Minimum scale of emitting particles on Y axis.
  18508. */
  18509. minScaleY: number;
  18510. /**
  18511. * Maximum scale of emitting particles on Y axis.
  18512. */
  18513. maxScaleY: number;
  18514. /**
  18515. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18516. */
  18517. color1: Color4;
  18518. /**
  18519. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18520. */
  18521. color2: Color4;
  18522. /**
  18523. * Color the particle will have at the end of its lifetime.
  18524. */
  18525. colorDead: Color4;
  18526. /**
  18527. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18528. */
  18529. emitRate: number;
  18530. /**
  18531. * You can use gravity if you want to give an orientation to your particles.
  18532. */
  18533. gravity: Vector3;
  18534. /**
  18535. * Minimum power of emitting particles.
  18536. */
  18537. minEmitPower: number;
  18538. /**
  18539. * Maximum power of emitting particles.
  18540. */
  18541. maxEmitPower: number;
  18542. /**
  18543. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18544. */
  18545. minAngularSpeed: number;
  18546. /**
  18547. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18548. */
  18549. maxAngularSpeed: number;
  18550. /**
  18551. * Gets or sets the minimal initial rotation in radians.
  18552. */
  18553. minInitialRotation: number;
  18554. /**
  18555. * Gets or sets the maximal initial rotation in radians.
  18556. */
  18557. maxInitialRotation: number;
  18558. /**
  18559. * The particle emitter type defines the emitter used by the particle system.
  18560. * It can be for example box, sphere, or cone...
  18561. */
  18562. particleEmitterType: Nullable<IParticleEmitterType>;
  18563. /**
  18564. * Defines the delay in milliseconds before starting the system (0 by default)
  18565. */
  18566. startDelay: number;
  18567. /**
  18568. * 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
  18569. */
  18570. preWarmCycles: number;
  18571. /**
  18572. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18573. */
  18574. preWarmStepOffset: number;
  18575. /**
  18576. * 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)
  18577. */
  18578. spriteCellChangeSpeed: number;
  18579. /**
  18580. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18581. */
  18582. startSpriteCellID: number;
  18583. /**
  18584. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18585. */
  18586. endSpriteCellID: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18589. */
  18590. spriteCellWidth: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18593. */
  18594. spriteCellHeight: number;
  18595. /**
  18596. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18597. */
  18598. spriteRandomStartCell: boolean;
  18599. /**
  18600. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18601. */
  18602. isAnimationSheetEnabled: boolean;
  18603. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18604. translationPivot: Vector2;
  18605. /**
  18606. * Gets or sets a texture used to add random noise to particle positions
  18607. */
  18608. noiseTexture: Nullable<BaseTexture>;
  18609. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18610. noiseStrength: Vector3;
  18611. /**
  18612. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18613. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18614. */
  18615. billboardMode: number;
  18616. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18617. limitVelocityDamping: number;
  18618. /**
  18619. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18620. */
  18621. beginAnimationOnStart: boolean;
  18622. /**
  18623. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18624. */
  18625. beginAnimationFrom: number;
  18626. /**
  18627. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18628. */
  18629. beginAnimationTo: number;
  18630. /**
  18631. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationLoop: boolean;
  18634. /**
  18635. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18636. */
  18637. disposeOnStop: boolean;
  18638. /**
  18639. * Gets the maximum number of particles active at the same time.
  18640. * @returns The max number of active particles.
  18641. */
  18642. getCapacity(): number;
  18643. /**
  18644. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18645. * @returns True if it has been started, otherwise false.
  18646. */
  18647. isStarted(): boolean;
  18648. /**
  18649. * Animates the particle system for this frame.
  18650. */
  18651. animate(): void;
  18652. /**
  18653. * Renders the particle system in its current state.
  18654. * @returns the current number of particles
  18655. */
  18656. render(): number;
  18657. /**
  18658. * Dispose the particle system and frees its associated resources.
  18659. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18660. */
  18661. dispose(disposeTexture?: boolean): void;
  18662. /**
  18663. * Clones the particle system.
  18664. * @param name The name of the cloned object
  18665. * @param newEmitter The new emitter to use
  18666. * @returns the cloned particle system
  18667. */
  18668. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18669. /**
  18670. * Serializes the particle system to a JSON object.
  18671. * @returns the JSON object
  18672. */
  18673. serialize(): any;
  18674. /**
  18675. * Rebuild the particle system
  18676. */
  18677. rebuild(): void;
  18678. /**
  18679. * Starts the particle system and begins to emit
  18680. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18681. */
  18682. start(delay?: number): void;
  18683. /**
  18684. * Stops the particle system.
  18685. */
  18686. stop(): void;
  18687. /**
  18688. * Remove all active particles
  18689. */
  18690. reset(): void;
  18691. /**
  18692. * Is this system ready to be used/rendered
  18693. * @return true if the system is ready
  18694. */
  18695. isReady(): boolean;
  18696. /**
  18697. * Adds a new color gradient
  18698. * @param gradient defines the gradient to use (between 0 and 1)
  18699. * @param color1 defines the color to affect to the specified gradient
  18700. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18701. * @returns the current particle system
  18702. */
  18703. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18704. /**
  18705. * Remove a specific color gradient
  18706. * @param gradient defines the gradient to remove
  18707. * @returns the current particle system
  18708. */
  18709. removeColorGradient(gradient: number): IParticleSystem;
  18710. /**
  18711. * Adds a new size gradient
  18712. * @param gradient defines the gradient to use (between 0 and 1)
  18713. * @param factor defines the size factor to affect to the specified gradient
  18714. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18715. * @returns the current particle system
  18716. */
  18717. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18718. /**
  18719. * Remove a specific size gradient
  18720. * @param gradient defines the gradient to remove
  18721. * @returns the current particle system
  18722. */
  18723. removeSizeGradient(gradient: number): IParticleSystem;
  18724. /**
  18725. * Gets the current list of color gradients.
  18726. * You must use addColorGradient and removeColorGradient to udpate this list
  18727. * @returns the list of color gradients
  18728. */
  18729. getColorGradients(): Nullable<Array<ColorGradient>>;
  18730. /**
  18731. * Gets the current list of size gradients.
  18732. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18733. * @returns the list of size gradients
  18734. */
  18735. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18736. /**
  18737. * Gets the current list of angular speed gradients.
  18738. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18739. * @returns the list of angular speed gradients
  18740. */
  18741. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18742. /**
  18743. * Adds a new angular speed gradient
  18744. * @param gradient defines the gradient to use (between 0 and 1)
  18745. * @param factor defines the angular speed to affect to the specified gradient
  18746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18747. * @returns the current particle system
  18748. */
  18749. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18750. /**
  18751. * Remove a specific angular speed gradient
  18752. * @param gradient defines the gradient to remove
  18753. * @returns the current particle system
  18754. */
  18755. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18756. /**
  18757. * Gets the current list of velocity gradients.
  18758. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18759. * @returns the list of velocity gradients
  18760. */
  18761. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new velocity gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the velocity to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific velocity gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeVelocityGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of limit velocity gradients.
  18778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18779. * @returns the list of limit velocity gradients
  18780. */
  18781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new limit velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the limit velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific limit velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Adds a new drag gradient
  18798. * @param gradient defines the gradient to use (between 0 and 1)
  18799. * @param factor defines the drag to affect to the specified gradient
  18800. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18801. * @returns the current particle system
  18802. */
  18803. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18804. /**
  18805. * Remove a specific drag gradient
  18806. * @param gradient defines the gradient to remove
  18807. * @returns the current particle system
  18808. */
  18809. removeDragGradient(gradient: number): IParticleSystem;
  18810. /**
  18811. * Gets the current list of drag gradients.
  18812. * You must use addDragGradient and removeDragGradient to udpate this list
  18813. * @returns the list of drag gradients
  18814. */
  18815. getDragGradients(): Nullable<Array<FactorGradient>>;
  18816. /**
  18817. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the emit rate to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific emit rate gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeEmitRateGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of emit rate gradients.
  18832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18833. * @returns the list of emit rate gradients
  18834. */
  18835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the start size to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific start size gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeStartSizeGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of start size gradients.
  18852. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18853. * @returns the list of start size gradients
  18854. */
  18855. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new life time gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the life time factor to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific life time gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of life time gradients.
  18872. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18873. * @returns the list of life time gradients
  18874. */
  18875. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Gets the current list of color gradients.
  18878. * You must use addColorGradient and removeColorGradient to udpate this list
  18879. * @returns the list of color gradients
  18880. */
  18881. getColorGradients(): Nullable<Array<ColorGradient>>;
  18882. /**
  18883. * Adds a new ramp gradient used to remap particle colors
  18884. * @param gradient defines the gradient to use (between 0 and 1)
  18885. * @param color defines the color to affect to the specified gradient
  18886. * @returns the current particle system
  18887. */
  18888. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18889. /**
  18890. * Gets the current list of ramp gradients.
  18891. * You must use addRampGradient and removeRampGradient to udpate this list
  18892. * @returns the list of ramp gradients
  18893. */
  18894. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18895. /** Gets or sets a boolean indicating that ramp gradients must be used
  18896. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18897. */
  18898. useRampGradients: boolean;
  18899. /**
  18900. * Adds a new color remap gradient
  18901. * @param gradient defines the gradient to use (between 0 and 1)
  18902. * @param min defines the color remap minimal range
  18903. * @param max defines the color remap maximal range
  18904. * @returns the current particle system
  18905. */
  18906. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18907. /**
  18908. * Gets the current list of color remap gradients.
  18909. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18910. * @returns the list of color remap gradients
  18911. */
  18912. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18913. /**
  18914. * Adds a new alpha remap gradient
  18915. * @param gradient defines the gradient to use (between 0 and 1)
  18916. * @param min defines the alpha remap minimal range
  18917. * @param max defines the alpha remap maximal range
  18918. * @returns the current particle system
  18919. */
  18920. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18921. /**
  18922. * Gets the current list of alpha remap gradients.
  18923. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18924. * @returns the list of alpha remap gradients
  18925. */
  18926. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18927. /**
  18928. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18929. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18930. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18931. * @returns the emitter
  18932. */
  18933. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18934. /**
  18935. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18936. * @param radius The radius of the hemisphere to emit from
  18937. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18938. * @returns the emitter
  18939. */
  18940. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18941. /**
  18942. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18943. * @param radius The radius of the sphere to emit from
  18944. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18945. * @returns the emitter
  18946. */
  18947. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18948. /**
  18949. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18950. * @param radius The radius of the sphere to emit from
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18953. * @returns the emitter
  18954. */
  18955. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18958. * @param radius The radius of the emission cylinder
  18959. * @param height The height of the emission cylinder
  18960. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18961. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18962. * @returns the emitter
  18963. */
  18964. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18965. /**
  18966. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18967. * @param radius The radius of the cylinder to emit from
  18968. * @param height The height of the emission cylinder
  18969. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18970. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18971. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18972. * @returns the emitter
  18973. */
  18974. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18975. /**
  18976. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18977. * @param radius The radius of the cone to emit from
  18978. * @param angle The base angle of the cone
  18979. * @returns the emitter
  18980. */
  18981. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18982. /**
  18983. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18984. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18985. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18986. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18987. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18988. * @returns the emitter
  18989. */
  18990. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18991. /**
  18992. * Get hosting scene
  18993. * @returns the scene
  18994. */
  18995. getScene(): Scene;
  18996. }
  18997. }
  18998. declare module "babylonjs/Meshes/instancedMesh" {
  18999. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19000. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19001. import { Camera } from "babylonjs/Cameras/camera";
  19002. import { Node } from "babylonjs/node";
  19003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19004. import { Mesh } from "babylonjs/Meshes/mesh";
  19005. import { Material } from "babylonjs/Materials/material";
  19006. import { Skeleton } from "babylonjs/Bones/skeleton";
  19007. import { Light } from "babylonjs/Lights/light";
  19008. /**
  19009. * Creates an instance based on a source mesh.
  19010. */
  19011. export class InstancedMesh extends AbstractMesh {
  19012. private _sourceMesh;
  19013. private _currentLOD;
  19014. /** @hidden */
  19015. _indexInSourceMeshInstanceArray: number;
  19016. constructor(name: string, source: Mesh);
  19017. /**
  19018. * Returns the string "InstancedMesh".
  19019. */
  19020. getClassName(): string;
  19021. /** Gets the list of lights affecting that mesh */
  19022. readonly lightSources: Light[];
  19023. _resyncLightSources(): void;
  19024. _resyncLighSource(light: Light): void;
  19025. _removeLightSource(light: Light): void;
  19026. /**
  19027. * If the source mesh receives shadows
  19028. */
  19029. readonly receiveShadows: boolean;
  19030. /**
  19031. * The material of the source mesh
  19032. */
  19033. readonly material: Nullable<Material>;
  19034. /**
  19035. * Visibility of the source mesh
  19036. */
  19037. readonly visibility: number;
  19038. /**
  19039. * Skeleton of the source mesh
  19040. */
  19041. readonly skeleton: Nullable<Skeleton>;
  19042. /**
  19043. * Rendering ground id of the source mesh
  19044. */
  19045. renderingGroupId: number;
  19046. /**
  19047. * Returns the total number of vertices (integer).
  19048. */
  19049. getTotalVertices(): number;
  19050. /**
  19051. * Returns a positive integer : the total number of indices in this mesh geometry.
  19052. * @returns the numner of indices or zero if the mesh has no geometry.
  19053. */
  19054. getTotalIndices(): number;
  19055. /**
  19056. * The source mesh of the instance
  19057. */
  19058. readonly sourceMesh: Mesh;
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return {boolean} is it ready
  19063. */
  19064. isReady(completeCheck?: boolean): boolean;
  19065. /**
  19066. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19067. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19068. * @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.
  19069. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19070. */
  19071. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19072. /**
  19073. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19074. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19075. * The `data` are either a numeric array either a Float32Array.
  19076. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19077. * 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).
  19078. * Note that a new underlying VertexBuffer object is created each call.
  19079. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19080. *
  19081. * Possible `kind` values :
  19082. * - VertexBuffer.PositionKind
  19083. * - VertexBuffer.UVKind
  19084. * - VertexBuffer.UV2Kind
  19085. * - VertexBuffer.UV3Kind
  19086. * - VertexBuffer.UV4Kind
  19087. * - VertexBuffer.UV5Kind
  19088. * - VertexBuffer.UV6Kind
  19089. * - VertexBuffer.ColorKind
  19090. * - VertexBuffer.MatricesIndicesKind
  19091. * - VertexBuffer.MatricesIndicesExtraKind
  19092. * - VertexBuffer.MatricesWeightsKind
  19093. * - VertexBuffer.MatricesWeightsExtraKind
  19094. *
  19095. * Returns the Mesh.
  19096. */
  19097. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19098. /**
  19099. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19100. * If the mesh has no geometry, it is simply returned as it is.
  19101. * The `data` are either a numeric array either a Float32Array.
  19102. * No new underlying VertexBuffer object is created.
  19103. * 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.
  19104. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19105. *
  19106. * Possible `kind` values :
  19107. * - VertexBuffer.PositionKind
  19108. * - VertexBuffer.UVKind
  19109. * - VertexBuffer.UV2Kind
  19110. * - VertexBuffer.UV3Kind
  19111. * - VertexBuffer.UV4Kind
  19112. * - VertexBuffer.UV5Kind
  19113. * - VertexBuffer.UV6Kind
  19114. * - VertexBuffer.ColorKind
  19115. * - VertexBuffer.MatricesIndicesKind
  19116. * - VertexBuffer.MatricesIndicesExtraKind
  19117. * - VertexBuffer.MatricesWeightsKind
  19118. * - VertexBuffer.MatricesWeightsExtraKind
  19119. *
  19120. * Returns the Mesh.
  19121. */
  19122. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19123. /**
  19124. * Sets the mesh indices.
  19125. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19126. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19127. * This method creates a new index buffer each call.
  19128. * Returns the Mesh.
  19129. */
  19130. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19131. /**
  19132. * Boolean : True if the mesh owns the requested kind of data.
  19133. */
  19134. isVerticesDataPresent(kind: string): boolean;
  19135. /**
  19136. * Returns an array of indices (IndicesArray).
  19137. */
  19138. getIndices(): Nullable<IndicesArray>;
  19139. readonly _positions: Nullable<Vector3[]>;
  19140. /**
  19141. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19142. * This means the mesh underlying bounding box and sphere are recomputed.
  19143. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19144. * @returns the current mesh
  19145. */
  19146. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19147. /** @hidden */
  19148. _preActivate(): InstancedMesh;
  19149. /** @hidden */
  19150. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19151. /** @hidden */
  19152. _postActivate(): void;
  19153. getWorldMatrix(): Matrix;
  19154. readonly isAnInstance: boolean;
  19155. /**
  19156. * Returns the current associated LOD AbstractMesh.
  19157. */
  19158. getLOD(camera: Camera): AbstractMesh;
  19159. /** @hidden */
  19160. _syncSubMeshes(): InstancedMesh;
  19161. /** @hidden */
  19162. _generatePointsArray(): boolean;
  19163. /**
  19164. * Creates a new InstancedMesh from the current mesh.
  19165. * - name (string) : the cloned mesh name
  19166. * - newParent (optional Node) : the optional Node to parent the clone to.
  19167. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19168. *
  19169. * Returns the clone.
  19170. */
  19171. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19172. /**
  19173. * Disposes the InstancedMesh.
  19174. * Returns nothing.
  19175. */
  19176. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19177. }
  19178. }
  19179. declare module "babylonjs/Materials/shaderMaterial" {
  19180. import { Scene } from "babylonjs/scene";
  19181. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19183. import { Mesh } from "babylonjs/Meshes/mesh";
  19184. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19185. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19186. import { Texture } from "babylonjs/Materials/Textures/texture";
  19187. import { Material } from "babylonjs/Materials/material";
  19188. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19189. /**
  19190. * Defines the options associated with the creation of a shader material.
  19191. */
  19192. export interface IShaderMaterialOptions {
  19193. /**
  19194. * Does the material work in alpha blend mode
  19195. */
  19196. needAlphaBlending: boolean;
  19197. /**
  19198. * Does the material work in alpha test mode
  19199. */
  19200. needAlphaTesting: boolean;
  19201. /**
  19202. * The list of attribute names used in the shader
  19203. */
  19204. attributes: string[];
  19205. /**
  19206. * The list of unifrom names used in the shader
  19207. */
  19208. uniforms: string[];
  19209. /**
  19210. * The list of UBO names used in the shader
  19211. */
  19212. uniformBuffers: string[];
  19213. /**
  19214. * The list of sampler names used in the shader
  19215. */
  19216. samplers: string[];
  19217. /**
  19218. * The list of defines used in the shader
  19219. */
  19220. defines: string[];
  19221. }
  19222. /**
  19223. * 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.
  19224. *
  19225. * This returned material effects how the mesh will look based on the code in the shaders.
  19226. *
  19227. * @see http://doc.babylonjs.com/how_to/shader_material
  19228. */
  19229. export class ShaderMaterial extends Material {
  19230. private _shaderPath;
  19231. private _options;
  19232. private _textures;
  19233. private _textureArrays;
  19234. private _floats;
  19235. private _ints;
  19236. private _floatsArrays;
  19237. private _colors3;
  19238. private _colors3Arrays;
  19239. private _colors4;
  19240. private _colors4Arrays;
  19241. private _vectors2;
  19242. private _vectors3;
  19243. private _vectors4;
  19244. private _matrices;
  19245. private _matrices3x3;
  19246. private _matrices2x2;
  19247. private _vectors2Arrays;
  19248. private _vectors3Arrays;
  19249. private _vectors4Arrays;
  19250. private _cachedWorldViewMatrix;
  19251. private _cachedWorldViewProjectionMatrix;
  19252. private _renderId;
  19253. /**
  19254. * Instantiate a new shader material.
  19255. * 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.
  19256. * This returned material effects how the mesh will look based on the code in the shaders.
  19257. * @see http://doc.babylonjs.com/how_to/shader_material
  19258. * @param name Define the name of the material in the scene
  19259. * @param scene Define the scene the material belongs to
  19260. * @param shaderPath Defines the route to the shader code in one of three ways:
  19261. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19262. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19263. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19264. * @param options Define the options used to create the shader
  19265. */
  19266. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19267. /**
  19268. * Gets the options used to compile the shader.
  19269. * They can be modified to trigger a new compilation
  19270. */
  19271. readonly options: IShaderMaterialOptions;
  19272. /**
  19273. * Gets the current class name of the material e.g. "ShaderMaterial"
  19274. * Mainly use in serialization.
  19275. * @returns the class name
  19276. */
  19277. getClassName(): string;
  19278. /**
  19279. * Specifies if the material will require alpha blending
  19280. * @returns a boolean specifying if alpha blending is needed
  19281. */
  19282. needAlphaBlending(): boolean;
  19283. /**
  19284. * Specifies if this material should be rendered in alpha test mode
  19285. * @returns a boolean specifying if an alpha test is needed.
  19286. */
  19287. needAlphaTesting(): boolean;
  19288. private _checkUniform;
  19289. /**
  19290. * Set a texture in the shader.
  19291. * @param name Define the name of the uniform samplers as defined in the shader
  19292. * @param texture Define the texture to bind to this sampler
  19293. * @return the material itself allowing "fluent" like uniform updates
  19294. */
  19295. setTexture(name: string, texture: Texture): ShaderMaterial;
  19296. /**
  19297. * Set a texture array in the shader.
  19298. * @param name Define the name of the uniform sampler array as defined in the shader
  19299. * @param textures Define the list of textures to bind to this sampler
  19300. * @return the material itself allowing "fluent" like uniform updates
  19301. */
  19302. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19303. /**
  19304. * Set a float in the shader.
  19305. * @param name Define the name of the uniform as defined in the shader
  19306. * @param value Define the value to give to the uniform
  19307. * @return the material itself allowing "fluent" like uniform updates
  19308. */
  19309. setFloat(name: string, value: number): ShaderMaterial;
  19310. /**
  19311. * Set a int in the shader.
  19312. * @param name Define the name of the uniform as defined in the shader
  19313. * @param value Define the value to give to the uniform
  19314. * @return the material itself allowing "fluent" like uniform updates
  19315. */
  19316. setInt(name: string, value: number): ShaderMaterial;
  19317. /**
  19318. * Set an array of floats in the shader.
  19319. * @param name Define the name of the uniform as defined in the shader
  19320. * @param value Define the value to give to the uniform
  19321. * @return the material itself allowing "fluent" like uniform updates
  19322. */
  19323. setFloats(name: string, value: number[]): ShaderMaterial;
  19324. /**
  19325. * Set a vec3 in the shader from a Color3.
  19326. * @param name Define the name of the uniform as defined in the shader
  19327. * @param value Define the value to give to the uniform
  19328. * @return the material itself allowing "fluent" like uniform updates
  19329. */
  19330. setColor3(name: string, value: Color3): ShaderMaterial;
  19331. /**
  19332. * Set a vec3 array in the shader from a Color3 array.
  19333. * @param name Define the name of the uniform as defined in the shader
  19334. * @param value Define the value to give to the uniform
  19335. * @return the material itself allowing "fluent" like uniform updates
  19336. */
  19337. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19338. /**
  19339. * Set a vec4 in the shader from a Color4.
  19340. * @param name Define the name of the uniform as defined in the shader
  19341. * @param value Define the value to give to the uniform
  19342. * @return the material itself allowing "fluent" like uniform updates
  19343. */
  19344. setColor4(name: string, value: Color4): ShaderMaterial;
  19345. /**
  19346. * Set a vec4 array in the shader from a Color4 array.
  19347. * @param name Define the name of the uniform as defined in the shader
  19348. * @param value Define the value to give to the uniform
  19349. * @return the material itself allowing "fluent" like uniform updates
  19350. */
  19351. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19352. /**
  19353. * Set a vec2 in the shader from a Vector2.
  19354. * @param name Define the name of the uniform as defined in the shader
  19355. * @param value Define the value to give to the uniform
  19356. * @return the material itself allowing "fluent" like uniform updates
  19357. */
  19358. setVector2(name: string, value: Vector2): ShaderMaterial;
  19359. /**
  19360. * Set a vec3 in the shader from a Vector3.
  19361. * @param name Define the name of the uniform as defined in the shader
  19362. * @param value Define the value to give to the uniform
  19363. * @return the material itself allowing "fluent" like uniform updates
  19364. */
  19365. setVector3(name: string, value: Vector3): ShaderMaterial;
  19366. /**
  19367. * Set a vec4 in the shader from a Vector4.
  19368. * @param name Define the name of the uniform as defined in the shader
  19369. * @param value Define the value to give to the uniform
  19370. * @return the material itself allowing "fluent" like uniform updates
  19371. */
  19372. setVector4(name: string, value: Vector4): ShaderMaterial;
  19373. /**
  19374. * Set a mat4 in the shader from a Matrix.
  19375. * @param name Define the name of the uniform as defined in the shader
  19376. * @param value Define the value to give to the uniform
  19377. * @return the material itself allowing "fluent" like uniform updates
  19378. */
  19379. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19380. /**
  19381. * Set a mat3 in the shader from a Float32Array.
  19382. * @param name Define the name of the uniform as defined in the shader
  19383. * @param value Define the value to give to the uniform
  19384. * @return the material itself allowing "fluent" like uniform updates
  19385. */
  19386. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19387. /**
  19388. * Set a mat2 in the shader from a Float32Array.
  19389. * @param name Define the name of the uniform as defined in the shader
  19390. * @param value Define the value to give to the uniform
  19391. * @return the material itself allowing "fluent" like uniform updates
  19392. */
  19393. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19394. /**
  19395. * Set a vec2 array in the shader from a number array.
  19396. * @param name Define the name of the uniform as defined in the shader
  19397. * @param value Define the value to give to the uniform
  19398. * @return the material itself allowing "fluent" like uniform updates
  19399. */
  19400. setArray2(name: string, value: number[]): ShaderMaterial;
  19401. /**
  19402. * Set a vec3 array in the shader from a number array.
  19403. * @param name Define the name of the uniform as defined in the shader
  19404. * @param value Define the value to give to the uniform
  19405. * @return the material itself allowing "fluent" like uniform updates
  19406. */
  19407. setArray3(name: string, value: number[]): ShaderMaterial;
  19408. /**
  19409. * Set a vec4 array in the shader from a number array.
  19410. * @param name Define the name of the uniform as defined in the shader
  19411. * @param value Define the value to give to the uniform
  19412. * @return the material itself allowing "fluent" like uniform updates
  19413. */
  19414. setArray4(name: string, value: number[]): ShaderMaterial;
  19415. private _checkCache;
  19416. /**
  19417. * Specifies that the submesh is ready to be used
  19418. * @param mesh defines the mesh to check
  19419. * @param subMesh defines which submesh to check
  19420. * @param useInstances specifies that instances should be used
  19421. * @returns a boolean indicating that the submesh is ready or not
  19422. */
  19423. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19424. /**
  19425. * Checks if the material is ready to render the requested mesh
  19426. * @param mesh Define the mesh to render
  19427. * @param useInstances Define whether or not the material is used with instances
  19428. * @returns true if ready, otherwise false
  19429. */
  19430. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19431. /**
  19432. * Binds the world matrix to the material
  19433. * @param world defines the world transformation matrix
  19434. */
  19435. bindOnlyWorldMatrix(world: Matrix): void;
  19436. /**
  19437. * Binds the material to the mesh
  19438. * @param world defines the world transformation matrix
  19439. * @param mesh defines the mesh to bind the material to
  19440. */
  19441. bind(world: Matrix, mesh?: Mesh): void;
  19442. /**
  19443. * Gets the active textures from the material
  19444. * @returns an array of textures
  19445. */
  19446. getActiveTextures(): BaseTexture[];
  19447. /**
  19448. * Specifies if the material uses a texture
  19449. * @param texture defines the texture to check against the material
  19450. * @returns a boolean specifying if the material uses the texture
  19451. */
  19452. hasTexture(texture: BaseTexture): boolean;
  19453. /**
  19454. * Makes a duplicate of the material, and gives it a new name
  19455. * @param name defines the new name for the duplicated material
  19456. * @returns the cloned material
  19457. */
  19458. clone(name: string): ShaderMaterial;
  19459. /**
  19460. * Disposes the material
  19461. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19462. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19463. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19464. */
  19465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19466. /**
  19467. * Serializes this material in a JSON representation
  19468. * @returns the serialized material object
  19469. */
  19470. serialize(): any;
  19471. /**
  19472. * Creates a shader material from parsed shader material data
  19473. * @param source defines the JSON represnetation of the material
  19474. * @param scene defines the hosting scene
  19475. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19476. * @returns a new material
  19477. */
  19478. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19479. }
  19480. }
  19481. declare module "babylonjs/Shaders/color.fragment" {
  19482. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19483. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19484. /** @hidden */
  19485. export var colorPixelShader: {
  19486. name: string;
  19487. shader: string;
  19488. };
  19489. }
  19490. declare module "babylonjs/Shaders/color.vertex" {
  19491. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19493. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19494. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19495. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19496. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19497. /** @hidden */
  19498. export var colorVertexShader: {
  19499. name: string;
  19500. shader: string;
  19501. };
  19502. }
  19503. declare module "babylonjs/Meshes/linesMesh" {
  19504. import { Nullable } from "babylonjs/types";
  19505. import { Scene } from "babylonjs/scene";
  19506. import { Color3 } from "babylonjs/Maths/math.color";
  19507. import { Node } from "babylonjs/node";
  19508. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19509. import { Mesh } from "babylonjs/Meshes/mesh";
  19510. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19511. import { Effect } from "babylonjs/Materials/effect";
  19512. import { Material } from "babylonjs/Materials/material";
  19513. import "babylonjs/Shaders/color.fragment";
  19514. import "babylonjs/Shaders/color.vertex";
  19515. /**
  19516. * Line mesh
  19517. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19518. */
  19519. export class LinesMesh extends Mesh {
  19520. /**
  19521. * If vertex color should be applied to the mesh
  19522. */
  19523. readonly useVertexColor?: boolean | undefined;
  19524. /**
  19525. * If vertex alpha should be applied to the mesh
  19526. */
  19527. readonly useVertexAlpha?: boolean | undefined;
  19528. /**
  19529. * Color of the line (Default: White)
  19530. */
  19531. color: Color3;
  19532. /**
  19533. * Alpha of the line (Default: 1)
  19534. */
  19535. alpha: number;
  19536. /**
  19537. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19538. * This margin is expressed in world space coordinates, so its value may vary.
  19539. * Default value is 0.1
  19540. */
  19541. intersectionThreshold: number;
  19542. private _colorShader;
  19543. private color4;
  19544. /**
  19545. * Creates a new LinesMesh
  19546. * @param name defines the name
  19547. * @param scene defines the hosting scene
  19548. * @param parent defines the parent mesh if any
  19549. * @param source defines the optional source LinesMesh used to clone data from
  19550. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19551. * When false, achieved by calling a clone(), also passing False.
  19552. * This will make creation of children, recursive.
  19553. * @param useVertexColor defines if this LinesMesh supports vertex color
  19554. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19555. */
  19556. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19557. /**
  19558. * If vertex color should be applied to the mesh
  19559. */
  19560. useVertexColor?: boolean | undefined,
  19561. /**
  19562. * If vertex alpha should be applied to the mesh
  19563. */
  19564. useVertexAlpha?: boolean | undefined);
  19565. private _addClipPlaneDefine;
  19566. private _removeClipPlaneDefine;
  19567. isReady(): boolean;
  19568. /**
  19569. * Returns the string "LineMesh"
  19570. */
  19571. getClassName(): string;
  19572. /**
  19573. * @hidden
  19574. */
  19575. /**
  19576. * @hidden
  19577. */
  19578. material: Material;
  19579. /**
  19580. * @hidden
  19581. */
  19582. readonly checkCollisions: boolean;
  19583. /** @hidden */
  19584. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19585. /** @hidden */
  19586. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19587. /**
  19588. * Disposes of the line mesh
  19589. * @param doNotRecurse If children should be disposed
  19590. */
  19591. dispose(doNotRecurse?: boolean): void;
  19592. /**
  19593. * Returns a new LineMesh object cloned from the current one.
  19594. */
  19595. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19596. /**
  19597. * Creates a new InstancedLinesMesh object from the mesh model.
  19598. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19599. * @param name defines the name of the new instance
  19600. * @returns a new InstancedLinesMesh
  19601. */
  19602. createInstance(name: string): InstancedLinesMesh;
  19603. }
  19604. /**
  19605. * Creates an instance based on a source LinesMesh
  19606. */
  19607. export class InstancedLinesMesh extends InstancedMesh {
  19608. /**
  19609. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19610. * This margin is expressed in world space coordinates, so its value may vary.
  19611. * Initilized with the intersectionThreshold value of the source LinesMesh
  19612. */
  19613. intersectionThreshold: number;
  19614. constructor(name: string, source: LinesMesh);
  19615. /**
  19616. * Returns the string "InstancedLinesMesh".
  19617. */
  19618. getClassName(): string;
  19619. }
  19620. }
  19621. declare module "babylonjs/Shaders/line.fragment" {
  19622. /** @hidden */
  19623. export var linePixelShader: {
  19624. name: string;
  19625. shader: string;
  19626. };
  19627. }
  19628. declare module "babylonjs/Shaders/line.vertex" {
  19629. /** @hidden */
  19630. export var lineVertexShader: {
  19631. name: string;
  19632. shader: string;
  19633. };
  19634. }
  19635. declare module "babylonjs/Rendering/edgesRenderer" {
  19636. import { Nullable } from "babylonjs/types";
  19637. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19639. import { Vector3 } from "babylonjs/Maths/math.vector";
  19640. import { IDisposable } from "babylonjs/scene";
  19641. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19642. import "babylonjs/Shaders/line.fragment";
  19643. import "babylonjs/Shaders/line.vertex";
  19644. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19645. module "babylonjs/Meshes/abstractMesh" {
  19646. interface AbstractMesh {
  19647. /**
  19648. * Gets the edgesRenderer associated with the mesh
  19649. */
  19650. edgesRenderer: Nullable<EdgesRenderer>;
  19651. }
  19652. }
  19653. module "babylonjs/Meshes/linesMesh" {
  19654. interface LinesMesh {
  19655. /**
  19656. * Enables the edge rendering mode on the mesh.
  19657. * This mode makes the mesh edges visible
  19658. * @param epsilon defines the maximal distance between two angles to detect a face
  19659. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19660. * @returns the currentAbstractMesh
  19661. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19662. */
  19663. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19664. }
  19665. }
  19666. module "babylonjs/Meshes/linesMesh" {
  19667. interface InstancedLinesMesh {
  19668. /**
  19669. * Enables the edge rendering mode on the mesh.
  19670. * This mode makes the mesh edges visible
  19671. * @param epsilon defines the maximal distance between two angles to detect a face
  19672. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19673. * @returns the current InstancedLinesMesh
  19674. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19675. */
  19676. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19677. }
  19678. }
  19679. /**
  19680. * Defines the minimum contract an Edges renderer should follow.
  19681. */
  19682. export interface IEdgesRenderer extends IDisposable {
  19683. /**
  19684. * Gets or sets a boolean indicating if the edgesRenderer is active
  19685. */
  19686. isEnabled: boolean;
  19687. /**
  19688. * Renders the edges of the attached mesh,
  19689. */
  19690. render(): void;
  19691. /**
  19692. * Checks wether or not the edges renderer is ready to render.
  19693. * @return true if ready, otherwise false.
  19694. */
  19695. isReady(): boolean;
  19696. }
  19697. /**
  19698. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19699. */
  19700. export class EdgesRenderer implements IEdgesRenderer {
  19701. /**
  19702. * Define the size of the edges with an orthographic camera
  19703. */
  19704. edgesWidthScalerForOrthographic: number;
  19705. /**
  19706. * Define the size of the edges with a perspective camera
  19707. */
  19708. edgesWidthScalerForPerspective: number;
  19709. protected _source: AbstractMesh;
  19710. protected _linesPositions: number[];
  19711. protected _linesNormals: number[];
  19712. protected _linesIndices: number[];
  19713. protected _epsilon: number;
  19714. protected _indicesCount: number;
  19715. protected _lineShader: ShaderMaterial;
  19716. protected _ib: DataBuffer;
  19717. protected _buffers: {
  19718. [key: string]: Nullable<VertexBuffer>;
  19719. };
  19720. protected _checkVerticesInsteadOfIndices: boolean;
  19721. private _meshRebuildObserver;
  19722. private _meshDisposeObserver;
  19723. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19724. isEnabled: boolean;
  19725. /**
  19726. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19727. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19728. * @param source Mesh used to create edges
  19729. * @param epsilon sum of angles in adjacency to check for edge
  19730. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19731. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19732. */
  19733. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19734. protected _prepareRessources(): void;
  19735. /** @hidden */
  19736. _rebuild(): void;
  19737. /**
  19738. * Releases the required resources for the edges renderer
  19739. */
  19740. dispose(): void;
  19741. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19742. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19743. /**
  19744. * Checks if the pair of p0 and p1 is en edge
  19745. * @param faceIndex
  19746. * @param edge
  19747. * @param faceNormals
  19748. * @param p0
  19749. * @param p1
  19750. * @private
  19751. */
  19752. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19753. /**
  19754. * push line into the position, normal and index buffer
  19755. * @protected
  19756. */
  19757. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19758. /**
  19759. * Generates lines edges from adjacencjes
  19760. * @private
  19761. */
  19762. _generateEdgesLines(): void;
  19763. /**
  19764. * Checks wether or not the edges renderer is ready to render.
  19765. * @return true if ready, otherwise false.
  19766. */
  19767. isReady(): boolean;
  19768. /**
  19769. * Renders the edges of the attached mesh,
  19770. */
  19771. render(): void;
  19772. }
  19773. /**
  19774. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19775. */
  19776. export class LineEdgesRenderer extends EdgesRenderer {
  19777. /**
  19778. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19779. * @param source LineMesh used to generate edges
  19780. * @param epsilon not important (specified angle for edge detection)
  19781. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19782. */
  19783. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19784. /**
  19785. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19786. */
  19787. _generateEdgesLines(): void;
  19788. }
  19789. }
  19790. declare module "babylonjs/Rendering/renderingGroup" {
  19791. import { SmartArray } from "babylonjs/Misc/smartArray";
  19792. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19794. import { Nullable } from "babylonjs/types";
  19795. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19796. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19797. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19798. import { Material } from "babylonjs/Materials/material";
  19799. import { Scene } from "babylonjs/scene";
  19800. /**
  19801. * This represents the object necessary to create a rendering group.
  19802. * This is exclusively used and created by the rendering manager.
  19803. * To modify the behavior, you use the available helpers in your scene or meshes.
  19804. * @hidden
  19805. */
  19806. export class RenderingGroup {
  19807. index: number;
  19808. private static _zeroVector;
  19809. private _scene;
  19810. private _opaqueSubMeshes;
  19811. private _transparentSubMeshes;
  19812. private _alphaTestSubMeshes;
  19813. private _depthOnlySubMeshes;
  19814. private _particleSystems;
  19815. private _spriteManagers;
  19816. private _opaqueSortCompareFn;
  19817. private _alphaTestSortCompareFn;
  19818. private _transparentSortCompareFn;
  19819. private _renderOpaque;
  19820. private _renderAlphaTest;
  19821. private _renderTransparent;
  19822. /** @hidden */
  19823. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19824. onBeforeTransparentRendering: () => void;
  19825. /**
  19826. * Set the opaque sort comparison function.
  19827. * If null the sub meshes will be render in the order they were created
  19828. */
  19829. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19830. /**
  19831. * Set the alpha test sort comparison function.
  19832. * If null the sub meshes will be render in the order they were created
  19833. */
  19834. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19835. /**
  19836. * Set the transparent sort comparison function.
  19837. * If null the sub meshes will be render in the order they were created
  19838. */
  19839. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19840. /**
  19841. * Creates a new rendering group.
  19842. * @param index The rendering group index
  19843. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19844. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19845. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19846. */
  19847. 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>);
  19848. /**
  19849. * Render all the sub meshes contained in the group.
  19850. * @param customRenderFunction Used to override the default render behaviour of the group.
  19851. * @returns true if rendered some submeshes.
  19852. */
  19853. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19854. /**
  19855. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19856. * @param subMeshes The submeshes to render
  19857. */
  19858. private renderOpaqueSorted;
  19859. /**
  19860. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19861. * @param subMeshes The submeshes to render
  19862. */
  19863. private renderAlphaTestSorted;
  19864. /**
  19865. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19866. * @param subMeshes The submeshes to render
  19867. */
  19868. private renderTransparentSorted;
  19869. /**
  19870. * Renders the submeshes in a specified order.
  19871. * @param subMeshes The submeshes to sort before render
  19872. * @param sortCompareFn The comparison function use to sort
  19873. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19874. * @param transparent Specifies to activate blending if true
  19875. */
  19876. private static renderSorted;
  19877. /**
  19878. * Renders the submeshes in the order they were dispatched (no sort applied).
  19879. * @param subMeshes The submeshes to render
  19880. */
  19881. private static renderUnsorted;
  19882. /**
  19883. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19884. * are rendered back to front if in the same alpha index.
  19885. *
  19886. * @param a The first submesh
  19887. * @param b The second submesh
  19888. * @returns The result of the comparison
  19889. */
  19890. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19891. /**
  19892. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19893. * are rendered back to front.
  19894. *
  19895. * @param a The first submesh
  19896. * @param b The second submesh
  19897. * @returns The result of the comparison
  19898. */
  19899. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19900. /**
  19901. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19902. * are rendered front to back (prevent overdraw).
  19903. *
  19904. * @param a The first submesh
  19905. * @param b The second submesh
  19906. * @returns The result of the comparison
  19907. */
  19908. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19909. /**
  19910. * Resets the different lists of submeshes to prepare a new frame.
  19911. */
  19912. prepare(): void;
  19913. dispose(): void;
  19914. /**
  19915. * Inserts the submesh in its correct queue depending on its material.
  19916. * @param subMesh The submesh to dispatch
  19917. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19918. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19919. */
  19920. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19921. dispatchSprites(spriteManager: ISpriteManager): void;
  19922. dispatchParticles(particleSystem: IParticleSystem): void;
  19923. private _renderParticles;
  19924. private _renderSprites;
  19925. }
  19926. }
  19927. declare module "babylonjs/Rendering/renderingManager" {
  19928. import { Nullable } from "babylonjs/types";
  19929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19930. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19931. import { SmartArray } from "babylonjs/Misc/smartArray";
  19932. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19933. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19934. import { Material } from "babylonjs/Materials/material";
  19935. import { Scene } from "babylonjs/scene";
  19936. import { Camera } from "babylonjs/Cameras/camera";
  19937. /**
  19938. * Interface describing the different options available in the rendering manager
  19939. * regarding Auto Clear between groups.
  19940. */
  19941. export interface IRenderingManagerAutoClearSetup {
  19942. /**
  19943. * Defines whether or not autoclear is enable.
  19944. */
  19945. autoClear: boolean;
  19946. /**
  19947. * Defines whether or not to autoclear the depth buffer.
  19948. */
  19949. depth: boolean;
  19950. /**
  19951. * Defines whether or not to autoclear the stencil buffer.
  19952. */
  19953. stencil: boolean;
  19954. }
  19955. /**
  19956. * This class is used by the onRenderingGroupObservable
  19957. */
  19958. export class RenderingGroupInfo {
  19959. /**
  19960. * The Scene that being rendered
  19961. */
  19962. scene: Scene;
  19963. /**
  19964. * The camera currently used for the rendering pass
  19965. */
  19966. camera: Nullable<Camera>;
  19967. /**
  19968. * The ID of the renderingGroup being processed
  19969. */
  19970. renderingGroupId: number;
  19971. }
  19972. /**
  19973. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19974. * It is enable to manage the different groups as well as the different necessary sort functions.
  19975. * This should not be used directly aside of the few static configurations
  19976. */
  19977. export class RenderingManager {
  19978. /**
  19979. * The max id used for rendering groups (not included)
  19980. */
  19981. static MAX_RENDERINGGROUPS: number;
  19982. /**
  19983. * The min id used for rendering groups (included)
  19984. */
  19985. static MIN_RENDERINGGROUPS: number;
  19986. /**
  19987. * Used to globally prevent autoclearing scenes.
  19988. */
  19989. static AUTOCLEAR: boolean;
  19990. /**
  19991. * @hidden
  19992. */
  19993. _useSceneAutoClearSetup: boolean;
  19994. private _scene;
  19995. private _renderingGroups;
  19996. private _depthStencilBufferAlreadyCleaned;
  19997. private _autoClearDepthStencil;
  19998. private _customOpaqueSortCompareFn;
  19999. private _customAlphaTestSortCompareFn;
  20000. private _customTransparentSortCompareFn;
  20001. private _renderingGroupInfo;
  20002. /**
  20003. * Instantiates a new rendering group for a particular scene
  20004. * @param scene Defines the scene the groups belongs to
  20005. */
  20006. constructor(scene: Scene);
  20007. private _clearDepthStencilBuffer;
  20008. /**
  20009. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20010. * @hidden
  20011. */
  20012. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20013. /**
  20014. * Resets the different information of the group to prepare a new frame
  20015. * @hidden
  20016. */
  20017. reset(): void;
  20018. /**
  20019. * Dispose and release the group and its associated resources.
  20020. * @hidden
  20021. */
  20022. dispose(): void;
  20023. /**
  20024. * Clear the info related to rendering groups preventing retention points during dispose.
  20025. */
  20026. freeRenderingGroups(): void;
  20027. private _prepareRenderingGroup;
  20028. /**
  20029. * Add a sprite manager to the rendering manager in order to render it this frame.
  20030. * @param spriteManager Define the sprite manager to render
  20031. */
  20032. dispatchSprites(spriteManager: ISpriteManager): void;
  20033. /**
  20034. * Add a particle system to the rendering manager in order to render it this frame.
  20035. * @param particleSystem Define the particle system to render
  20036. */
  20037. dispatchParticles(particleSystem: IParticleSystem): void;
  20038. /**
  20039. * Add a submesh to the manager in order to render it this frame
  20040. * @param subMesh The submesh to dispatch
  20041. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20042. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20043. */
  20044. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20045. /**
  20046. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20047. * This allowed control for front to back rendering or reversly depending of the special needs.
  20048. *
  20049. * @param renderingGroupId The rendering group id corresponding to its index
  20050. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20051. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20052. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20053. */
  20054. 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;
  20055. /**
  20056. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20057. *
  20058. * @param renderingGroupId The rendering group id corresponding to its index
  20059. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20060. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20061. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20062. */
  20063. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20064. /**
  20065. * Gets the current auto clear configuration for one rendering group of the rendering
  20066. * manager.
  20067. * @param index the rendering group index to get the information for
  20068. * @returns The auto clear setup for the requested rendering group
  20069. */
  20070. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20071. }
  20072. }
  20073. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20074. import { Observable } from "babylonjs/Misc/observable";
  20075. import { SmartArray } from "babylonjs/Misc/smartArray";
  20076. import { Nullable } from "babylonjs/types";
  20077. import { Camera } from "babylonjs/Cameras/camera";
  20078. import { Scene } from "babylonjs/scene";
  20079. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20080. import { Color4 } from "babylonjs/Maths/math.color";
  20081. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20084. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20085. import { Texture } from "babylonjs/Materials/Textures/texture";
  20086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20087. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20088. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20089. import { Engine } from "babylonjs/Engines/engine";
  20090. /**
  20091. * This Helps creating a texture that will be created from a camera in your scene.
  20092. * It is basically a dynamic texture that could be used to create special effects for instance.
  20093. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20094. */
  20095. export class RenderTargetTexture extends Texture {
  20096. isCube: boolean;
  20097. /**
  20098. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20099. */
  20100. static readonly REFRESHRATE_RENDER_ONCE: number;
  20101. /**
  20102. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20103. */
  20104. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20105. /**
  20106. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20107. * the central point of your effect and can save a lot of performances.
  20108. */
  20109. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20110. /**
  20111. * Use this predicate to dynamically define the list of mesh you want to render.
  20112. * If set, the renderList property will be overwritten.
  20113. */
  20114. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20115. private _renderList;
  20116. /**
  20117. * Use this list to define the list of mesh you want to render.
  20118. */
  20119. renderList: Nullable<Array<AbstractMesh>>;
  20120. private _hookArray;
  20121. /**
  20122. * Define if particles should be rendered in your texture.
  20123. */
  20124. renderParticles: boolean;
  20125. /**
  20126. * Define if sprites should be rendered in your texture.
  20127. */
  20128. renderSprites: boolean;
  20129. /**
  20130. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20131. */
  20132. coordinatesMode: number;
  20133. /**
  20134. * Define the camera used to render the texture.
  20135. */
  20136. activeCamera: Nullable<Camera>;
  20137. /**
  20138. * Override the render function of the texture with your own one.
  20139. */
  20140. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20141. /**
  20142. * Define if camera post processes should be use while rendering the texture.
  20143. */
  20144. useCameraPostProcesses: boolean;
  20145. /**
  20146. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20147. */
  20148. ignoreCameraViewport: boolean;
  20149. private _postProcessManager;
  20150. private _postProcesses;
  20151. private _resizeObserver;
  20152. /**
  20153. * An event triggered when the texture is unbind.
  20154. */
  20155. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20156. /**
  20157. * An event triggered when the texture is unbind.
  20158. */
  20159. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20160. private _onAfterUnbindObserver;
  20161. /**
  20162. * Set a after unbind callback in the texture.
  20163. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20164. */
  20165. onAfterUnbind: () => void;
  20166. /**
  20167. * An event triggered before rendering the texture
  20168. */
  20169. onBeforeRenderObservable: Observable<number>;
  20170. private _onBeforeRenderObserver;
  20171. /**
  20172. * Set a before render callback in the texture.
  20173. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20174. */
  20175. onBeforeRender: (faceIndex: number) => void;
  20176. /**
  20177. * An event triggered after rendering the texture
  20178. */
  20179. onAfterRenderObservable: Observable<number>;
  20180. private _onAfterRenderObserver;
  20181. /**
  20182. * Set a after render callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20184. */
  20185. onAfterRender: (faceIndex: number) => void;
  20186. /**
  20187. * An event triggered after the texture clear
  20188. */
  20189. onClearObservable: Observable<Engine>;
  20190. private _onClearObserver;
  20191. /**
  20192. * Set a clear callback in the texture.
  20193. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20194. */
  20195. onClear: (Engine: Engine) => void;
  20196. /**
  20197. * An event triggered when the texture is resized.
  20198. */
  20199. onResizeObservable: Observable<RenderTargetTexture>;
  20200. /**
  20201. * Define the clear color of the Render Target if it should be different from the scene.
  20202. */
  20203. clearColor: Color4;
  20204. protected _size: number | {
  20205. width: number;
  20206. height: number;
  20207. };
  20208. protected _initialSizeParameter: number | {
  20209. width: number;
  20210. height: number;
  20211. } | {
  20212. ratio: number;
  20213. };
  20214. protected _sizeRatio: Nullable<number>;
  20215. /** @hidden */
  20216. _generateMipMaps: boolean;
  20217. protected _renderingManager: RenderingManager;
  20218. /** @hidden */
  20219. _waitingRenderList: string[];
  20220. protected _doNotChangeAspectRatio: boolean;
  20221. protected _currentRefreshId: number;
  20222. protected _refreshRate: number;
  20223. protected _textureMatrix: Matrix;
  20224. protected _samples: number;
  20225. protected _renderTargetOptions: RenderTargetCreationOptions;
  20226. /**
  20227. * Gets render target creation options that were used.
  20228. */
  20229. readonly renderTargetOptions: RenderTargetCreationOptions;
  20230. protected _engine: Engine;
  20231. protected _onRatioRescale(): void;
  20232. /**
  20233. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20234. * It must define where the camera used to render the texture is set
  20235. */
  20236. boundingBoxPosition: Vector3;
  20237. private _boundingBoxSize;
  20238. /**
  20239. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20240. * When defined, the cubemap will switch to local mode
  20241. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20242. * @example https://www.babylonjs-playground.com/#RNASML
  20243. */
  20244. boundingBoxSize: Vector3;
  20245. /**
  20246. * In case the RTT has been created with a depth texture, get the associated
  20247. * depth texture.
  20248. * Otherwise, return null.
  20249. */
  20250. depthStencilTexture: Nullable<InternalTexture>;
  20251. /**
  20252. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20253. * or used a shadow, depth texture...
  20254. * @param name The friendly name of the texture
  20255. * @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)
  20256. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20257. * @param generateMipMaps True if mip maps need to be generated after render.
  20258. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20259. * @param type The type of the buffer in the RTT (int, half float, float...)
  20260. * @param isCube True if a cube texture needs to be created
  20261. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20262. * @param generateDepthBuffer True to generate a depth buffer
  20263. * @param generateStencilBuffer True to generate a stencil buffer
  20264. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20265. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20266. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20267. */
  20268. constructor(name: string, size: number | {
  20269. width: number;
  20270. height: number;
  20271. } | {
  20272. ratio: number;
  20273. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20274. /**
  20275. * Creates a depth stencil texture.
  20276. * This is only available in WebGL 2 or with the depth texture extension available.
  20277. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20278. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20279. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20280. */
  20281. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20282. private _processSizeParameter;
  20283. /**
  20284. * Define the number of samples to use in case of MSAA.
  20285. * It defaults to one meaning no MSAA has been enabled.
  20286. */
  20287. samples: number;
  20288. /**
  20289. * Resets the refresh counter of the texture and start bak from scratch.
  20290. * Could be useful to regenerate the texture if it is setup to render only once.
  20291. */
  20292. resetRefreshCounter(): void;
  20293. /**
  20294. * Define the refresh rate of the texture or the rendering frequency.
  20295. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20296. */
  20297. refreshRate: number;
  20298. /**
  20299. * Adds a post process to the render target rendering passes.
  20300. * @param postProcess define the post process to add
  20301. */
  20302. addPostProcess(postProcess: PostProcess): void;
  20303. /**
  20304. * Clear all the post processes attached to the render target
  20305. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20306. */
  20307. clearPostProcesses(dispose?: boolean): void;
  20308. /**
  20309. * Remove one of the post process from the list of attached post processes to the texture
  20310. * @param postProcess define the post process to remove from the list
  20311. */
  20312. removePostProcess(postProcess: PostProcess): void;
  20313. /** @hidden */
  20314. _shouldRender(): boolean;
  20315. /**
  20316. * Gets the actual render size of the texture.
  20317. * @returns the width of the render size
  20318. */
  20319. getRenderSize(): number;
  20320. /**
  20321. * Gets the actual render width of the texture.
  20322. * @returns the width of the render size
  20323. */
  20324. getRenderWidth(): number;
  20325. /**
  20326. * Gets the actual render height of the texture.
  20327. * @returns the height of the render size
  20328. */
  20329. getRenderHeight(): number;
  20330. /**
  20331. * Get if the texture can be rescaled or not.
  20332. */
  20333. readonly canRescale: boolean;
  20334. /**
  20335. * Resize the texture using a ratio.
  20336. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20337. */
  20338. scale(ratio: number): void;
  20339. /**
  20340. * Get the texture reflection matrix used to rotate/transform the reflection.
  20341. * @returns the reflection matrix
  20342. */
  20343. getReflectionTextureMatrix(): Matrix;
  20344. /**
  20345. * Resize the texture to a new desired size.
  20346. * Be carrefull as it will recreate all the data in the new texture.
  20347. * @param size Define the new size. It can be:
  20348. * - a number for squared texture,
  20349. * - an object containing { width: number, height: number }
  20350. * - or an object containing a ratio { ratio: number }
  20351. */
  20352. resize(size: number | {
  20353. width: number;
  20354. height: number;
  20355. } | {
  20356. ratio: number;
  20357. }): void;
  20358. /**
  20359. * Renders all the objects from the render list into the texture.
  20360. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20361. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20362. */
  20363. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20364. private _bestReflectionRenderTargetDimension;
  20365. /**
  20366. * @hidden
  20367. * @param faceIndex face index to bind to if this is a cubetexture
  20368. */
  20369. _bindFrameBuffer(faceIndex?: number): void;
  20370. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20371. private renderToTarget;
  20372. /**
  20373. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20374. * This allowed control for front to back rendering or reversly depending of the special needs.
  20375. *
  20376. * @param renderingGroupId The rendering group id corresponding to its index
  20377. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20378. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20379. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20380. */
  20381. 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;
  20382. /**
  20383. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20384. *
  20385. * @param renderingGroupId The rendering group id corresponding to its index
  20386. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20387. */
  20388. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20389. /**
  20390. * Clones the texture.
  20391. * @returns the cloned texture
  20392. */
  20393. clone(): RenderTargetTexture;
  20394. /**
  20395. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20396. * @returns The JSON representation of the texture
  20397. */
  20398. serialize(): any;
  20399. /**
  20400. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20401. */
  20402. disposeFramebufferObjects(): void;
  20403. /**
  20404. * Dispose the texture and release its associated resources.
  20405. */
  20406. dispose(): void;
  20407. /** @hidden */
  20408. _rebuild(): void;
  20409. /**
  20410. * Clear the info related to rendering groups preventing retention point in material dispose.
  20411. */
  20412. freeRenderingGroups(): void;
  20413. /**
  20414. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20415. * @returns the view count
  20416. */
  20417. getViewCount(): number;
  20418. }
  20419. }
  20420. declare module "babylonjs/Materials/material" {
  20421. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20422. import { SmartArray } from "babylonjs/Misc/smartArray";
  20423. import { Observable } from "babylonjs/Misc/observable";
  20424. import { Nullable } from "babylonjs/types";
  20425. import { Scene } from "babylonjs/scene";
  20426. import { Matrix } from "babylonjs/Maths/math.vector";
  20427. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20429. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20430. import { Effect } from "babylonjs/Materials/effect";
  20431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20432. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20433. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20434. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20435. import { Mesh } from "babylonjs/Meshes/mesh";
  20436. import { Animation } from "babylonjs/Animations/animation";
  20437. /**
  20438. * Base class for the main features of a material in Babylon.js
  20439. */
  20440. export class Material implements IAnimatable {
  20441. /**
  20442. * Returns the triangle fill mode
  20443. */
  20444. static readonly TriangleFillMode: number;
  20445. /**
  20446. * Returns the wireframe mode
  20447. */
  20448. static readonly WireFrameFillMode: number;
  20449. /**
  20450. * Returns the point fill mode
  20451. */
  20452. static readonly PointFillMode: number;
  20453. /**
  20454. * Returns the point list draw mode
  20455. */
  20456. static readonly PointListDrawMode: number;
  20457. /**
  20458. * Returns the line list draw mode
  20459. */
  20460. static readonly LineListDrawMode: number;
  20461. /**
  20462. * Returns the line loop draw mode
  20463. */
  20464. static readonly LineLoopDrawMode: number;
  20465. /**
  20466. * Returns the line strip draw mode
  20467. */
  20468. static readonly LineStripDrawMode: number;
  20469. /**
  20470. * Returns the triangle strip draw mode
  20471. */
  20472. static readonly TriangleStripDrawMode: number;
  20473. /**
  20474. * Returns the triangle fan draw mode
  20475. */
  20476. static readonly TriangleFanDrawMode: number;
  20477. /**
  20478. * Stores the clock-wise side orientation
  20479. */
  20480. static readonly ClockWiseSideOrientation: number;
  20481. /**
  20482. * Stores the counter clock-wise side orientation
  20483. */
  20484. static readonly CounterClockWiseSideOrientation: number;
  20485. /**
  20486. * The dirty texture flag value
  20487. */
  20488. static readonly TextureDirtyFlag: number;
  20489. /**
  20490. * The dirty light flag value
  20491. */
  20492. static readonly LightDirtyFlag: number;
  20493. /**
  20494. * The dirty fresnel flag value
  20495. */
  20496. static readonly FresnelDirtyFlag: number;
  20497. /**
  20498. * The dirty attribute flag value
  20499. */
  20500. static readonly AttributesDirtyFlag: number;
  20501. /**
  20502. * The dirty misc flag value
  20503. */
  20504. static readonly MiscDirtyFlag: number;
  20505. /**
  20506. * The all dirty flag value
  20507. */
  20508. static readonly AllDirtyFlag: number;
  20509. /**
  20510. * The ID of the material
  20511. */
  20512. id: string;
  20513. /**
  20514. * Gets or sets the unique id of the material
  20515. */
  20516. uniqueId: number;
  20517. /**
  20518. * The name of the material
  20519. */
  20520. name: string;
  20521. /**
  20522. * Gets or sets user defined metadata
  20523. */
  20524. metadata: any;
  20525. /**
  20526. * For internal use only. Please do not use.
  20527. */
  20528. reservedDataStore: any;
  20529. /**
  20530. * Specifies if the ready state should be checked on each call
  20531. */
  20532. checkReadyOnEveryCall: boolean;
  20533. /**
  20534. * Specifies if the ready state should be checked once
  20535. */
  20536. checkReadyOnlyOnce: boolean;
  20537. /**
  20538. * The state of the material
  20539. */
  20540. state: string;
  20541. /**
  20542. * The alpha value of the material
  20543. */
  20544. protected _alpha: number;
  20545. /**
  20546. * List of inspectable custom properties (used by the Inspector)
  20547. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20548. */
  20549. inspectableCustomProperties: IInspectable[];
  20550. /**
  20551. * Sets the alpha value of the material
  20552. */
  20553. /**
  20554. * Gets the alpha value of the material
  20555. */
  20556. alpha: number;
  20557. /**
  20558. * Specifies if back face culling is enabled
  20559. */
  20560. protected _backFaceCulling: boolean;
  20561. /**
  20562. * Sets the back-face culling state
  20563. */
  20564. /**
  20565. * Gets the back-face culling state
  20566. */
  20567. backFaceCulling: boolean;
  20568. /**
  20569. * Stores the value for side orientation
  20570. */
  20571. sideOrientation: number;
  20572. /**
  20573. * Callback triggered when the material is compiled
  20574. */
  20575. onCompiled: Nullable<(effect: Effect) => void>;
  20576. /**
  20577. * Callback triggered when an error occurs
  20578. */
  20579. onError: Nullable<(effect: Effect, errors: string) => void>;
  20580. /**
  20581. * Callback triggered to get the render target textures
  20582. */
  20583. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20584. /**
  20585. * Gets a boolean indicating that current material needs to register RTT
  20586. */
  20587. readonly hasRenderTargetTextures: boolean;
  20588. /**
  20589. * Specifies if the material should be serialized
  20590. */
  20591. doNotSerialize: boolean;
  20592. /**
  20593. * @hidden
  20594. */
  20595. _storeEffectOnSubMeshes: boolean;
  20596. /**
  20597. * Stores the animations for the material
  20598. */
  20599. animations: Nullable<Array<Animation>>;
  20600. /**
  20601. * An event triggered when the material is disposed
  20602. */
  20603. onDisposeObservable: Observable<Material>;
  20604. /**
  20605. * An observer which watches for dispose events
  20606. */
  20607. private _onDisposeObserver;
  20608. private _onUnBindObservable;
  20609. /**
  20610. * Called during a dispose event
  20611. */
  20612. onDispose: () => void;
  20613. private _onBindObservable;
  20614. /**
  20615. * An event triggered when the material is bound
  20616. */
  20617. readonly onBindObservable: Observable<AbstractMesh>;
  20618. /**
  20619. * An observer which watches for bind events
  20620. */
  20621. private _onBindObserver;
  20622. /**
  20623. * Called during a bind event
  20624. */
  20625. onBind: (Mesh: AbstractMesh) => void;
  20626. /**
  20627. * An event triggered when the material is unbound
  20628. */
  20629. readonly onUnBindObservable: Observable<Material>;
  20630. /**
  20631. * Stores the value of the alpha mode
  20632. */
  20633. private _alphaMode;
  20634. /**
  20635. * Sets the value of the alpha mode.
  20636. *
  20637. * | Value | Type | Description |
  20638. * | --- | --- | --- |
  20639. * | 0 | ALPHA_DISABLE | |
  20640. * | 1 | ALPHA_ADD | |
  20641. * | 2 | ALPHA_COMBINE | |
  20642. * | 3 | ALPHA_SUBTRACT | |
  20643. * | 4 | ALPHA_MULTIPLY | |
  20644. * | 5 | ALPHA_MAXIMIZED | |
  20645. * | 6 | ALPHA_ONEONE | |
  20646. * | 7 | ALPHA_PREMULTIPLIED | |
  20647. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20648. * | 9 | ALPHA_INTERPOLATE | |
  20649. * | 10 | ALPHA_SCREENMODE | |
  20650. *
  20651. */
  20652. /**
  20653. * Gets the value of the alpha mode
  20654. */
  20655. alphaMode: number;
  20656. /**
  20657. * Stores the state of the need depth pre-pass value
  20658. */
  20659. private _needDepthPrePass;
  20660. /**
  20661. * Sets the need depth pre-pass value
  20662. */
  20663. /**
  20664. * Gets the depth pre-pass value
  20665. */
  20666. needDepthPrePass: boolean;
  20667. /**
  20668. * Specifies if depth writing should be disabled
  20669. */
  20670. disableDepthWrite: boolean;
  20671. /**
  20672. * Specifies if depth writing should be forced
  20673. */
  20674. forceDepthWrite: boolean;
  20675. /**
  20676. * Specifies if there should be a separate pass for culling
  20677. */
  20678. separateCullingPass: boolean;
  20679. /**
  20680. * Stores the state specifing if fog should be enabled
  20681. */
  20682. private _fogEnabled;
  20683. /**
  20684. * Sets the state for enabling fog
  20685. */
  20686. /**
  20687. * Gets the value of the fog enabled state
  20688. */
  20689. fogEnabled: boolean;
  20690. /**
  20691. * Stores the size of points
  20692. */
  20693. pointSize: number;
  20694. /**
  20695. * Stores the z offset value
  20696. */
  20697. zOffset: number;
  20698. /**
  20699. * Gets a value specifying if wireframe mode is enabled
  20700. */
  20701. /**
  20702. * Sets the state of wireframe mode
  20703. */
  20704. wireframe: boolean;
  20705. /**
  20706. * Gets the value specifying if point clouds are enabled
  20707. */
  20708. /**
  20709. * Sets the state of point cloud mode
  20710. */
  20711. pointsCloud: boolean;
  20712. /**
  20713. * Gets the material fill mode
  20714. */
  20715. /**
  20716. * Sets the material fill mode
  20717. */
  20718. fillMode: number;
  20719. /**
  20720. * @hidden
  20721. * Stores the effects for the material
  20722. */
  20723. _effect: Nullable<Effect>;
  20724. /**
  20725. * @hidden
  20726. * Specifies if the material was previously ready
  20727. */
  20728. _wasPreviouslyReady: boolean;
  20729. /**
  20730. * Specifies if uniform buffers should be used
  20731. */
  20732. private _useUBO;
  20733. /**
  20734. * Stores a reference to the scene
  20735. */
  20736. private _scene;
  20737. /**
  20738. * Stores the fill mode state
  20739. */
  20740. private _fillMode;
  20741. /**
  20742. * Specifies if the depth write state should be cached
  20743. */
  20744. private _cachedDepthWriteState;
  20745. /**
  20746. * Stores the uniform buffer
  20747. */
  20748. protected _uniformBuffer: UniformBuffer;
  20749. /** @hidden */
  20750. _indexInSceneMaterialArray: number;
  20751. /** @hidden */
  20752. meshMap: Nullable<{
  20753. [id: string]: AbstractMesh | undefined;
  20754. }>;
  20755. /**
  20756. * Creates a material instance
  20757. * @param name defines the name of the material
  20758. * @param scene defines the scene to reference
  20759. * @param doNotAdd specifies if the material should be added to the scene
  20760. */
  20761. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20762. /**
  20763. * Returns a string representation of the current material
  20764. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20765. * @returns a string with material information
  20766. */
  20767. toString(fullDetails?: boolean): string;
  20768. /**
  20769. * Gets the class name of the material
  20770. * @returns a string with the class name of the material
  20771. */
  20772. getClassName(): string;
  20773. /**
  20774. * Specifies if updates for the material been locked
  20775. */
  20776. readonly isFrozen: boolean;
  20777. /**
  20778. * Locks updates for the material
  20779. */
  20780. freeze(): void;
  20781. /**
  20782. * Unlocks updates for the material
  20783. */
  20784. unfreeze(): void;
  20785. /**
  20786. * Specifies if the material is ready to be used
  20787. * @param mesh defines the mesh to check
  20788. * @param useInstances specifies if instances should be used
  20789. * @returns a boolean indicating if the material is ready to be used
  20790. */
  20791. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20792. /**
  20793. * Specifies that the submesh is ready to be used
  20794. * @param mesh defines the mesh to check
  20795. * @param subMesh defines which submesh to check
  20796. * @param useInstances specifies that instances should be used
  20797. * @returns a boolean indicating that the submesh is ready or not
  20798. */
  20799. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20800. /**
  20801. * Returns the material effect
  20802. * @returns the effect associated with the material
  20803. */
  20804. getEffect(): Nullable<Effect>;
  20805. /**
  20806. * Returns the current scene
  20807. * @returns a Scene
  20808. */
  20809. getScene(): Scene;
  20810. /**
  20811. * Specifies if the material will require alpha blending
  20812. * @returns a boolean specifying if alpha blending is needed
  20813. */
  20814. needAlphaBlending(): boolean;
  20815. /**
  20816. * Specifies if the mesh will require alpha blending
  20817. * @param mesh defines the mesh to check
  20818. * @returns a boolean specifying if alpha blending is needed for the mesh
  20819. */
  20820. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20821. /**
  20822. * Specifies if this material should be rendered in alpha test mode
  20823. * @returns a boolean specifying if an alpha test is needed.
  20824. */
  20825. needAlphaTesting(): boolean;
  20826. /**
  20827. * Gets the texture used for the alpha test
  20828. * @returns the texture to use for alpha testing
  20829. */
  20830. getAlphaTestTexture(): Nullable<BaseTexture>;
  20831. /**
  20832. * Marks the material to indicate that it needs to be re-calculated
  20833. */
  20834. markDirty(): void;
  20835. /** @hidden */
  20836. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20837. /**
  20838. * Binds the material to the mesh
  20839. * @param world defines the world transformation matrix
  20840. * @param mesh defines the mesh to bind the material to
  20841. */
  20842. bind(world: Matrix, mesh?: Mesh): void;
  20843. /**
  20844. * Binds the submesh to the material
  20845. * @param world defines the world transformation matrix
  20846. * @param mesh defines the mesh containing the submesh
  20847. * @param subMesh defines the submesh to bind the material to
  20848. */
  20849. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20850. /**
  20851. * Binds the world matrix to the material
  20852. * @param world defines the world transformation matrix
  20853. */
  20854. bindOnlyWorldMatrix(world: Matrix): void;
  20855. /**
  20856. * Binds the scene's uniform buffer to the effect.
  20857. * @param effect defines the effect to bind to the scene uniform buffer
  20858. * @param sceneUbo defines the uniform buffer storing scene data
  20859. */
  20860. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20861. /**
  20862. * Binds the view matrix to the effect
  20863. * @param effect defines the effect to bind the view matrix to
  20864. */
  20865. bindView(effect: Effect): void;
  20866. /**
  20867. * Binds the view projection matrix to the effect
  20868. * @param effect defines the effect to bind the view projection matrix to
  20869. */
  20870. bindViewProjection(effect: Effect): void;
  20871. /**
  20872. * Specifies if material alpha testing should be turned on for the mesh
  20873. * @param mesh defines the mesh to check
  20874. */
  20875. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20876. /**
  20877. * Processes to execute after binding the material to a mesh
  20878. * @param mesh defines the rendered mesh
  20879. */
  20880. protected _afterBind(mesh?: Mesh): void;
  20881. /**
  20882. * Unbinds the material from the mesh
  20883. */
  20884. unbind(): void;
  20885. /**
  20886. * Gets the active textures from the material
  20887. * @returns an array of textures
  20888. */
  20889. getActiveTextures(): BaseTexture[];
  20890. /**
  20891. * Specifies if the material uses a texture
  20892. * @param texture defines the texture to check against the material
  20893. * @returns a boolean specifying if the material uses the texture
  20894. */
  20895. hasTexture(texture: BaseTexture): boolean;
  20896. /**
  20897. * Makes a duplicate of the material, and gives it a new name
  20898. * @param name defines the new name for the duplicated material
  20899. * @returns the cloned material
  20900. */
  20901. clone(name: string): Nullable<Material>;
  20902. /**
  20903. * Gets the meshes bound to the material
  20904. * @returns an array of meshes bound to the material
  20905. */
  20906. getBindedMeshes(): AbstractMesh[];
  20907. /**
  20908. * Force shader compilation
  20909. * @param mesh defines the mesh associated with this material
  20910. * @param onCompiled defines a function to execute once the material is compiled
  20911. * @param options defines the options to configure the compilation
  20912. */
  20913. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20914. clipPlane: boolean;
  20915. }>): void;
  20916. /**
  20917. * Force shader compilation
  20918. * @param mesh defines the mesh that will use this material
  20919. * @param options defines additional options for compiling the shaders
  20920. * @returns a promise that resolves when the compilation completes
  20921. */
  20922. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20923. clipPlane: boolean;
  20924. }>): Promise<void>;
  20925. private static readonly _AllDirtyCallBack;
  20926. private static readonly _ImageProcessingDirtyCallBack;
  20927. private static readonly _TextureDirtyCallBack;
  20928. private static readonly _FresnelDirtyCallBack;
  20929. private static readonly _MiscDirtyCallBack;
  20930. private static readonly _LightsDirtyCallBack;
  20931. private static readonly _AttributeDirtyCallBack;
  20932. private static _FresnelAndMiscDirtyCallBack;
  20933. private static _TextureAndMiscDirtyCallBack;
  20934. private static readonly _DirtyCallbackArray;
  20935. private static readonly _RunDirtyCallBacks;
  20936. /**
  20937. * Marks a define in the material to indicate that it needs to be re-computed
  20938. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20939. */
  20940. markAsDirty(flag: number): void;
  20941. /**
  20942. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20943. * @param func defines a function which checks material defines against the submeshes
  20944. */
  20945. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20946. /**
  20947. * Indicates that we need to re-calculated for all submeshes
  20948. */
  20949. protected _markAllSubMeshesAsAllDirty(): void;
  20950. /**
  20951. * Indicates that image processing needs to be re-calculated for all submeshes
  20952. */
  20953. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20954. /**
  20955. * Indicates that textures need to be re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsTexturesDirty(): void;
  20958. /**
  20959. * Indicates that fresnel needs to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsFresnelDirty(): void;
  20962. /**
  20963. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20966. /**
  20967. * Indicates that lights need to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsLightsDirty(): void;
  20970. /**
  20971. * Indicates that attributes need to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsAttributesDirty(): void;
  20974. /**
  20975. * Indicates that misc needs to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsMiscDirty(): void;
  20978. /**
  20979. * Indicates that textures and misc need to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20982. /**
  20983. * Disposes the material
  20984. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20985. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20986. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20987. */
  20988. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20989. /** @hidden */
  20990. private releaseVertexArrayObject;
  20991. /**
  20992. * Serializes this material
  20993. * @returns the serialized material object
  20994. */
  20995. serialize(): any;
  20996. /**
  20997. * Creates a material from parsed material data
  20998. * @param parsedMaterial defines parsed material data
  20999. * @param scene defines the hosting scene
  21000. * @param rootUrl defines the root URL to use to load textures
  21001. * @returns a new material
  21002. */
  21003. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21004. }
  21005. }
  21006. declare module "babylonjs/Materials/multiMaterial" {
  21007. import { Nullable } from "babylonjs/types";
  21008. import { Scene } from "babylonjs/scene";
  21009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21010. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21011. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21012. import { Material } from "babylonjs/Materials/material";
  21013. /**
  21014. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21015. * separate meshes. This can be use to improve performances.
  21016. * @see http://doc.babylonjs.com/how_to/multi_materials
  21017. */
  21018. export class MultiMaterial extends Material {
  21019. private _subMaterials;
  21020. /**
  21021. * Gets or Sets the list of Materials used within the multi material.
  21022. * They need to be ordered according to the submeshes order in the associated mesh
  21023. */
  21024. subMaterials: Nullable<Material>[];
  21025. /**
  21026. * Function used to align with Node.getChildren()
  21027. * @returns the list of Materials used within the multi material
  21028. */
  21029. getChildren(): Nullable<Material>[];
  21030. /**
  21031. * Instantiates a new Multi Material
  21032. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21033. * separate meshes. This can be use to improve performances.
  21034. * @see http://doc.babylonjs.com/how_to/multi_materials
  21035. * @param name Define the name in the scene
  21036. * @param scene Define the scene the material belongs to
  21037. */
  21038. constructor(name: string, scene: Scene);
  21039. private _hookArray;
  21040. /**
  21041. * Get one of the submaterial by its index in the submaterials array
  21042. * @param index The index to look the sub material at
  21043. * @returns The Material if the index has been defined
  21044. */
  21045. getSubMaterial(index: number): Nullable<Material>;
  21046. /**
  21047. * Get the list of active textures for the whole sub materials list.
  21048. * @returns All the textures that will be used during the rendering
  21049. */
  21050. getActiveTextures(): BaseTexture[];
  21051. /**
  21052. * Gets the current class name of the material e.g. "MultiMaterial"
  21053. * Mainly use in serialization.
  21054. * @returns the class name
  21055. */
  21056. getClassName(): string;
  21057. /**
  21058. * Checks if the material is ready to render the requested sub mesh
  21059. * @param mesh Define the mesh the submesh belongs to
  21060. * @param subMesh Define the sub mesh to look readyness for
  21061. * @param useInstances Define whether or not the material is used with instances
  21062. * @returns true if ready, otherwise false
  21063. */
  21064. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21065. /**
  21066. * Clones the current material and its related sub materials
  21067. * @param name Define the name of the newly cloned material
  21068. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21069. * @returns the cloned material
  21070. */
  21071. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21072. /**
  21073. * Serializes the materials into a JSON representation.
  21074. * @returns the JSON representation
  21075. */
  21076. serialize(): any;
  21077. /**
  21078. * Dispose the material and release its associated resources
  21079. * @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)
  21080. * @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)
  21081. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21082. */
  21083. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21084. /**
  21085. * Creates a MultiMaterial from parsed MultiMaterial data.
  21086. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21087. * @param scene defines the hosting scene
  21088. * @returns a new MultiMaterial
  21089. */
  21090. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21091. }
  21092. }
  21093. declare module "babylonjs/Meshes/subMesh" {
  21094. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21095. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21096. import { Engine } from "babylonjs/Engines/engine";
  21097. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21098. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21099. import { Effect } from "babylonjs/Materials/effect";
  21100. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21101. import { Plane } from "babylonjs/Maths/math.plane";
  21102. import { Collider } from "babylonjs/Collisions/collider";
  21103. import { Material } from "babylonjs/Materials/material";
  21104. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21106. import { Mesh } from "babylonjs/Meshes/mesh";
  21107. import { Ray } from "babylonjs/Culling/ray";
  21108. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21109. /**
  21110. * Base class for submeshes
  21111. */
  21112. export class BaseSubMesh {
  21113. /** @hidden */
  21114. _materialDefines: Nullable<MaterialDefines>;
  21115. /** @hidden */
  21116. _materialEffect: Nullable<Effect>;
  21117. /**
  21118. * Gets associated effect
  21119. */
  21120. readonly effect: Nullable<Effect>;
  21121. /**
  21122. * Sets associated effect (effect used to render this submesh)
  21123. * @param effect defines the effect to associate with
  21124. * @param defines defines the set of defines used to compile this effect
  21125. */
  21126. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21127. }
  21128. /**
  21129. * Defines a subdivision inside a mesh
  21130. */
  21131. export class SubMesh extends BaseSubMesh implements ICullable {
  21132. /** the material index to use */
  21133. materialIndex: number;
  21134. /** vertex index start */
  21135. verticesStart: number;
  21136. /** vertices count */
  21137. verticesCount: number;
  21138. /** index start */
  21139. indexStart: number;
  21140. /** indices count */
  21141. indexCount: number;
  21142. /** @hidden */
  21143. _linesIndexCount: number;
  21144. private _mesh;
  21145. private _renderingMesh;
  21146. private _boundingInfo;
  21147. private _linesIndexBuffer;
  21148. /** @hidden */
  21149. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21150. /** @hidden */
  21151. _trianglePlanes: Plane[];
  21152. /** @hidden */
  21153. _lastColliderTransformMatrix: Nullable<Matrix>;
  21154. /** @hidden */
  21155. _renderId: number;
  21156. /** @hidden */
  21157. _alphaIndex: number;
  21158. /** @hidden */
  21159. _distanceToCamera: number;
  21160. /** @hidden */
  21161. _id: number;
  21162. private _currentMaterial;
  21163. /**
  21164. * Add a new submesh to a mesh
  21165. * @param materialIndex defines the material index to use
  21166. * @param verticesStart defines vertex index start
  21167. * @param verticesCount defines vertices count
  21168. * @param indexStart defines index start
  21169. * @param indexCount defines indices count
  21170. * @param mesh defines the parent mesh
  21171. * @param renderingMesh defines an optional rendering mesh
  21172. * @param createBoundingBox defines if bounding box should be created for this submesh
  21173. * @returns the new submesh
  21174. */
  21175. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21176. /**
  21177. * Creates a new submesh
  21178. * @param materialIndex defines the material index to use
  21179. * @param verticesStart defines vertex index start
  21180. * @param verticesCount defines vertices count
  21181. * @param indexStart defines index start
  21182. * @param indexCount defines indices count
  21183. * @param mesh defines the parent mesh
  21184. * @param renderingMesh defines an optional rendering mesh
  21185. * @param createBoundingBox defines if bounding box should be created for this submesh
  21186. */
  21187. constructor(
  21188. /** the material index to use */
  21189. materialIndex: number,
  21190. /** vertex index start */
  21191. verticesStart: number,
  21192. /** vertices count */
  21193. verticesCount: number,
  21194. /** index start */
  21195. indexStart: number,
  21196. /** indices count */
  21197. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21198. /**
  21199. * Returns true if this submesh covers the entire parent mesh
  21200. * @ignorenaming
  21201. */
  21202. readonly IsGlobal: boolean;
  21203. /**
  21204. * Returns the submesh BoudingInfo object
  21205. * @returns current bounding info (or mesh's one if the submesh is global)
  21206. */
  21207. getBoundingInfo(): BoundingInfo;
  21208. /**
  21209. * Sets the submesh BoundingInfo
  21210. * @param boundingInfo defines the new bounding info to use
  21211. * @returns the SubMesh
  21212. */
  21213. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21214. /**
  21215. * Returns the mesh of the current submesh
  21216. * @return the parent mesh
  21217. */
  21218. getMesh(): AbstractMesh;
  21219. /**
  21220. * Returns the rendering mesh of the submesh
  21221. * @returns the rendering mesh (could be different from parent mesh)
  21222. */
  21223. getRenderingMesh(): Mesh;
  21224. /**
  21225. * Returns the submesh material
  21226. * @returns null or the current material
  21227. */
  21228. getMaterial(): Nullable<Material>;
  21229. /**
  21230. * Sets a new updated BoundingInfo object to the submesh
  21231. * @param data defines an optional position array to use to determine the bounding info
  21232. * @returns the SubMesh
  21233. */
  21234. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21235. /** @hidden */
  21236. _checkCollision(collider: Collider): boolean;
  21237. /**
  21238. * Updates the submesh BoundingInfo
  21239. * @param world defines the world matrix to use to update the bounding info
  21240. * @returns the submesh
  21241. */
  21242. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21243. /**
  21244. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21245. * @param frustumPlanes defines the frustum planes
  21246. * @returns true if the submesh is intersecting with the frustum
  21247. */
  21248. isInFrustum(frustumPlanes: Plane[]): boolean;
  21249. /**
  21250. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21251. * @param frustumPlanes defines the frustum planes
  21252. * @returns true if the submesh is inside the frustum
  21253. */
  21254. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21255. /**
  21256. * Renders the submesh
  21257. * @param enableAlphaMode defines if alpha needs to be used
  21258. * @returns the submesh
  21259. */
  21260. render(enableAlphaMode: boolean): SubMesh;
  21261. /**
  21262. * @hidden
  21263. */
  21264. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21265. /**
  21266. * Checks if the submesh intersects with a ray
  21267. * @param ray defines the ray to test
  21268. * @returns true is the passed ray intersects the submesh bounding box
  21269. */
  21270. canIntersects(ray: Ray): boolean;
  21271. /**
  21272. * Intersects current submesh with a ray
  21273. * @param ray defines the ray to test
  21274. * @param positions defines mesh's positions array
  21275. * @param indices defines mesh's indices array
  21276. * @param fastCheck defines if only bounding info should be used
  21277. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21278. * @returns intersection info or null if no intersection
  21279. */
  21280. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21281. /** @hidden */
  21282. private _intersectLines;
  21283. /** @hidden */
  21284. private _intersectUnIndexedLines;
  21285. /** @hidden */
  21286. private _intersectTriangles;
  21287. /** @hidden */
  21288. private _intersectUnIndexedTriangles;
  21289. /** @hidden */
  21290. _rebuild(): void;
  21291. /**
  21292. * Creates a new submesh from the passed mesh
  21293. * @param newMesh defines the new hosting mesh
  21294. * @param newRenderingMesh defines an optional rendering mesh
  21295. * @returns the new submesh
  21296. */
  21297. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21298. /**
  21299. * Release associated resources
  21300. */
  21301. dispose(): void;
  21302. /**
  21303. * Gets the class name
  21304. * @returns the string "SubMesh".
  21305. */
  21306. getClassName(): string;
  21307. /**
  21308. * Creates a new submesh from indices data
  21309. * @param materialIndex the index of the main mesh material
  21310. * @param startIndex the index where to start the copy in the mesh indices array
  21311. * @param indexCount the number of indices to copy then from the startIndex
  21312. * @param mesh the main mesh to create the submesh from
  21313. * @param renderingMesh the optional rendering mesh
  21314. * @returns a new submesh
  21315. */
  21316. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21317. }
  21318. }
  21319. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21320. /**
  21321. * Class used to represent data loading progression
  21322. */
  21323. export class SceneLoaderFlags {
  21324. private static _ForceFullSceneLoadingForIncremental;
  21325. private static _ShowLoadingScreen;
  21326. private static _CleanBoneMatrixWeights;
  21327. private static _loggingLevel;
  21328. /**
  21329. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21330. */
  21331. static ForceFullSceneLoadingForIncremental: boolean;
  21332. /**
  21333. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21334. */
  21335. static ShowLoadingScreen: boolean;
  21336. /**
  21337. * Defines the current logging level (while loading the scene)
  21338. * @ignorenaming
  21339. */
  21340. static loggingLevel: number;
  21341. /**
  21342. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21343. */
  21344. static CleanBoneMatrixWeights: boolean;
  21345. }
  21346. }
  21347. declare module "babylonjs/Meshes/geometry" {
  21348. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21349. import { Scene } from "babylonjs/scene";
  21350. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21351. import { Engine } from "babylonjs/Engines/engine";
  21352. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21353. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21354. import { Effect } from "babylonjs/Materials/effect";
  21355. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21356. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21357. import { Mesh } from "babylonjs/Meshes/mesh";
  21358. /**
  21359. * Class used to store geometry data (vertex buffers + index buffer)
  21360. */
  21361. export class Geometry implements IGetSetVerticesData {
  21362. /**
  21363. * Gets or sets the ID of the geometry
  21364. */
  21365. id: string;
  21366. /**
  21367. * Gets or sets the unique ID of the geometry
  21368. */
  21369. uniqueId: number;
  21370. /**
  21371. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21372. */
  21373. delayLoadState: number;
  21374. /**
  21375. * Gets the file containing the data to load when running in delay load state
  21376. */
  21377. delayLoadingFile: Nullable<string>;
  21378. /**
  21379. * Callback called when the geometry is updated
  21380. */
  21381. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21382. private _scene;
  21383. private _engine;
  21384. private _meshes;
  21385. private _totalVertices;
  21386. /** @hidden */
  21387. _indices: IndicesArray;
  21388. /** @hidden */
  21389. _vertexBuffers: {
  21390. [key: string]: VertexBuffer;
  21391. };
  21392. private _isDisposed;
  21393. private _extend;
  21394. private _boundingBias;
  21395. /** @hidden */
  21396. _delayInfo: Array<string>;
  21397. private _indexBuffer;
  21398. private _indexBufferIsUpdatable;
  21399. /** @hidden */
  21400. _boundingInfo: Nullable<BoundingInfo>;
  21401. /** @hidden */
  21402. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21403. /** @hidden */
  21404. _softwareSkinningFrameId: number;
  21405. private _vertexArrayObjects;
  21406. private _updatable;
  21407. /** @hidden */
  21408. _positions: Nullable<Vector3[]>;
  21409. /**
  21410. * 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
  21411. */
  21412. /**
  21413. * 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
  21414. */
  21415. boundingBias: Vector2;
  21416. /**
  21417. * Static function used to attach a new empty geometry to a mesh
  21418. * @param mesh defines the mesh to attach the geometry to
  21419. * @returns the new Geometry
  21420. */
  21421. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21422. /**
  21423. * Creates a new geometry
  21424. * @param id defines the unique ID
  21425. * @param scene defines the hosting scene
  21426. * @param vertexData defines the VertexData used to get geometry data
  21427. * @param updatable defines if geometry must be updatable (false by default)
  21428. * @param mesh defines the mesh that will be associated with the geometry
  21429. */
  21430. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21431. /**
  21432. * Gets the current extend of the geometry
  21433. */
  21434. readonly extend: {
  21435. minimum: Vector3;
  21436. maximum: Vector3;
  21437. };
  21438. /**
  21439. * Gets the hosting scene
  21440. * @returns the hosting Scene
  21441. */
  21442. getScene(): Scene;
  21443. /**
  21444. * Gets the hosting engine
  21445. * @returns the hosting Engine
  21446. */
  21447. getEngine(): Engine;
  21448. /**
  21449. * Defines if the geometry is ready to use
  21450. * @returns true if the geometry is ready to be used
  21451. */
  21452. isReady(): boolean;
  21453. /**
  21454. * Gets a value indicating that the geometry should not be serialized
  21455. */
  21456. readonly doNotSerialize: boolean;
  21457. /** @hidden */
  21458. _rebuild(): void;
  21459. /**
  21460. * Affects all geometry data in one call
  21461. * @param vertexData defines the geometry data
  21462. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21463. */
  21464. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21465. /**
  21466. * Set specific vertex data
  21467. * @param kind defines the data kind (Position, normal, etc...)
  21468. * @param data defines the vertex data to use
  21469. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21470. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21471. */
  21472. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21473. /**
  21474. * Removes a specific vertex data
  21475. * @param kind defines the data kind (Position, normal, etc...)
  21476. */
  21477. removeVerticesData(kind: string): void;
  21478. /**
  21479. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21480. * @param buffer defines the vertex buffer to use
  21481. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21482. */
  21483. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21484. /**
  21485. * Update a specific vertex buffer
  21486. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21487. * It will do nothing if the buffer is not updatable
  21488. * @param kind defines the data kind (Position, normal, etc...)
  21489. * @param data defines the data to use
  21490. * @param offset defines the offset in the target buffer where to store the data
  21491. * @param useBytes set to true if the offset is in bytes
  21492. */
  21493. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21494. /**
  21495. * Update a specific vertex buffer
  21496. * This function will create a new buffer if the current one is not updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @param data defines the data to use
  21499. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21500. */
  21501. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21502. private _updateBoundingInfo;
  21503. /** @hidden */
  21504. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21505. /**
  21506. * Gets total number of vertices
  21507. * @returns the total number of vertices
  21508. */
  21509. getTotalVertices(): number;
  21510. /**
  21511. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21512. * @param kind defines the data kind (Position, normal, etc...)
  21513. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21514. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21515. * @returns a float array containing vertex data
  21516. */
  21517. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21518. /**
  21519. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21520. * @param kind defines the data kind (Position, normal, etc...)
  21521. * @returns true if the vertex buffer with the specified kind is updatable
  21522. */
  21523. isVertexBufferUpdatable(kind: string): boolean;
  21524. /**
  21525. * Gets a specific vertex buffer
  21526. * @param kind defines the data kind (Position, normal, etc...)
  21527. * @returns a VertexBuffer
  21528. */
  21529. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21530. /**
  21531. * Returns all vertex buffers
  21532. * @return an object holding all vertex buffers indexed by kind
  21533. */
  21534. getVertexBuffers(): Nullable<{
  21535. [key: string]: VertexBuffer;
  21536. }>;
  21537. /**
  21538. * Gets a boolean indicating if specific vertex buffer is present
  21539. * @param kind defines the data kind (Position, normal, etc...)
  21540. * @returns true if data is present
  21541. */
  21542. isVerticesDataPresent(kind: string): boolean;
  21543. /**
  21544. * Gets a list of all attached data kinds (Position, normal, etc...)
  21545. * @returns a list of string containing all kinds
  21546. */
  21547. getVerticesDataKinds(): string[];
  21548. /**
  21549. * Update index buffer
  21550. * @param indices defines the indices to store in the index buffer
  21551. * @param offset defines the offset in the target buffer where to store the data
  21552. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21553. */
  21554. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21555. /**
  21556. * Creates a new index buffer
  21557. * @param indices defines the indices to store in the index buffer
  21558. * @param totalVertices defines the total number of vertices (could be null)
  21559. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21560. */
  21561. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21562. /**
  21563. * Return the total number of indices
  21564. * @returns the total number of indices
  21565. */
  21566. getTotalIndices(): number;
  21567. /**
  21568. * Gets the index buffer array
  21569. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21570. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21571. * @returns the index buffer array
  21572. */
  21573. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21574. /**
  21575. * Gets the index buffer
  21576. * @return the index buffer
  21577. */
  21578. getIndexBuffer(): Nullable<DataBuffer>;
  21579. /** @hidden */
  21580. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21581. /**
  21582. * Release the associated resources for a specific mesh
  21583. * @param mesh defines the source mesh
  21584. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21585. */
  21586. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21587. /**
  21588. * Apply current geometry to a given mesh
  21589. * @param mesh defines the mesh to apply geometry to
  21590. */
  21591. applyToMesh(mesh: Mesh): void;
  21592. private _updateExtend;
  21593. private _applyToMesh;
  21594. private notifyUpdate;
  21595. /**
  21596. * Load the geometry if it was flagged as delay loaded
  21597. * @param scene defines the hosting scene
  21598. * @param onLoaded defines a callback called when the geometry is loaded
  21599. */
  21600. load(scene: Scene, onLoaded?: () => void): void;
  21601. private _queueLoad;
  21602. /**
  21603. * Invert the geometry to move from a right handed system to a left handed one.
  21604. */
  21605. toLeftHanded(): void;
  21606. /** @hidden */
  21607. _resetPointsArrayCache(): void;
  21608. /** @hidden */
  21609. _generatePointsArray(): boolean;
  21610. /**
  21611. * Gets a value indicating if the geometry is disposed
  21612. * @returns true if the geometry was disposed
  21613. */
  21614. isDisposed(): boolean;
  21615. private _disposeVertexArrayObjects;
  21616. /**
  21617. * Free all associated resources
  21618. */
  21619. dispose(): void;
  21620. /**
  21621. * Clone the current geometry into a new geometry
  21622. * @param id defines the unique ID of the new geometry
  21623. * @returns a new geometry object
  21624. */
  21625. copy(id: string): Geometry;
  21626. /**
  21627. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21628. * @return a JSON representation of the current geometry data (without the vertices data)
  21629. */
  21630. serialize(): any;
  21631. private toNumberArray;
  21632. /**
  21633. * Serialize all vertices data into a JSON oject
  21634. * @returns a JSON representation of the current geometry data
  21635. */
  21636. serializeVerticeData(): any;
  21637. /**
  21638. * Extracts a clone of a mesh geometry
  21639. * @param mesh defines the source mesh
  21640. * @param id defines the unique ID of the new geometry object
  21641. * @returns the new geometry object
  21642. */
  21643. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21644. /**
  21645. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21646. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21647. * Be aware Math.random() could cause collisions, but:
  21648. * "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"
  21649. * @returns a string containing a new GUID
  21650. */
  21651. static RandomId(): string;
  21652. /** @hidden */
  21653. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21654. private static _CleanMatricesWeights;
  21655. /**
  21656. * Create a new geometry from persisted data (Using .babylon file format)
  21657. * @param parsedVertexData defines the persisted data
  21658. * @param scene defines the hosting scene
  21659. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21660. * @returns the new geometry object
  21661. */
  21662. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21663. }
  21664. }
  21665. declare module "babylonjs/Meshes/mesh.vertexData" {
  21666. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21667. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21668. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21669. import { Geometry } from "babylonjs/Meshes/geometry";
  21670. import { Mesh } from "babylonjs/Meshes/mesh";
  21671. /**
  21672. * Define an interface for all classes that will get and set the data on vertices
  21673. */
  21674. export interface IGetSetVerticesData {
  21675. /**
  21676. * Gets a boolean indicating if specific vertex data is present
  21677. * @param kind defines the vertex data kind to use
  21678. * @returns true is data kind is present
  21679. */
  21680. isVerticesDataPresent(kind: string): boolean;
  21681. /**
  21682. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21683. * @param kind defines the data kind (Position, normal, etc...)
  21684. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21685. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21686. * @returns a float array containing vertex data
  21687. */
  21688. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21689. /**
  21690. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21691. * @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.
  21692. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21693. * @returns the indices array or an empty array if the mesh has no geometry
  21694. */
  21695. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21696. /**
  21697. * Set specific vertex data
  21698. * @param kind defines the data kind (Position, normal, etc...)
  21699. * @param data defines the vertex data to use
  21700. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21701. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21702. */
  21703. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21704. /**
  21705. * Update a specific associated vertex buffer
  21706. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21707. * - VertexBuffer.PositionKind
  21708. * - VertexBuffer.UVKind
  21709. * - VertexBuffer.UV2Kind
  21710. * - VertexBuffer.UV3Kind
  21711. * - VertexBuffer.UV4Kind
  21712. * - VertexBuffer.UV5Kind
  21713. * - VertexBuffer.UV6Kind
  21714. * - VertexBuffer.ColorKind
  21715. * - VertexBuffer.MatricesIndicesKind
  21716. * - VertexBuffer.MatricesIndicesExtraKind
  21717. * - VertexBuffer.MatricesWeightsKind
  21718. * - VertexBuffer.MatricesWeightsExtraKind
  21719. * @param data defines the data source
  21720. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21721. * @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)
  21722. */
  21723. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21724. /**
  21725. * Creates a new index buffer
  21726. * @param indices defines the indices to store in the index buffer
  21727. * @param totalVertices defines the total number of vertices (could be null)
  21728. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21729. */
  21730. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21731. }
  21732. /**
  21733. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21734. */
  21735. export class VertexData {
  21736. /**
  21737. * Mesh side orientation : usually the external or front surface
  21738. */
  21739. static readonly FRONTSIDE: number;
  21740. /**
  21741. * Mesh side orientation : usually the internal or back surface
  21742. */
  21743. static readonly BACKSIDE: number;
  21744. /**
  21745. * Mesh side orientation : both internal and external or front and back surfaces
  21746. */
  21747. static readonly DOUBLESIDE: number;
  21748. /**
  21749. * Mesh side orientation : by default, `FRONTSIDE`
  21750. */
  21751. static readonly DEFAULTSIDE: number;
  21752. /**
  21753. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21754. */
  21755. positions: Nullable<FloatArray>;
  21756. /**
  21757. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21758. */
  21759. normals: Nullable<FloatArray>;
  21760. /**
  21761. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21762. */
  21763. tangents: Nullable<FloatArray>;
  21764. /**
  21765. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21766. */
  21767. uvs: Nullable<FloatArray>;
  21768. /**
  21769. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21770. */
  21771. uvs2: Nullable<FloatArray>;
  21772. /**
  21773. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs3: Nullable<FloatArray>;
  21776. /**
  21777. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs4: Nullable<FloatArray>;
  21780. /**
  21781. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs5: Nullable<FloatArray>;
  21784. /**
  21785. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs6: Nullable<FloatArray>;
  21788. /**
  21789. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21790. */
  21791. colors: Nullable<FloatArray>;
  21792. /**
  21793. * 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).
  21794. */
  21795. matricesIndices: Nullable<FloatArray>;
  21796. /**
  21797. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21798. */
  21799. matricesWeights: Nullable<FloatArray>;
  21800. /**
  21801. * An array extending the number of possible indices
  21802. */
  21803. matricesIndicesExtra: Nullable<FloatArray>;
  21804. /**
  21805. * An array extending the number of possible weights when the number of indices is extended
  21806. */
  21807. matricesWeightsExtra: Nullable<FloatArray>;
  21808. /**
  21809. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21810. */
  21811. indices: Nullable<IndicesArray>;
  21812. /**
  21813. * Uses the passed data array to set the set the values for the specified kind of data
  21814. * @param data a linear array of floating numbers
  21815. * @param kind the type of data that is being set, eg positions, colors etc
  21816. */
  21817. set(data: FloatArray, kind: string): void;
  21818. /**
  21819. * Associates the vertexData to the passed Mesh.
  21820. * Sets it as updatable or not (default `false`)
  21821. * @param mesh the mesh the vertexData is applied to
  21822. * @param updatable when used and having the value true allows new data to update the vertexData
  21823. * @returns the VertexData
  21824. */
  21825. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21826. /**
  21827. * Associates the vertexData to the passed Geometry.
  21828. * Sets it as updatable or not (default `false`)
  21829. * @param geometry the geometry the vertexData is applied to
  21830. * @param updatable when used and having the value true allows new data to update the vertexData
  21831. * @returns VertexData
  21832. */
  21833. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21834. /**
  21835. * Updates the associated mesh
  21836. * @param mesh the mesh to be updated
  21837. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21838. * @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
  21839. * @returns VertexData
  21840. */
  21841. updateMesh(mesh: Mesh): VertexData;
  21842. /**
  21843. * Updates the associated geometry
  21844. * @param geometry the geometry to be updated
  21845. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21846. * @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
  21847. * @returns VertexData.
  21848. */
  21849. updateGeometry(geometry: Geometry): VertexData;
  21850. private _applyTo;
  21851. private _update;
  21852. /**
  21853. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21854. * @param matrix the transforming matrix
  21855. * @returns the VertexData
  21856. */
  21857. transform(matrix: Matrix): VertexData;
  21858. /**
  21859. * Merges the passed VertexData into the current one
  21860. * @param other the VertexData to be merged into the current one
  21861. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21862. * @returns the modified VertexData
  21863. */
  21864. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21865. private _mergeElement;
  21866. private _validate;
  21867. /**
  21868. * Serializes the VertexData
  21869. * @returns a serialized object
  21870. */
  21871. serialize(): any;
  21872. /**
  21873. * Extracts the vertexData from a mesh
  21874. * @param mesh the mesh from which to extract the VertexData
  21875. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21876. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21877. * @returns the object VertexData associated to the passed mesh
  21878. */
  21879. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21880. /**
  21881. * Extracts the vertexData from the geometry
  21882. * @param geometry the geometry from which to extract the VertexData
  21883. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21884. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21885. * @returns the object VertexData associated to the passed mesh
  21886. */
  21887. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21888. private static _ExtractFrom;
  21889. /**
  21890. * Creates the VertexData for a Ribbon
  21891. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21892. * * pathArray array of paths, each of which an array of successive Vector3
  21893. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21894. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21895. * * 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
  21896. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21897. * * 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)
  21898. * * 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)
  21899. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21900. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21901. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21902. * @returns the VertexData of the ribbon
  21903. */
  21904. static CreateRibbon(options: {
  21905. pathArray: Vector3[][];
  21906. closeArray?: boolean;
  21907. closePath?: boolean;
  21908. offset?: number;
  21909. sideOrientation?: number;
  21910. frontUVs?: Vector4;
  21911. backUVs?: Vector4;
  21912. invertUV?: boolean;
  21913. uvs?: Vector2[];
  21914. colors?: Color4[];
  21915. }): VertexData;
  21916. /**
  21917. * Creates the VertexData for a box
  21918. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21919. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21920. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21921. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21922. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21923. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21924. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21925. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21926. * * 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)
  21927. * * 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)
  21928. * @returns the VertexData of the box
  21929. */
  21930. static CreateBox(options: {
  21931. size?: number;
  21932. width?: number;
  21933. height?: number;
  21934. depth?: number;
  21935. faceUV?: Vector4[];
  21936. faceColors?: Color4[];
  21937. sideOrientation?: number;
  21938. frontUVs?: Vector4;
  21939. backUVs?: Vector4;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled box
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21945. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21946. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21947. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21948. * @returns the VertexData of the box
  21949. */
  21950. static CreateTiledBox(options: {
  21951. pattern?: number;
  21952. width?: number;
  21953. height?: number;
  21954. depth?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. alignHorizontal?: number;
  21959. alignVertical?: number;
  21960. faceUV?: Vector4[];
  21961. faceColors?: Color4[];
  21962. sideOrientation?: number;
  21963. }): VertexData;
  21964. /**
  21965. * Creates the VertexData for a tiled plane
  21966. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21967. * * pattern a limited pattern arrangement depending on the number
  21968. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21969. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21970. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21971. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21972. * * 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)
  21973. * * 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)
  21974. * @returns the VertexData of the tiled plane
  21975. */
  21976. static CreateTiledPlane(options: {
  21977. pattern?: number;
  21978. tileSize?: number;
  21979. tileWidth?: number;
  21980. tileHeight?: number;
  21981. size?: number;
  21982. width?: number;
  21983. height?: number;
  21984. alignHorizontal?: number;
  21985. alignVertical?: number;
  21986. sideOrientation?: number;
  21987. frontUVs?: Vector4;
  21988. backUVs?: Vector4;
  21989. }): VertexData;
  21990. /**
  21991. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21992. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21993. * * segments sets the number of horizontal strips optional, default 32
  21994. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21995. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21996. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21997. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21998. * * 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
  21999. * * 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
  22000. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22001. * * 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)
  22002. * * 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)
  22003. * @returns the VertexData of the ellipsoid
  22004. */
  22005. static CreateSphere(options: {
  22006. segments?: number;
  22007. diameter?: number;
  22008. diameterX?: number;
  22009. diameterY?: number;
  22010. diameterZ?: number;
  22011. arc?: number;
  22012. slice?: number;
  22013. sideOrientation?: number;
  22014. frontUVs?: Vector4;
  22015. backUVs?: Vector4;
  22016. }): VertexData;
  22017. /**
  22018. * Creates the VertexData for a cylinder, cone or prism
  22019. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22020. * * height sets the height (y direction) of the cylinder, optional, default 2
  22021. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22022. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22023. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22024. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22025. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22026. * * 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
  22027. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22028. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22029. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22030. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22031. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22032. * * 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)
  22033. * * 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)
  22034. * @returns the VertexData of the cylinder, cone or prism
  22035. */
  22036. static CreateCylinder(options: {
  22037. height?: number;
  22038. diameterTop?: number;
  22039. diameterBottom?: number;
  22040. diameter?: number;
  22041. tessellation?: number;
  22042. subdivisions?: number;
  22043. arc?: number;
  22044. faceColors?: Color4[];
  22045. faceUV?: Vector4[];
  22046. hasRings?: boolean;
  22047. enclose?: boolean;
  22048. sideOrientation?: number;
  22049. frontUVs?: Vector4;
  22050. backUVs?: Vector4;
  22051. }): VertexData;
  22052. /**
  22053. * Creates the VertexData for a torus
  22054. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22055. * * diameter the diameter of the torus, optional default 1
  22056. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22057. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22058. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22059. * * 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)
  22060. * * 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)
  22061. * @returns the VertexData of the torus
  22062. */
  22063. static CreateTorus(options: {
  22064. diameter?: number;
  22065. thickness?: number;
  22066. tessellation?: number;
  22067. sideOrientation?: number;
  22068. frontUVs?: Vector4;
  22069. backUVs?: Vector4;
  22070. }): VertexData;
  22071. /**
  22072. * Creates the VertexData of the LineSystem
  22073. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22074. * - lines an array of lines, each line being an array of successive Vector3
  22075. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22076. * @returns the VertexData of the LineSystem
  22077. */
  22078. static CreateLineSystem(options: {
  22079. lines: Vector3[][];
  22080. colors?: Nullable<Color4[][]>;
  22081. }): VertexData;
  22082. /**
  22083. * Create the VertexData for a DashedLines
  22084. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22085. * - points an array successive Vector3
  22086. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22087. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22088. * - dashNb the intended total number of dashes, optional, default 200
  22089. * @returns the VertexData for the DashedLines
  22090. */
  22091. static CreateDashedLines(options: {
  22092. points: Vector3[];
  22093. dashSize?: number;
  22094. gapSize?: number;
  22095. dashNb?: number;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a Ground
  22099. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22100. * - width the width (x direction) of the ground, optional, default 1
  22101. * - height the height (z direction) of the ground, optional, default 1
  22102. * - subdivisions the number of subdivisions per side, optional, default 1
  22103. * @returns the VertexData of the Ground
  22104. */
  22105. static CreateGround(options: {
  22106. width?: number;
  22107. height?: number;
  22108. subdivisions?: number;
  22109. subdivisionsX?: number;
  22110. subdivisionsY?: number;
  22111. }): VertexData;
  22112. /**
  22113. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22114. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22115. * * xmin the ground minimum X coordinate, optional, default -1
  22116. * * zmin the ground minimum Z coordinate, optional, default -1
  22117. * * xmax the ground maximum X coordinate, optional, default 1
  22118. * * zmax the ground maximum Z coordinate, optional, default 1
  22119. * * 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}
  22120. * * 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}
  22121. * @returns the VertexData of the TiledGround
  22122. */
  22123. static CreateTiledGround(options: {
  22124. xmin: number;
  22125. zmin: number;
  22126. xmax: number;
  22127. zmax: number;
  22128. subdivisions?: {
  22129. w: number;
  22130. h: number;
  22131. };
  22132. precision?: {
  22133. w: number;
  22134. h: number;
  22135. };
  22136. }): VertexData;
  22137. /**
  22138. * Creates the VertexData of the Ground designed from a heightmap
  22139. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22140. * * width the width (x direction) of the ground
  22141. * * height the height (z direction) of the ground
  22142. * * subdivisions the number of subdivisions per side
  22143. * * minHeight the minimum altitude on the ground, optional, default 0
  22144. * * maxHeight the maximum altitude on the ground, optional default 1
  22145. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22146. * * buffer the array holding the image color data
  22147. * * bufferWidth the width of image
  22148. * * bufferHeight the height of image
  22149. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22150. * @returns the VertexData of the Ground designed from a heightmap
  22151. */
  22152. static CreateGroundFromHeightMap(options: {
  22153. width: number;
  22154. height: number;
  22155. subdivisions: number;
  22156. minHeight: number;
  22157. maxHeight: number;
  22158. colorFilter: Color3;
  22159. buffer: Uint8Array;
  22160. bufferWidth: number;
  22161. bufferHeight: number;
  22162. alphaFilter: number;
  22163. }): VertexData;
  22164. /**
  22165. * Creates the VertexData for a Plane
  22166. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22167. * * size sets the width and height of the plane to the value of size, optional default 1
  22168. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22169. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22170. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22171. * * 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)
  22172. * * 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)
  22173. * @returns the VertexData of the box
  22174. */
  22175. static CreatePlane(options: {
  22176. size?: number;
  22177. width?: number;
  22178. height?: number;
  22179. sideOrientation?: number;
  22180. frontUVs?: Vector4;
  22181. backUVs?: Vector4;
  22182. }): VertexData;
  22183. /**
  22184. * Creates the VertexData of the Disc or regular Polygon
  22185. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22186. * * radius the radius of the disc, optional default 0.5
  22187. * * tessellation the number of polygon sides, optional, default 64
  22188. * * 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
  22189. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22190. * * 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)
  22191. * * 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)
  22192. * @returns the VertexData of the box
  22193. */
  22194. static CreateDisc(options: {
  22195. radius?: number;
  22196. tessellation?: number;
  22197. arc?: number;
  22198. sideOrientation?: number;
  22199. frontUVs?: Vector4;
  22200. backUVs?: Vector4;
  22201. }): VertexData;
  22202. /**
  22203. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22204. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22205. * @param polygon a mesh built from polygonTriangulation.build()
  22206. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22207. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22208. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22209. * @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)
  22210. * @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)
  22211. * @returns the VertexData of the Polygon
  22212. */
  22213. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22214. /**
  22215. * Creates the VertexData of the IcoSphere
  22216. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22217. * * radius the radius of the IcoSphere, optional default 1
  22218. * * radiusX allows stretching in the x direction, optional, default radius
  22219. * * radiusY allows stretching in the y direction, optional, default radius
  22220. * * radiusZ allows stretching in the z direction, optional, default radius
  22221. * * flat when true creates a flat shaded mesh, optional, default true
  22222. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22223. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22224. * * 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)
  22225. * * 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)
  22226. * @returns the VertexData of the IcoSphere
  22227. */
  22228. static CreateIcoSphere(options: {
  22229. radius?: number;
  22230. radiusX?: number;
  22231. radiusY?: number;
  22232. radiusZ?: number;
  22233. flat?: boolean;
  22234. subdivisions?: number;
  22235. sideOrientation?: number;
  22236. frontUVs?: Vector4;
  22237. backUVs?: Vector4;
  22238. }): VertexData;
  22239. /**
  22240. * Creates the VertexData for a Polyhedron
  22241. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22242. * * type provided types are:
  22243. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22244. * * 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)
  22245. * * size the size of the IcoSphere, optional default 1
  22246. * * sizeX allows stretching in the x direction, optional, default size
  22247. * * sizeY allows stretching in the y direction, optional, default size
  22248. * * sizeZ allows stretching in the z direction, optional, default size
  22249. * * 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
  22250. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22251. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22252. * * flat when true creates a flat shaded mesh, optional, default true
  22253. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22254. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22255. * * 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)
  22256. * * 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)
  22257. * @returns the VertexData of the Polyhedron
  22258. */
  22259. static CreatePolyhedron(options: {
  22260. type?: number;
  22261. size?: number;
  22262. sizeX?: number;
  22263. sizeY?: number;
  22264. sizeZ?: number;
  22265. custom?: any;
  22266. faceUV?: Vector4[];
  22267. faceColors?: Color4[];
  22268. flat?: boolean;
  22269. sideOrientation?: number;
  22270. frontUVs?: Vector4;
  22271. backUVs?: Vector4;
  22272. }): VertexData;
  22273. /**
  22274. * Creates the VertexData for a TorusKnot
  22275. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22276. * * radius the radius of the torus knot, optional, default 2
  22277. * * tube the thickness of the tube, optional, default 0.5
  22278. * * radialSegments the number of sides on each tube segments, optional, default 32
  22279. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22280. * * p the number of windings around the z axis, optional, default 2
  22281. * * q the number of windings around the x axis, optional, default 3
  22282. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22283. * * 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)
  22284. * * 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)
  22285. * @returns the VertexData of the Torus Knot
  22286. */
  22287. static CreateTorusKnot(options: {
  22288. radius?: number;
  22289. tube?: number;
  22290. radialSegments?: number;
  22291. tubularSegments?: number;
  22292. p?: number;
  22293. q?: number;
  22294. sideOrientation?: number;
  22295. frontUVs?: Vector4;
  22296. backUVs?: Vector4;
  22297. }): VertexData;
  22298. /**
  22299. * Compute normals for given positions and indices
  22300. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22301. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22302. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22303. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22304. * * facetNormals : optional array of facet normals (vector3)
  22305. * * facetPositions : optional array of facet positions (vector3)
  22306. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22307. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22308. * * bInfo : optional bounding info, required for facetPartitioning computation
  22309. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22310. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22311. * * useRightHandedSystem: optional boolean to for right handed system computation
  22312. * * depthSort : optional boolean to enable the facet depth sort computation
  22313. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22314. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22315. */
  22316. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22317. facetNormals?: any;
  22318. facetPositions?: any;
  22319. facetPartitioning?: any;
  22320. ratio?: number;
  22321. bInfo?: any;
  22322. bbSize?: Vector3;
  22323. subDiv?: any;
  22324. useRightHandedSystem?: boolean;
  22325. depthSort?: boolean;
  22326. distanceTo?: Vector3;
  22327. depthSortedFacets?: any;
  22328. }): void;
  22329. /** @hidden */
  22330. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22331. /**
  22332. * Applies VertexData created from the imported parameters to the geometry
  22333. * @param parsedVertexData the parsed data from an imported file
  22334. * @param geometry the geometry to apply the VertexData to
  22335. */
  22336. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22337. }
  22338. }
  22339. declare module "babylonjs/Morph/morphTarget" {
  22340. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22341. import { Observable } from "babylonjs/Misc/observable";
  22342. import { Nullable, FloatArray } from "babylonjs/types";
  22343. import { Scene } from "babylonjs/scene";
  22344. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22346. /**
  22347. * Defines a target to use with MorphTargetManager
  22348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22349. */
  22350. export class MorphTarget implements IAnimatable {
  22351. /** defines the name of the target */
  22352. name: string;
  22353. /**
  22354. * Gets or sets the list of animations
  22355. */
  22356. animations: import("babylonjs/Animations/animation").Animation[];
  22357. private _scene;
  22358. private _positions;
  22359. private _normals;
  22360. private _tangents;
  22361. private _uvs;
  22362. private _influence;
  22363. /**
  22364. * Observable raised when the influence changes
  22365. */
  22366. onInfluenceChanged: Observable<boolean>;
  22367. /** @hidden */
  22368. _onDataLayoutChanged: Observable<void>;
  22369. /**
  22370. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22371. */
  22372. influence: number;
  22373. /**
  22374. * Gets or sets the id of the morph Target
  22375. */
  22376. id: string;
  22377. private _animationPropertiesOverride;
  22378. /**
  22379. * Gets or sets the animation properties override
  22380. */
  22381. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22382. /**
  22383. * Creates a new MorphTarget
  22384. * @param name defines the name of the target
  22385. * @param influence defines the influence to use
  22386. * @param scene defines the scene the morphtarget belongs to
  22387. */
  22388. constructor(
  22389. /** defines the name of the target */
  22390. name: string, influence?: number, scene?: Nullable<Scene>);
  22391. /**
  22392. * Gets a boolean defining if the target contains position data
  22393. */
  22394. readonly hasPositions: boolean;
  22395. /**
  22396. * Gets a boolean defining if the target contains normal data
  22397. */
  22398. readonly hasNormals: boolean;
  22399. /**
  22400. * Gets a boolean defining if the target contains tangent data
  22401. */
  22402. readonly hasTangents: boolean;
  22403. /**
  22404. * Gets a boolean defining if the target contains texture coordinates data
  22405. */
  22406. readonly hasUVs: boolean;
  22407. /**
  22408. * Affects position data to this target
  22409. * @param data defines the position data to use
  22410. */
  22411. setPositions(data: Nullable<FloatArray>): void;
  22412. /**
  22413. * Gets the position data stored in this target
  22414. * @returns a FloatArray containing the position data (or null if not present)
  22415. */
  22416. getPositions(): Nullable<FloatArray>;
  22417. /**
  22418. * Affects normal data to this target
  22419. * @param data defines the normal data to use
  22420. */
  22421. setNormals(data: Nullable<FloatArray>): void;
  22422. /**
  22423. * Gets the normal data stored in this target
  22424. * @returns a FloatArray containing the normal data (or null if not present)
  22425. */
  22426. getNormals(): Nullable<FloatArray>;
  22427. /**
  22428. * Affects tangent data to this target
  22429. * @param data defines the tangent data to use
  22430. */
  22431. setTangents(data: Nullable<FloatArray>): void;
  22432. /**
  22433. * Gets the tangent data stored in this target
  22434. * @returns a FloatArray containing the tangent data (or null if not present)
  22435. */
  22436. getTangents(): Nullable<FloatArray>;
  22437. /**
  22438. * Affects texture coordinates data to this target
  22439. * @param data defines the texture coordinates data to use
  22440. */
  22441. setUVs(data: Nullable<FloatArray>): void;
  22442. /**
  22443. * Gets the texture coordinates data stored in this target
  22444. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22445. */
  22446. getUVs(): Nullable<FloatArray>;
  22447. /**
  22448. * Serializes the current target into a Serialization object
  22449. * @returns the serialized object
  22450. */
  22451. serialize(): any;
  22452. /**
  22453. * Returns the string "MorphTarget"
  22454. * @returns "MorphTarget"
  22455. */
  22456. getClassName(): string;
  22457. /**
  22458. * Creates a new target from serialized data
  22459. * @param serializationObject defines the serialized data to use
  22460. * @returns a new MorphTarget
  22461. */
  22462. static Parse(serializationObject: any): MorphTarget;
  22463. /**
  22464. * Creates a MorphTarget from mesh data
  22465. * @param mesh defines the source mesh
  22466. * @param name defines the name to use for the new target
  22467. * @param influence defines the influence to attach to the target
  22468. * @returns a new MorphTarget
  22469. */
  22470. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22471. }
  22472. }
  22473. declare module "babylonjs/Morph/morphTargetManager" {
  22474. import { Nullable } from "babylonjs/types";
  22475. import { Scene } from "babylonjs/scene";
  22476. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22477. /**
  22478. * This class is used to deform meshes using morphing between different targets
  22479. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22480. */
  22481. export class MorphTargetManager {
  22482. private _targets;
  22483. private _targetInfluenceChangedObservers;
  22484. private _targetDataLayoutChangedObservers;
  22485. private _activeTargets;
  22486. private _scene;
  22487. private _influences;
  22488. private _supportsNormals;
  22489. private _supportsTangents;
  22490. private _supportsUVs;
  22491. private _vertexCount;
  22492. private _uniqueId;
  22493. private _tempInfluences;
  22494. /**
  22495. * Gets or sets a boolean indicating if normals must be morphed
  22496. */
  22497. enableNormalMorphing: boolean;
  22498. /**
  22499. * Gets or sets a boolean indicating if tangents must be morphed
  22500. */
  22501. enableTangentMorphing: boolean;
  22502. /**
  22503. * Gets or sets a boolean indicating if UV must be morphed
  22504. */
  22505. enableUVMorphing: boolean;
  22506. /**
  22507. * Creates a new MorphTargetManager
  22508. * @param scene defines the current scene
  22509. */
  22510. constructor(scene?: Nullable<Scene>);
  22511. /**
  22512. * Gets the unique ID of this manager
  22513. */
  22514. readonly uniqueId: number;
  22515. /**
  22516. * Gets the number of vertices handled by this manager
  22517. */
  22518. readonly vertexCount: number;
  22519. /**
  22520. * Gets a boolean indicating if this manager supports morphing of normals
  22521. */
  22522. readonly supportsNormals: boolean;
  22523. /**
  22524. * Gets a boolean indicating if this manager supports morphing of tangents
  22525. */
  22526. readonly supportsTangents: boolean;
  22527. /**
  22528. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22529. */
  22530. readonly supportsUVs: boolean;
  22531. /**
  22532. * Gets the number of targets stored in this manager
  22533. */
  22534. readonly numTargets: number;
  22535. /**
  22536. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22537. */
  22538. readonly numInfluencers: number;
  22539. /**
  22540. * Gets the list of influences (one per target)
  22541. */
  22542. readonly influences: Float32Array;
  22543. /**
  22544. * Gets the active target at specified index. An active target is a target with an influence > 0
  22545. * @param index defines the index to check
  22546. * @returns the requested target
  22547. */
  22548. getActiveTarget(index: number): MorphTarget;
  22549. /**
  22550. * Gets the target at specified index
  22551. * @param index defines the index to check
  22552. * @returns the requested target
  22553. */
  22554. getTarget(index: number): MorphTarget;
  22555. /**
  22556. * Add a new target to this manager
  22557. * @param target defines the target to add
  22558. */
  22559. addTarget(target: MorphTarget): void;
  22560. /**
  22561. * Removes a target from the manager
  22562. * @param target defines the target to remove
  22563. */
  22564. removeTarget(target: MorphTarget): void;
  22565. /**
  22566. * Serializes the current manager into a Serialization object
  22567. * @returns the serialized object
  22568. */
  22569. serialize(): any;
  22570. private _syncActiveTargets;
  22571. /**
  22572. * Syncrhonize the targets with all the meshes using this morph target manager
  22573. */
  22574. synchronize(): void;
  22575. /**
  22576. * Creates a new MorphTargetManager from serialized data
  22577. * @param serializationObject defines the serialized data
  22578. * @param scene defines the hosting scene
  22579. * @returns the new MorphTargetManager
  22580. */
  22581. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22582. }
  22583. }
  22584. declare module "babylonjs/Meshes/meshLODLevel" {
  22585. import { Mesh } from "babylonjs/Meshes/mesh";
  22586. import { Nullable } from "babylonjs/types";
  22587. /**
  22588. * Class used to represent a specific level of detail of a mesh
  22589. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22590. */
  22591. export class MeshLODLevel {
  22592. /** Defines the distance where this level should star being displayed */
  22593. distance: number;
  22594. /** Defines the mesh to use to render this level */
  22595. mesh: Nullable<Mesh>;
  22596. /**
  22597. * Creates a new LOD level
  22598. * @param distance defines the distance where this level should star being displayed
  22599. * @param mesh defines the mesh to use to render this level
  22600. */
  22601. constructor(
  22602. /** Defines the distance where this level should star being displayed */
  22603. distance: number,
  22604. /** Defines the mesh to use to render this level */
  22605. mesh: Nullable<Mesh>);
  22606. }
  22607. }
  22608. declare module "babylonjs/Meshes/groundMesh" {
  22609. import { Scene } from "babylonjs/scene";
  22610. import { Vector3 } from "babylonjs/Maths/math.vector";
  22611. import { Mesh } from "babylonjs/Meshes/mesh";
  22612. /**
  22613. * Mesh representing the gorund
  22614. */
  22615. export class GroundMesh extends Mesh {
  22616. /** If octree should be generated */
  22617. generateOctree: boolean;
  22618. private _heightQuads;
  22619. /** @hidden */
  22620. _subdivisionsX: number;
  22621. /** @hidden */
  22622. _subdivisionsY: number;
  22623. /** @hidden */
  22624. _width: number;
  22625. /** @hidden */
  22626. _height: number;
  22627. /** @hidden */
  22628. _minX: number;
  22629. /** @hidden */
  22630. _maxX: number;
  22631. /** @hidden */
  22632. _minZ: number;
  22633. /** @hidden */
  22634. _maxZ: number;
  22635. constructor(name: string, scene: Scene);
  22636. /**
  22637. * "GroundMesh"
  22638. * @returns "GroundMesh"
  22639. */
  22640. getClassName(): string;
  22641. /**
  22642. * The minimum of x and y subdivisions
  22643. */
  22644. readonly subdivisions: number;
  22645. /**
  22646. * X subdivisions
  22647. */
  22648. readonly subdivisionsX: number;
  22649. /**
  22650. * Y subdivisions
  22651. */
  22652. readonly subdivisionsY: number;
  22653. /**
  22654. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22655. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22656. * @param chunksCount the number of subdivisions for x and y
  22657. * @param octreeBlocksSize (Default: 32)
  22658. */
  22659. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22660. /**
  22661. * Returns a height (y) value in the Worl system :
  22662. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22663. * @param x x coordinate
  22664. * @param z z coordinate
  22665. * @returns the ground y position if (x, z) are outside the ground surface.
  22666. */
  22667. getHeightAtCoordinates(x: number, z: number): number;
  22668. /**
  22669. * Returns a normalized vector (Vector3) orthogonal to the ground
  22670. * at the ground coordinates (x, z) expressed in the World system.
  22671. * @param x x coordinate
  22672. * @param z z coordinate
  22673. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22674. */
  22675. getNormalAtCoordinates(x: number, z: number): Vector3;
  22676. /**
  22677. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22678. * at the ground coordinates (x, z) expressed in the World system.
  22679. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22680. * @param x x coordinate
  22681. * @param z z coordinate
  22682. * @param ref vector to store the result
  22683. * @returns the GroundMesh.
  22684. */
  22685. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22686. /**
  22687. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22688. * if the ground has been updated.
  22689. * This can be used in the render loop.
  22690. * @returns the GroundMesh.
  22691. */
  22692. updateCoordinateHeights(): GroundMesh;
  22693. private _getFacetAt;
  22694. private _initHeightQuads;
  22695. private _computeHeightQuads;
  22696. /**
  22697. * Serializes this ground mesh
  22698. * @param serializationObject object to write serialization to
  22699. */
  22700. serialize(serializationObject: any): void;
  22701. /**
  22702. * Parses a serialized ground mesh
  22703. * @param parsedMesh the serialized mesh
  22704. * @param scene the scene to create the ground mesh in
  22705. * @returns the created ground mesh
  22706. */
  22707. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22708. }
  22709. }
  22710. declare module "babylonjs/Physics/physicsJoint" {
  22711. import { Vector3 } from "babylonjs/Maths/math.vector";
  22712. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22713. /**
  22714. * Interface for Physics-Joint data
  22715. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22716. */
  22717. export interface PhysicsJointData {
  22718. /**
  22719. * The main pivot of the joint
  22720. */
  22721. mainPivot?: Vector3;
  22722. /**
  22723. * The connected pivot of the joint
  22724. */
  22725. connectedPivot?: Vector3;
  22726. /**
  22727. * The main axis of the joint
  22728. */
  22729. mainAxis?: Vector3;
  22730. /**
  22731. * The connected axis of the joint
  22732. */
  22733. connectedAxis?: Vector3;
  22734. /**
  22735. * The collision of the joint
  22736. */
  22737. collision?: boolean;
  22738. /**
  22739. * Native Oimo/Cannon/Energy data
  22740. */
  22741. nativeParams?: any;
  22742. }
  22743. /**
  22744. * This is a holder class for the physics joint created by the physics plugin
  22745. * It holds a set of functions to control the underlying joint
  22746. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22747. */
  22748. export class PhysicsJoint {
  22749. /**
  22750. * The type of the physics joint
  22751. */
  22752. type: number;
  22753. /**
  22754. * The data for the physics joint
  22755. */
  22756. jointData: PhysicsJointData;
  22757. private _physicsJoint;
  22758. protected _physicsPlugin: IPhysicsEnginePlugin;
  22759. /**
  22760. * Initializes the physics joint
  22761. * @param type The type of the physics joint
  22762. * @param jointData The data for the physics joint
  22763. */
  22764. constructor(
  22765. /**
  22766. * The type of the physics joint
  22767. */
  22768. type: number,
  22769. /**
  22770. * The data for the physics joint
  22771. */
  22772. jointData: PhysicsJointData);
  22773. /**
  22774. * Gets the physics joint
  22775. */
  22776. /**
  22777. * Sets the physics joint
  22778. */
  22779. physicsJoint: any;
  22780. /**
  22781. * Sets the physics plugin
  22782. */
  22783. physicsPlugin: IPhysicsEnginePlugin;
  22784. /**
  22785. * Execute a function that is physics-plugin specific.
  22786. * @param {Function} func the function that will be executed.
  22787. * It accepts two parameters: the physics world and the physics joint
  22788. */
  22789. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22790. /**
  22791. * Distance-Joint type
  22792. */
  22793. static DistanceJoint: number;
  22794. /**
  22795. * Hinge-Joint type
  22796. */
  22797. static HingeJoint: number;
  22798. /**
  22799. * Ball-and-Socket joint type
  22800. */
  22801. static BallAndSocketJoint: number;
  22802. /**
  22803. * Wheel-Joint type
  22804. */
  22805. static WheelJoint: number;
  22806. /**
  22807. * Slider-Joint type
  22808. */
  22809. static SliderJoint: number;
  22810. /**
  22811. * Prismatic-Joint type
  22812. */
  22813. static PrismaticJoint: number;
  22814. /**
  22815. * Universal-Joint type
  22816. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22817. */
  22818. static UniversalJoint: number;
  22819. /**
  22820. * Hinge-Joint 2 type
  22821. */
  22822. static Hinge2Joint: number;
  22823. /**
  22824. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22825. */
  22826. static PointToPointJoint: number;
  22827. /**
  22828. * Spring-Joint type
  22829. */
  22830. static SpringJoint: number;
  22831. /**
  22832. * Lock-Joint type
  22833. */
  22834. static LockJoint: number;
  22835. }
  22836. /**
  22837. * A class representing a physics distance joint
  22838. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22839. */
  22840. export class DistanceJoint extends PhysicsJoint {
  22841. /**
  22842. *
  22843. * @param jointData The data for the Distance-Joint
  22844. */
  22845. constructor(jointData: DistanceJointData);
  22846. /**
  22847. * Update the predefined distance.
  22848. * @param maxDistance The maximum preferred distance
  22849. * @param minDistance The minimum preferred distance
  22850. */
  22851. updateDistance(maxDistance: number, minDistance?: number): void;
  22852. }
  22853. /**
  22854. * Represents a Motor-Enabled Joint
  22855. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22856. */
  22857. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22858. /**
  22859. * Initializes the Motor-Enabled Joint
  22860. * @param type The type of the joint
  22861. * @param jointData The physica joint data for the joint
  22862. */
  22863. constructor(type: number, jointData: PhysicsJointData);
  22864. /**
  22865. * Set the motor values.
  22866. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22867. * @param force the force to apply
  22868. * @param maxForce max force for this motor.
  22869. */
  22870. setMotor(force?: number, maxForce?: number): void;
  22871. /**
  22872. * Set the motor's limits.
  22873. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22874. * @param upperLimit The upper limit of the motor
  22875. * @param lowerLimit The lower limit of the motor
  22876. */
  22877. setLimit(upperLimit: number, lowerLimit?: number): void;
  22878. }
  22879. /**
  22880. * This class represents a single physics Hinge-Joint
  22881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22882. */
  22883. export class HingeJoint extends MotorEnabledJoint {
  22884. /**
  22885. * Initializes the Hinge-Joint
  22886. * @param jointData The joint data for the Hinge-Joint
  22887. */
  22888. constructor(jointData: PhysicsJointData);
  22889. /**
  22890. * Set the motor values.
  22891. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22892. * @param {number} force the force to apply
  22893. * @param {number} maxForce max force for this motor.
  22894. */
  22895. setMotor(force?: number, maxForce?: number): void;
  22896. /**
  22897. * Set the motor's limits.
  22898. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22899. * @param upperLimit The upper limit of the motor
  22900. * @param lowerLimit The lower limit of the motor
  22901. */
  22902. setLimit(upperLimit: number, lowerLimit?: number): void;
  22903. }
  22904. /**
  22905. * This class represents a dual hinge physics joint (same as wheel joint)
  22906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22907. */
  22908. export class Hinge2Joint extends MotorEnabledJoint {
  22909. /**
  22910. * Initializes the Hinge2-Joint
  22911. * @param jointData The joint data for the Hinge2-Joint
  22912. */
  22913. constructor(jointData: PhysicsJointData);
  22914. /**
  22915. * Set the motor values.
  22916. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22917. * @param {number} targetSpeed the speed the motor is to reach
  22918. * @param {number} maxForce max force for this motor.
  22919. * @param {motorIndex} the motor's index, 0 or 1.
  22920. */
  22921. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22922. /**
  22923. * Set the motor limits.
  22924. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22925. * @param {number} upperLimit the upper limit
  22926. * @param {number} lowerLimit lower limit
  22927. * @param {motorIndex} the motor's index, 0 or 1.
  22928. */
  22929. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22930. }
  22931. /**
  22932. * Interface for a motor enabled joint
  22933. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22934. */
  22935. export interface IMotorEnabledJoint {
  22936. /**
  22937. * Physics joint
  22938. */
  22939. physicsJoint: any;
  22940. /**
  22941. * Sets the motor of the motor-enabled joint
  22942. * @param force The force of the motor
  22943. * @param maxForce The maximum force of the motor
  22944. * @param motorIndex The index of the motor
  22945. */
  22946. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22947. /**
  22948. * Sets the limit of the motor
  22949. * @param upperLimit The upper limit of the motor
  22950. * @param lowerLimit The lower limit of the motor
  22951. * @param motorIndex The index of the motor
  22952. */
  22953. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22954. }
  22955. /**
  22956. * Joint data for a Distance-Joint
  22957. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22958. */
  22959. export interface DistanceJointData extends PhysicsJointData {
  22960. /**
  22961. * Max distance the 2 joint objects can be apart
  22962. */
  22963. maxDistance: number;
  22964. }
  22965. /**
  22966. * Joint data from a spring joint
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export interface SpringJointData extends PhysicsJointData {
  22970. /**
  22971. * Length of the spring
  22972. */
  22973. length: number;
  22974. /**
  22975. * Stiffness of the spring
  22976. */
  22977. stiffness: number;
  22978. /**
  22979. * Damping of the spring
  22980. */
  22981. damping: number;
  22982. /** this callback will be called when applying the force to the impostors. */
  22983. forceApplicationCallback: () => void;
  22984. }
  22985. }
  22986. declare module "babylonjs/Physics/physicsRaycastResult" {
  22987. import { Vector3 } from "babylonjs/Maths/math.vector";
  22988. /**
  22989. * Holds the data for the raycast result
  22990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22991. */
  22992. export class PhysicsRaycastResult {
  22993. private _hasHit;
  22994. private _hitDistance;
  22995. private _hitNormalWorld;
  22996. private _hitPointWorld;
  22997. private _rayFromWorld;
  22998. private _rayToWorld;
  22999. /**
  23000. * Gets if there was a hit
  23001. */
  23002. readonly hasHit: boolean;
  23003. /**
  23004. * Gets the distance from the hit
  23005. */
  23006. readonly hitDistance: number;
  23007. /**
  23008. * Gets the hit normal/direction in the world
  23009. */
  23010. readonly hitNormalWorld: Vector3;
  23011. /**
  23012. * Gets the hit point in the world
  23013. */
  23014. readonly hitPointWorld: Vector3;
  23015. /**
  23016. * Gets the ray "start point" of the ray in the world
  23017. */
  23018. readonly rayFromWorld: Vector3;
  23019. /**
  23020. * Gets the ray "end point" of the ray in the world
  23021. */
  23022. readonly rayToWorld: Vector3;
  23023. /**
  23024. * Sets the hit data (normal & point in world space)
  23025. * @param hitNormalWorld defines the normal in world space
  23026. * @param hitPointWorld defines the point in world space
  23027. */
  23028. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23029. /**
  23030. * Sets the distance from the start point to the hit point
  23031. * @param distance
  23032. */
  23033. setHitDistance(distance: number): void;
  23034. /**
  23035. * Calculates the distance manually
  23036. */
  23037. calculateHitDistance(): void;
  23038. /**
  23039. * Resets all the values to default
  23040. * @param from The from point on world space
  23041. * @param to The to point on world space
  23042. */
  23043. reset(from?: Vector3, to?: Vector3): void;
  23044. }
  23045. /**
  23046. * Interface for the size containing width and height
  23047. */
  23048. interface IXYZ {
  23049. /**
  23050. * X
  23051. */
  23052. x: number;
  23053. /**
  23054. * Y
  23055. */
  23056. y: number;
  23057. /**
  23058. * Z
  23059. */
  23060. z: number;
  23061. }
  23062. }
  23063. declare module "babylonjs/Physics/IPhysicsEngine" {
  23064. import { Nullable } from "babylonjs/types";
  23065. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23067. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23068. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23069. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23070. /**
  23071. * Interface used to describe a physics joint
  23072. */
  23073. export interface PhysicsImpostorJoint {
  23074. /** Defines the main impostor to which the joint is linked */
  23075. mainImpostor: PhysicsImpostor;
  23076. /** Defines the impostor that is connected to the main impostor using this joint */
  23077. connectedImpostor: PhysicsImpostor;
  23078. /** Defines the joint itself */
  23079. joint: PhysicsJoint;
  23080. }
  23081. /** @hidden */
  23082. export interface IPhysicsEnginePlugin {
  23083. world: any;
  23084. name: string;
  23085. setGravity(gravity: Vector3): void;
  23086. setTimeStep(timeStep: number): void;
  23087. getTimeStep(): number;
  23088. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23089. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23090. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23091. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23092. removePhysicsBody(impostor: PhysicsImpostor): void;
  23093. generateJoint(joint: PhysicsImpostorJoint): void;
  23094. removeJoint(joint: PhysicsImpostorJoint): void;
  23095. isSupported(): boolean;
  23096. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23097. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23098. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23099. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23100. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23101. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23102. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23103. getBodyMass(impostor: PhysicsImpostor): number;
  23104. getBodyFriction(impostor: PhysicsImpostor): number;
  23105. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23106. getBodyRestitution(impostor: PhysicsImpostor): number;
  23107. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23108. getBodyPressure?(impostor: PhysicsImpostor): number;
  23109. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23110. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23111. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23112. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23113. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23114. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23115. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23116. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23117. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23118. sleepBody(impostor: PhysicsImpostor): void;
  23119. wakeUpBody(impostor: PhysicsImpostor): void;
  23120. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23121. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23122. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23123. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23124. getRadius(impostor: PhysicsImpostor): number;
  23125. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23126. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23127. dispose(): void;
  23128. }
  23129. /**
  23130. * Interface used to define a physics engine
  23131. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23132. */
  23133. export interface IPhysicsEngine {
  23134. /**
  23135. * Gets the gravity vector used by the simulation
  23136. */
  23137. gravity: Vector3;
  23138. /**
  23139. * Sets the gravity vector used by the simulation
  23140. * @param gravity defines the gravity vector to use
  23141. */
  23142. setGravity(gravity: Vector3): void;
  23143. /**
  23144. * Set the time step of the physics engine.
  23145. * Default is 1/60.
  23146. * To slow it down, enter 1/600 for example.
  23147. * To speed it up, 1/30
  23148. * @param newTimeStep the new timestep to apply to this world.
  23149. */
  23150. setTimeStep(newTimeStep: number): void;
  23151. /**
  23152. * Get the time step of the physics engine.
  23153. * @returns the current time step
  23154. */
  23155. getTimeStep(): number;
  23156. /**
  23157. * Release all resources
  23158. */
  23159. dispose(): void;
  23160. /**
  23161. * Gets the name of the current physics plugin
  23162. * @returns the name of the plugin
  23163. */
  23164. getPhysicsPluginName(): string;
  23165. /**
  23166. * Adding a new impostor for the impostor tracking.
  23167. * This will be done by the impostor itself.
  23168. * @param impostor the impostor to add
  23169. */
  23170. addImpostor(impostor: PhysicsImpostor): void;
  23171. /**
  23172. * Remove an impostor from the engine.
  23173. * This impostor and its mesh will not longer be updated by the physics engine.
  23174. * @param impostor the impostor to remove
  23175. */
  23176. removeImpostor(impostor: PhysicsImpostor): void;
  23177. /**
  23178. * Add a joint to the physics engine
  23179. * @param mainImpostor defines the main impostor to which the joint is added.
  23180. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23181. * @param joint defines the joint that will connect both impostors.
  23182. */
  23183. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23184. /**
  23185. * Removes a joint from the simulation
  23186. * @param mainImpostor defines the impostor used with the joint
  23187. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23188. * @param joint defines the joint to remove
  23189. */
  23190. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23191. /**
  23192. * Gets the current plugin used to run the simulation
  23193. * @returns current plugin
  23194. */
  23195. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23196. /**
  23197. * Gets the list of physic impostors
  23198. * @returns an array of PhysicsImpostor
  23199. */
  23200. getImpostors(): Array<PhysicsImpostor>;
  23201. /**
  23202. * Gets the impostor for a physics enabled object
  23203. * @param object defines the object impersonated by the impostor
  23204. * @returns the PhysicsImpostor or null if not found
  23205. */
  23206. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23207. /**
  23208. * Gets the impostor for a physics body object
  23209. * @param body defines physics body used by the impostor
  23210. * @returns the PhysicsImpostor or null if not found
  23211. */
  23212. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23213. /**
  23214. * Does a raycast in the physics world
  23215. * @param from when should the ray start?
  23216. * @param to when should the ray end?
  23217. * @returns PhysicsRaycastResult
  23218. */
  23219. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23220. /**
  23221. * Called by the scene. No need to call it.
  23222. * @param delta defines the timespam between frames
  23223. */
  23224. _step(delta: number): void;
  23225. }
  23226. }
  23227. declare module "babylonjs/Physics/physicsImpostor" {
  23228. import { Nullable, IndicesArray } from "babylonjs/types";
  23229. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23230. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23231. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23232. import { Scene } from "babylonjs/scene";
  23233. import { Bone } from "babylonjs/Bones/bone";
  23234. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23235. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23236. import { Space } from "babylonjs/Maths/math.axis";
  23237. /**
  23238. * The interface for the physics imposter parameters
  23239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23240. */
  23241. export interface PhysicsImpostorParameters {
  23242. /**
  23243. * The mass of the physics imposter
  23244. */
  23245. mass: number;
  23246. /**
  23247. * The friction of the physics imposter
  23248. */
  23249. friction?: number;
  23250. /**
  23251. * The coefficient of restitution of the physics imposter
  23252. */
  23253. restitution?: number;
  23254. /**
  23255. * The native options of the physics imposter
  23256. */
  23257. nativeOptions?: any;
  23258. /**
  23259. * Specifies if the parent should be ignored
  23260. */
  23261. ignoreParent?: boolean;
  23262. /**
  23263. * Specifies if bi-directional transformations should be disabled
  23264. */
  23265. disableBidirectionalTransformation?: boolean;
  23266. /**
  23267. * The pressure inside the physics imposter, soft object only
  23268. */
  23269. pressure?: number;
  23270. /**
  23271. * The stiffness the physics imposter, soft object only
  23272. */
  23273. stiffness?: number;
  23274. /**
  23275. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23276. */
  23277. velocityIterations?: number;
  23278. /**
  23279. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23280. */
  23281. positionIterations?: number;
  23282. /**
  23283. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23284. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23285. * Add to fix multiple points
  23286. */
  23287. fixedPoints?: number;
  23288. /**
  23289. * The collision margin around a soft object
  23290. */
  23291. margin?: number;
  23292. /**
  23293. * The collision margin around a soft object
  23294. */
  23295. damping?: number;
  23296. /**
  23297. * The path for a rope based on an extrusion
  23298. */
  23299. path?: any;
  23300. /**
  23301. * The shape of an extrusion used for a rope based on an extrusion
  23302. */
  23303. shape?: any;
  23304. }
  23305. /**
  23306. * Interface for a physics-enabled object
  23307. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23308. */
  23309. export interface IPhysicsEnabledObject {
  23310. /**
  23311. * The position of the physics-enabled object
  23312. */
  23313. position: Vector3;
  23314. /**
  23315. * The rotation of the physics-enabled object
  23316. */
  23317. rotationQuaternion: Nullable<Quaternion>;
  23318. /**
  23319. * The scale of the physics-enabled object
  23320. */
  23321. scaling: Vector3;
  23322. /**
  23323. * The rotation of the physics-enabled object
  23324. */
  23325. rotation?: Vector3;
  23326. /**
  23327. * The parent of the physics-enabled object
  23328. */
  23329. parent?: any;
  23330. /**
  23331. * The bounding info of the physics-enabled object
  23332. * @returns The bounding info of the physics-enabled object
  23333. */
  23334. getBoundingInfo(): BoundingInfo;
  23335. /**
  23336. * Computes the world matrix
  23337. * @param force Specifies if the world matrix should be computed by force
  23338. * @returns A world matrix
  23339. */
  23340. computeWorldMatrix(force: boolean): Matrix;
  23341. /**
  23342. * Gets the world matrix
  23343. * @returns A world matrix
  23344. */
  23345. getWorldMatrix?(): Matrix;
  23346. /**
  23347. * Gets the child meshes
  23348. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23349. * @returns An array of abstract meshes
  23350. */
  23351. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23352. /**
  23353. * Gets the vertex data
  23354. * @param kind The type of vertex data
  23355. * @returns A nullable array of numbers, or a float32 array
  23356. */
  23357. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23358. /**
  23359. * Gets the indices from the mesh
  23360. * @returns A nullable array of index arrays
  23361. */
  23362. getIndices?(): Nullable<IndicesArray>;
  23363. /**
  23364. * Gets the scene from the mesh
  23365. * @returns the indices array or null
  23366. */
  23367. getScene?(): Scene;
  23368. /**
  23369. * Gets the absolute position from the mesh
  23370. * @returns the absolute position
  23371. */
  23372. getAbsolutePosition(): Vector3;
  23373. /**
  23374. * Gets the absolute pivot point from the mesh
  23375. * @returns the absolute pivot point
  23376. */
  23377. getAbsolutePivotPoint(): Vector3;
  23378. /**
  23379. * Rotates the mesh
  23380. * @param axis The axis of rotation
  23381. * @param amount The amount of rotation
  23382. * @param space The space of the rotation
  23383. * @returns The rotation transform node
  23384. */
  23385. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23386. /**
  23387. * Translates the mesh
  23388. * @param axis The axis of translation
  23389. * @param distance The distance of translation
  23390. * @param space The space of the translation
  23391. * @returns The transform node
  23392. */
  23393. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23394. /**
  23395. * Sets the absolute position of the mesh
  23396. * @param absolutePosition The absolute position of the mesh
  23397. * @returns The transform node
  23398. */
  23399. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23400. /**
  23401. * Gets the class name of the mesh
  23402. * @returns The class name
  23403. */
  23404. getClassName(): string;
  23405. }
  23406. /**
  23407. * Represents a physics imposter
  23408. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23409. */
  23410. export class PhysicsImpostor {
  23411. /**
  23412. * The physics-enabled object used as the physics imposter
  23413. */
  23414. object: IPhysicsEnabledObject;
  23415. /**
  23416. * The type of the physics imposter
  23417. */
  23418. type: number;
  23419. private _options;
  23420. private _scene?;
  23421. /**
  23422. * The default object size of the imposter
  23423. */
  23424. static DEFAULT_OBJECT_SIZE: Vector3;
  23425. /**
  23426. * The identity quaternion of the imposter
  23427. */
  23428. static IDENTITY_QUATERNION: Quaternion;
  23429. /** @hidden */
  23430. _pluginData: any;
  23431. private _physicsEngine;
  23432. private _physicsBody;
  23433. private _bodyUpdateRequired;
  23434. private _onBeforePhysicsStepCallbacks;
  23435. private _onAfterPhysicsStepCallbacks;
  23436. /** @hidden */
  23437. _onPhysicsCollideCallbacks: Array<{
  23438. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23439. otherImpostors: Array<PhysicsImpostor>;
  23440. }>;
  23441. private _deltaPosition;
  23442. private _deltaRotation;
  23443. private _deltaRotationConjugated;
  23444. /** @hidden */
  23445. _isFromLine: boolean;
  23446. private _parent;
  23447. private _isDisposed;
  23448. private static _tmpVecs;
  23449. private static _tmpQuat;
  23450. /**
  23451. * Specifies if the physics imposter is disposed
  23452. */
  23453. readonly isDisposed: boolean;
  23454. /**
  23455. * Gets the mass of the physics imposter
  23456. */
  23457. mass: number;
  23458. /**
  23459. * Gets the coefficient of friction
  23460. */
  23461. /**
  23462. * Sets the coefficient of friction
  23463. */
  23464. friction: number;
  23465. /**
  23466. * Gets the coefficient of restitution
  23467. */
  23468. /**
  23469. * Sets the coefficient of restitution
  23470. */
  23471. restitution: number;
  23472. /**
  23473. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23474. */
  23475. /**
  23476. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23477. */
  23478. pressure: number;
  23479. /**
  23480. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23481. */
  23482. /**
  23483. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23484. */
  23485. stiffness: number;
  23486. /**
  23487. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23488. */
  23489. /**
  23490. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23491. */
  23492. velocityIterations: number;
  23493. /**
  23494. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23495. */
  23496. /**
  23497. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23498. */
  23499. positionIterations: number;
  23500. /**
  23501. * The unique id of the physics imposter
  23502. * set by the physics engine when adding this impostor to the array
  23503. */
  23504. uniqueId: number;
  23505. /**
  23506. * @hidden
  23507. */
  23508. soft: boolean;
  23509. /**
  23510. * @hidden
  23511. */
  23512. segments: number;
  23513. private _joints;
  23514. /**
  23515. * Initializes the physics imposter
  23516. * @param object The physics-enabled object used as the physics imposter
  23517. * @param type The type of the physics imposter
  23518. * @param _options The options for the physics imposter
  23519. * @param _scene The Babylon scene
  23520. */
  23521. constructor(
  23522. /**
  23523. * The physics-enabled object used as the physics imposter
  23524. */
  23525. object: IPhysicsEnabledObject,
  23526. /**
  23527. * The type of the physics imposter
  23528. */
  23529. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23530. /**
  23531. * This function will completly initialize this impostor.
  23532. * It will create a new body - but only if this mesh has no parent.
  23533. * If it has, this impostor will not be used other than to define the impostor
  23534. * of the child mesh.
  23535. * @hidden
  23536. */
  23537. _init(): void;
  23538. private _getPhysicsParent;
  23539. /**
  23540. * Should a new body be generated.
  23541. * @returns boolean specifying if body initialization is required
  23542. */
  23543. isBodyInitRequired(): boolean;
  23544. /**
  23545. * Sets the updated scaling
  23546. * @param updated Specifies if the scaling is updated
  23547. */
  23548. setScalingUpdated(): void;
  23549. /**
  23550. * Force a regeneration of this or the parent's impostor's body.
  23551. * Use under cautious - This will remove all joints already implemented.
  23552. */
  23553. forceUpdate(): void;
  23554. /**
  23555. * Gets the body that holds this impostor. Either its own, or its parent.
  23556. */
  23557. /**
  23558. * Set the physics body. Used mainly by the physics engine/plugin
  23559. */
  23560. physicsBody: any;
  23561. /**
  23562. * Get the parent of the physics imposter
  23563. * @returns Physics imposter or null
  23564. */
  23565. /**
  23566. * Sets the parent of the physics imposter
  23567. */
  23568. parent: Nullable<PhysicsImpostor>;
  23569. /**
  23570. * Resets the update flags
  23571. */
  23572. resetUpdateFlags(): void;
  23573. /**
  23574. * Gets the object extend size
  23575. * @returns the object extend size
  23576. */
  23577. getObjectExtendSize(): Vector3;
  23578. /**
  23579. * Gets the object center
  23580. * @returns The object center
  23581. */
  23582. getObjectCenter(): Vector3;
  23583. /**
  23584. * Get a specific parametes from the options parameter
  23585. * @param paramName The object parameter name
  23586. * @returns The object parameter
  23587. */
  23588. getParam(paramName: string): any;
  23589. /**
  23590. * Sets a specific parameter in the options given to the physics plugin
  23591. * @param paramName The parameter name
  23592. * @param value The value of the parameter
  23593. */
  23594. setParam(paramName: string, value: number): void;
  23595. /**
  23596. * Specifically change the body's mass option. Won't recreate the physics body object
  23597. * @param mass The mass of the physics imposter
  23598. */
  23599. setMass(mass: number): void;
  23600. /**
  23601. * Gets the linear velocity
  23602. * @returns linear velocity or null
  23603. */
  23604. getLinearVelocity(): Nullable<Vector3>;
  23605. /**
  23606. * Sets the linear velocity
  23607. * @param velocity linear velocity or null
  23608. */
  23609. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23610. /**
  23611. * Gets the angular velocity
  23612. * @returns angular velocity or null
  23613. */
  23614. getAngularVelocity(): Nullable<Vector3>;
  23615. /**
  23616. * Sets the angular velocity
  23617. * @param velocity The velocity or null
  23618. */
  23619. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23620. /**
  23621. * Execute a function with the physics plugin native code
  23622. * Provide a function the will have two variables - the world object and the physics body object
  23623. * @param func The function to execute with the physics plugin native code
  23624. */
  23625. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23626. /**
  23627. * Register a function that will be executed before the physics world is stepping forward
  23628. * @param func The function to execute before the physics world is stepped forward
  23629. */
  23630. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23631. /**
  23632. * Unregister a function that will be executed before the physics world is stepping forward
  23633. * @param func The function to execute before the physics world is stepped forward
  23634. */
  23635. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23636. /**
  23637. * Register a function that will be executed after the physics step
  23638. * @param func The function to execute after physics step
  23639. */
  23640. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23641. /**
  23642. * Unregisters a function that will be executed after the physics step
  23643. * @param func The function to execute after physics step
  23644. */
  23645. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23646. /**
  23647. * register a function that will be executed when this impostor collides against a different body
  23648. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23649. * @param func Callback that is executed on collision
  23650. */
  23651. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23652. /**
  23653. * Unregisters the physics imposter on contact
  23654. * @param collideAgainst The physics object to collide against
  23655. * @param func Callback to execute on collision
  23656. */
  23657. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23658. private _tmpQuat;
  23659. private _tmpQuat2;
  23660. /**
  23661. * Get the parent rotation
  23662. * @returns The parent rotation
  23663. */
  23664. getParentsRotation(): Quaternion;
  23665. /**
  23666. * this function is executed by the physics engine.
  23667. */
  23668. beforeStep: () => void;
  23669. /**
  23670. * this function is executed by the physics engine
  23671. */
  23672. afterStep: () => void;
  23673. /**
  23674. * Legacy collision detection event support
  23675. */
  23676. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23677. /**
  23678. * event and body object due to cannon's event-based architecture.
  23679. */
  23680. onCollide: (e: {
  23681. body: any;
  23682. }) => void;
  23683. /**
  23684. * Apply a force
  23685. * @param force The force to apply
  23686. * @param contactPoint The contact point for the force
  23687. * @returns The physics imposter
  23688. */
  23689. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23690. /**
  23691. * Apply an impulse
  23692. * @param force The impulse force
  23693. * @param contactPoint The contact point for the impulse force
  23694. * @returns The physics imposter
  23695. */
  23696. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23697. /**
  23698. * A help function to create a joint
  23699. * @param otherImpostor A physics imposter used to create a joint
  23700. * @param jointType The type of joint
  23701. * @param jointData The data for the joint
  23702. * @returns The physics imposter
  23703. */
  23704. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23705. /**
  23706. * Add a joint to this impostor with a different impostor
  23707. * @param otherImpostor A physics imposter used to add a joint
  23708. * @param joint The joint to add
  23709. * @returns The physics imposter
  23710. */
  23711. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23712. /**
  23713. * Add an anchor to a cloth impostor
  23714. * @param otherImpostor rigid impostor to anchor to
  23715. * @param width ratio across width from 0 to 1
  23716. * @param height ratio up height from 0 to 1
  23717. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23718. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23719. * @returns impostor the soft imposter
  23720. */
  23721. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23722. /**
  23723. * Add a hook to a rope impostor
  23724. * @param otherImpostor rigid impostor to anchor to
  23725. * @param length ratio across rope from 0 to 1
  23726. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23727. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23728. * @returns impostor the rope imposter
  23729. */
  23730. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23731. /**
  23732. * Will keep this body still, in a sleep mode.
  23733. * @returns the physics imposter
  23734. */
  23735. sleep(): PhysicsImpostor;
  23736. /**
  23737. * Wake the body up.
  23738. * @returns The physics imposter
  23739. */
  23740. wakeUp(): PhysicsImpostor;
  23741. /**
  23742. * Clones the physics imposter
  23743. * @param newObject The physics imposter clones to this physics-enabled object
  23744. * @returns A nullable physics imposter
  23745. */
  23746. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23747. /**
  23748. * Disposes the physics imposter
  23749. */
  23750. dispose(): void;
  23751. /**
  23752. * Sets the delta position
  23753. * @param position The delta position amount
  23754. */
  23755. setDeltaPosition(position: Vector3): void;
  23756. /**
  23757. * Sets the delta rotation
  23758. * @param rotation The delta rotation amount
  23759. */
  23760. setDeltaRotation(rotation: Quaternion): void;
  23761. /**
  23762. * Gets the box size of the physics imposter and stores the result in the input parameter
  23763. * @param result Stores the box size
  23764. * @returns The physics imposter
  23765. */
  23766. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23767. /**
  23768. * Gets the radius of the physics imposter
  23769. * @returns Radius of the physics imposter
  23770. */
  23771. getRadius(): number;
  23772. /**
  23773. * Sync a bone with this impostor
  23774. * @param bone The bone to sync to the impostor.
  23775. * @param boneMesh The mesh that the bone is influencing.
  23776. * @param jointPivot The pivot of the joint / bone in local space.
  23777. * @param distToJoint Optional distance from the impostor to the joint.
  23778. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23779. */
  23780. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23781. /**
  23782. * Sync impostor to a bone
  23783. * @param bone The bone that the impostor will be synced to.
  23784. * @param boneMesh The mesh that the bone is influencing.
  23785. * @param jointPivot The pivot of the joint / bone in local space.
  23786. * @param distToJoint Optional distance from the impostor to the joint.
  23787. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23788. * @param boneAxis Optional vector3 axis the bone is aligned with
  23789. */
  23790. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23791. /**
  23792. * No-Imposter type
  23793. */
  23794. static NoImpostor: number;
  23795. /**
  23796. * Sphere-Imposter type
  23797. */
  23798. static SphereImpostor: number;
  23799. /**
  23800. * Box-Imposter type
  23801. */
  23802. static BoxImpostor: number;
  23803. /**
  23804. * Plane-Imposter type
  23805. */
  23806. static PlaneImpostor: number;
  23807. /**
  23808. * Mesh-imposter type
  23809. */
  23810. static MeshImpostor: number;
  23811. /**
  23812. * Capsule-Impostor type (Ammo.js plugin only)
  23813. */
  23814. static CapsuleImpostor: number;
  23815. /**
  23816. * Cylinder-Imposter type
  23817. */
  23818. static CylinderImpostor: number;
  23819. /**
  23820. * Particle-Imposter type
  23821. */
  23822. static ParticleImpostor: number;
  23823. /**
  23824. * Heightmap-Imposter type
  23825. */
  23826. static HeightmapImpostor: number;
  23827. /**
  23828. * ConvexHull-Impostor type (Ammo.js plugin only)
  23829. */
  23830. static ConvexHullImpostor: number;
  23831. /**
  23832. * Rope-Imposter type
  23833. */
  23834. static RopeImpostor: number;
  23835. /**
  23836. * Cloth-Imposter type
  23837. */
  23838. static ClothImpostor: number;
  23839. /**
  23840. * Softbody-Imposter type
  23841. */
  23842. static SoftbodyImpostor: number;
  23843. }
  23844. }
  23845. declare module "babylonjs/Meshes/mesh" {
  23846. import { Observable } from "babylonjs/Misc/observable";
  23847. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23848. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23849. import { Camera } from "babylonjs/Cameras/camera";
  23850. import { Scene } from "babylonjs/scene";
  23851. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23852. import { Color4 } from "babylonjs/Maths/math.color";
  23853. import { Engine } from "babylonjs/Engines/engine";
  23854. import { Node } from "babylonjs/node";
  23855. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23856. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23857. import { Buffer } from "babylonjs/Meshes/buffer";
  23858. import { Geometry } from "babylonjs/Meshes/geometry";
  23859. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23860. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23861. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23862. import { Effect } from "babylonjs/Materials/effect";
  23863. import { Material } from "babylonjs/Materials/material";
  23864. import { Skeleton } from "babylonjs/Bones/skeleton";
  23865. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23866. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23867. import { Path3D } from "babylonjs/Maths/math.path";
  23868. import { Plane } from "babylonjs/Maths/math.plane";
  23869. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23870. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23871. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23872. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23873. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23874. /**
  23875. * @hidden
  23876. **/
  23877. export class _CreationDataStorage {
  23878. closePath?: boolean;
  23879. closeArray?: boolean;
  23880. idx: number[];
  23881. dashSize: number;
  23882. gapSize: number;
  23883. path3D: Path3D;
  23884. pathArray: Vector3[][];
  23885. arc: number;
  23886. radius: number;
  23887. cap: number;
  23888. tessellation: number;
  23889. }
  23890. /**
  23891. * @hidden
  23892. **/
  23893. class _InstanceDataStorage {
  23894. visibleInstances: any;
  23895. batchCache: _InstancesBatch;
  23896. instancesBufferSize: number;
  23897. instancesBuffer: Nullable<Buffer>;
  23898. instancesData: Float32Array;
  23899. overridenInstanceCount: number;
  23900. isFrozen: boolean;
  23901. previousBatch: Nullable<_InstancesBatch>;
  23902. hardwareInstancedRendering: boolean;
  23903. sideOrientation: number;
  23904. }
  23905. /**
  23906. * @hidden
  23907. **/
  23908. export class _InstancesBatch {
  23909. mustReturn: boolean;
  23910. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23911. renderSelf: boolean[];
  23912. hardwareInstancedRendering: boolean[];
  23913. }
  23914. /**
  23915. * Class used to represent renderable models
  23916. */
  23917. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23918. /**
  23919. * Mesh side orientation : usually the external or front surface
  23920. */
  23921. static readonly FRONTSIDE: number;
  23922. /**
  23923. * Mesh side orientation : usually the internal or back surface
  23924. */
  23925. static readonly BACKSIDE: number;
  23926. /**
  23927. * Mesh side orientation : both internal and external or front and back surfaces
  23928. */
  23929. static readonly DOUBLESIDE: number;
  23930. /**
  23931. * Mesh side orientation : by default, `FRONTSIDE`
  23932. */
  23933. static readonly DEFAULTSIDE: number;
  23934. /**
  23935. * Mesh cap setting : no cap
  23936. */
  23937. static readonly NO_CAP: number;
  23938. /**
  23939. * Mesh cap setting : one cap at the beginning of the mesh
  23940. */
  23941. static readonly CAP_START: number;
  23942. /**
  23943. * Mesh cap setting : one cap at the end of the mesh
  23944. */
  23945. static readonly CAP_END: number;
  23946. /**
  23947. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23948. */
  23949. static readonly CAP_ALL: number;
  23950. /**
  23951. * Mesh pattern setting : no flip or rotate
  23952. */
  23953. static readonly NO_FLIP: number;
  23954. /**
  23955. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23956. */
  23957. static readonly FLIP_TILE: number;
  23958. /**
  23959. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23960. */
  23961. static readonly ROTATE_TILE: number;
  23962. /**
  23963. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23964. */
  23965. static readonly FLIP_ROW: number;
  23966. /**
  23967. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23968. */
  23969. static readonly ROTATE_ROW: number;
  23970. /**
  23971. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23972. */
  23973. static readonly FLIP_N_ROTATE_TILE: number;
  23974. /**
  23975. * Mesh pattern setting : rotate pattern and rotate
  23976. */
  23977. static readonly FLIP_N_ROTATE_ROW: number;
  23978. /**
  23979. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23980. */
  23981. static readonly CENTER: number;
  23982. /**
  23983. * Mesh tile positioning : part tiles on left
  23984. */
  23985. static readonly LEFT: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles on right
  23988. */
  23989. static readonly RIGHT: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on top
  23992. */
  23993. static readonly TOP: number;
  23994. /**
  23995. * Mesh tile positioning : part tiles on bottom
  23996. */
  23997. static readonly BOTTOM: number;
  23998. /**
  23999. * Gets the default side orientation.
  24000. * @param orientation the orientation to value to attempt to get
  24001. * @returns the default orientation
  24002. * @hidden
  24003. */
  24004. static _GetDefaultSideOrientation(orientation?: number): number;
  24005. private _internalMeshDataInfo;
  24006. /**
  24007. * An event triggered before rendering the mesh
  24008. */
  24009. readonly onBeforeRenderObservable: Observable<Mesh>;
  24010. /**
  24011. * An event triggered before binding the mesh
  24012. */
  24013. readonly onBeforeBindObservable: Observable<Mesh>;
  24014. /**
  24015. * An event triggered after rendering the mesh
  24016. */
  24017. readonly onAfterRenderObservable: Observable<Mesh>;
  24018. /**
  24019. * An event triggered before drawing the mesh
  24020. */
  24021. readonly onBeforeDrawObservable: Observable<Mesh>;
  24022. private _onBeforeDrawObserver;
  24023. /**
  24024. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24025. */
  24026. onBeforeDraw: () => void;
  24027. /**
  24028. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24029. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24030. */
  24031. delayLoadState: number;
  24032. /**
  24033. * Gets the list of instances created from this mesh
  24034. * it is not supposed to be modified manually.
  24035. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24036. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24037. */
  24038. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24039. /**
  24040. * Gets the file containing delay loading data for this mesh
  24041. */
  24042. delayLoadingFile: string;
  24043. /** @hidden */
  24044. _binaryInfo: any;
  24045. /**
  24046. * User defined function used to change how LOD level selection is done
  24047. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24048. */
  24049. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24050. /**
  24051. * Gets or sets the morph target manager
  24052. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24053. */
  24054. morphTargetManager: Nullable<MorphTargetManager>;
  24055. /** @hidden */
  24056. _creationDataStorage: Nullable<_CreationDataStorage>;
  24057. /** @hidden */
  24058. _geometry: Nullable<Geometry>;
  24059. /** @hidden */
  24060. _delayInfo: Array<string>;
  24061. /** @hidden */
  24062. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24063. /** @hidden */
  24064. _instanceDataStorage: _InstanceDataStorage;
  24065. private _effectiveMaterial;
  24066. /** @hidden */
  24067. _shouldGenerateFlatShading: boolean;
  24068. /** @hidden */
  24069. _originalBuilderSideOrientation: number;
  24070. /**
  24071. * Use this property to change the original side orientation defined at construction time
  24072. */
  24073. overrideMaterialSideOrientation: Nullable<number>;
  24074. /**
  24075. * Gets the source mesh (the one used to clone this one from)
  24076. */
  24077. readonly source: Nullable<Mesh>;
  24078. /**
  24079. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24080. */
  24081. isUnIndexed: boolean;
  24082. /**
  24083. * @constructor
  24084. * @param name The value used by scene.getMeshByName() to do a lookup.
  24085. * @param scene The scene to add this mesh to.
  24086. * @param parent The parent of this mesh, if it has one
  24087. * @param source An optional Mesh from which geometry is shared, cloned.
  24088. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24089. * When false, achieved by calling a clone(), also passing False.
  24090. * This will make creation of children, recursive.
  24091. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24092. */
  24093. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24094. /**
  24095. * Gets the class name
  24096. * @returns the string "Mesh".
  24097. */
  24098. getClassName(): string;
  24099. /** @hidden */
  24100. readonly _isMesh: boolean;
  24101. /**
  24102. * Returns a description of this mesh
  24103. * @param fullDetails define if full details about this mesh must be used
  24104. * @returns a descriptive string representing this mesh
  24105. */
  24106. toString(fullDetails?: boolean): string;
  24107. /** @hidden */
  24108. _unBindEffect(): void;
  24109. /**
  24110. * Gets a boolean indicating if this mesh has LOD
  24111. */
  24112. readonly hasLODLevels: boolean;
  24113. /**
  24114. * Gets the list of MeshLODLevel associated with the current mesh
  24115. * @returns an array of MeshLODLevel
  24116. */
  24117. getLODLevels(): MeshLODLevel[];
  24118. private _sortLODLevels;
  24119. /**
  24120. * Add a mesh as LOD level triggered at the given distance.
  24121. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24122. * @param distance The distance from the center of the object to show this level
  24123. * @param mesh The mesh to be added as LOD level (can be null)
  24124. * @return This mesh (for chaining)
  24125. */
  24126. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24127. /**
  24128. * Returns the LOD level mesh at the passed distance or null if not found.
  24129. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24130. * @param distance The distance from the center of the object to show this level
  24131. * @returns a Mesh or `null`
  24132. */
  24133. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24134. /**
  24135. * Remove a mesh from the LOD array
  24136. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24137. * @param mesh defines the mesh to be removed
  24138. * @return This mesh (for chaining)
  24139. */
  24140. removeLODLevel(mesh: Mesh): Mesh;
  24141. /**
  24142. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24143. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24144. * @param camera defines the camera to use to compute distance
  24145. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24146. * @return This mesh (for chaining)
  24147. */
  24148. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24149. /**
  24150. * Gets the mesh internal Geometry object
  24151. */
  24152. readonly geometry: Nullable<Geometry>;
  24153. /**
  24154. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24155. * @returns the total number of vertices
  24156. */
  24157. getTotalVertices(): number;
  24158. /**
  24159. * Returns the content of an associated vertex buffer
  24160. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24161. * - VertexBuffer.PositionKind
  24162. * - VertexBuffer.UVKind
  24163. * - VertexBuffer.UV2Kind
  24164. * - VertexBuffer.UV3Kind
  24165. * - VertexBuffer.UV4Kind
  24166. * - VertexBuffer.UV5Kind
  24167. * - VertexBuffer.UV6Kind
  24168. * - VertexBuffer.ColorKind
  24169. * - VertexBuffer.MatricesIndicesKind
  24170. * - VertexBuffer.MatricesIndicesExtraKind
  24171. * - VertexBuffer.MatricesWeightsKind
  24172. * - VertexBuffer.MatricesWeightsExtraKind
  24173. * @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
  24174. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24175. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24176. */
  24177. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24178. /**
  24179. * Returns the mesh VertexBuffer object from the requested `kind`
  24180. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24181. * - VertexBuffer.PositionKind
  24182. * - VertexBuffer.NormalKind
  24183. * - VertexBuffer.UVKind
  24184. * - VertexBuffer.UV2Kind
  24185. * - VertexBuffer.UV3Kind
  24186. * - VertexBuffer.UV4Kind
  24187. * - VertexBuffer.UV5Kind
  24188. * - VertexBuffer.UV6Kind
  24189. * - VertexBuffer.ColorKind
  24190. * - VertexBuffer.MatricesIndicesKind
  24191. * - VertexBuffer.MatricesIndicesExtraKind
  24192. * - VertexBuffer.MatricesWeightsKind
  24193. * - VertexBuffer.MatricesWeightsExtraKind
  24194. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24195. */
  24196. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24197. /**
  24198. * Tests if a specific vertex buffer is associated with this mesh
  24199. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24200. * - VertexBuffer.PositionKind
  24201. * - VertexBuffer.NormalKind
  24202. * - VertexBuffer.UVKind
  24203. * - VertexBuffer.UV2Kind
  24204. * - VertexBuffer.UV3Kind
  24205. * - VertexBuffer.UV4Kind
  24206. * - VertexBuffer.UV5Kind
  24207. * - VertexBuffer.UV6Kind
  24208. * - VertexBuffer.ColorKind
  24209. * - VertexBuffer.MatricesIndicesKind
  24210. * - VertexBuffer.MatricesIndicesExtraKind
  24211. * - VertexBuffer.MatricesWeightsKind
  24212. * - VertexBuffer.MatricesWeightsExtraKind
  24213. * @returns a boolean
  24214. */
  24215. isVerticesDataPresent(kind: string): boolean;
  24216. /**
  24217. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24218. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24219. * - VertexBuffer.PositionKind
  24220. * - VertexBuffer.UVKind
  24221. * - VertexBuffer.UV2Kind
  24222. * - VertexBuffer.UV3Kind
  24223. * - VertexBuffer.UV4Kind
  24224. * - VertexBuffer.UV5Kind
  24225. * - VertexBuffer.UV6Kind
  24226. * - VertexBuffer.ColorKind
  24227. * - VertexBuffer.MatricesIndicesKind
  24228. * - VertexBuffer.MatricesIndicesExtraKind
  24229. * - VertexBuffer.MatricesWeightsKind
  24230. * - VertexBuffer.MatricesWeightsExtraKind
  24231. * @returns a boolean
  24232. */
  24233. isVertexBufferUpdatable(kind: string): boolean;
  24234. /**
  24235. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24236. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24237. * - VertexBuffer.PositionKind
  24238. * - VertexBuffer.NormalKind
  24239. * - VertexBuffer.UVKind
  24240. * - VertexBuffer.UV2Kind
  24241. * - VertexBuffer.UV3Kind
  24242. * - VertexBuffer.UV4Kind
  24243. * - VertexBuffer.UV5Kind
  24244. * - VertexBuffer.UV6Kind
  24245. * - VertexBuffer.ColorKind
  24246. * - VertexBuffer.MatricesIndicesKind
  24247. * - VertexBuffer.MatricesIndicesExtraKind
  24248. * - VertexBuffer.MatricesWeightsKind
  24249. * - VertexBuffer.MatricesWeightsExtraKind
  24250. * @returns an array of strings
  24251. */
  24252. getVerticesDataKinds(): string[];
  24253. /**
  24254. * Returns a positive integer : the total number of indices in this mesh geometry.
  24255. * @returns the numner of indices or zero if the mesh has no geometry.
  24256. */
  24257. getTotalIndices(): number;
  24258. /**
  24259. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24260. * @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.
  24261. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24262. * @returns the indices array or an empty array if the mesh has no geometry
  24263. */
  24264. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24265. readonly isBlocked: boolean;
  24266. /**
  24267. * Determine if the current mesh is ready to be rendered
  24268. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24269. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24270. * @returns true if all associated assets are ready (material, textures, shaders)
  24271. */
  24272. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24273. /**
  24274. * 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.
  24275. */
  24276. readonly areNormalsFrozen: boolean;
  24277. /**
  24278. * 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.
  24279. * @returns the current mesh
  24280. */
  24281. freezeNormals(): Mesh;
  24282. /**
  24283. * 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
  24284. * @returns the current mesh
  24285. */
  24286. unfreezeNormals(): Mesh;
  24287. /**
  24288. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24289. */
  24290. overridenInstanceCount: number;
  24291. /** @hidden */
  24292. _preActivate(): Mesh;
  24293. /** @hidden */
  24294. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24295. /** @hidden */
  24296. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24297. /**
  24298. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24299. * This means the mesh underlying bounding box and sphere are recomputed.
  24300. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24301. * @returns the current mesh
  24302. */
  24303. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24304. /** @hidden */
  24305. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24306. /**
  24307. * This function will subdivide the mesh into multiple submeshes
  24308. * @param count defines the expected number of submeshes
  24309. */
  24310. subdivide(count: number): void;
  24311. /**
  24312. * Copy a FloatArray into a specific associated vertex buffer
  24313. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24314. * - VertexBuffer.PositionKind
  24315. * - VertexBuffer.UVKind
  24316. * - VertexBuffer.UV2Kind
  24317. * - VertexBuffer.UV3Kind
  24318. * - VertexBuffer.UV4Kind
  24319. * - VertexBuffer.UV5Kind
  24320. * - VertexBuffer.UV6Kind
  24321. * - VertexBuffer.ColorKind
  24322. * - VertexBuffer.MatricesIndicesKind
  24323. * - VertexBuffer.MatricesIndicesExtraKind
  24324. * - VertexBuffer.MatricesWeightsKind
  24325. * - VertexBuffer.MatricesWeightsExtraKind
  24326. * @param data defines the data source
  24327. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24328. * @param stride defines the data stride size (can be null)
  24329. * @returns the current mesh
  24330. */
  24331. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24332. /**
  24333. * Flags an associated vertex buffer as updatable
  24334. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24335. * - VertexBuffer.PositionKind
  24336. * - VertexBuffer.UVKind
  24337. * - VertexBuffer.UV2Kind
  24338. * - VertexBuffer.UV3Kind
  24339. * - VertexBuffer.UV4Kind
  24340. * - VertexBuffer.UV5Kind
  24341. * - VertexBuffer.UV6Kind
  24342. * - VertexBuffer.ColorKind
  24343. * - VertexBuffer.MatricesIndicesKind
  24344. * - VertexBuffer.MatricesIndicesExtraKind
  24345. * - VertexBuffer.MatricesWeightsKind
  24346. * - VertexBuffer.MatricesWeightsExtraKind
  24347. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24348. */
  24349. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24350. /**
  24351. * Sets the mesh global Vertex Buffer
  24352. * @param buffer defines the buffer to use
  24353. * @returns the current mesh
  24354. */
  24355. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24356. /**
  24357. * Update a specific associated vertex buffer
  24358. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24359. * - VertexBuffer.PositionKind
  24360. * - VertexBuffer.UVKind
  24361. * - VertexBuffer.UV2Kind
  24362. * - VertexBuffer.UV3Kind
  24363. * - VertexBuffer.UV4Kind
  24364. * - VertexBuffer.UV5Kind
  24365. * - VertexBuffer.UV6Kind
  24366. * - VertexBuffer.ColorKind
  24367. * - VertexBuffer.MatricesIndicesKind
  24368. * - VertexBuffer.MatricesIndicesExtraKind
  24369. * - VertexBuffer.MatricesWeightsKind
  24370. * - VertexBuffer.MatricesWeightsExtraKind
  24371. * @param data defines the data source
  24372. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24373. * @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)
  24374. * @returns the current mesh
  24375. */
  24376. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24377. /**
  24378. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24379. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24380. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24381. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24382. * @returns the current mesh
  24383. */
  24384. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24385. /**
  24386. * Creates a un-shared specific occurence of the geometry for the mesh.
  24387. * @returns the current mesh
  24388. */
  24389. makeGeometryUnique(): Mesh;
  24390. /**
  24391. * Set the index buffer of this mesh
  24392. * @param indices defines the source data
  24393. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24394. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24395. * @returns the current mesh
  24396. */
  24397. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24398. /**
  24399. * Update the current index buffer
  24400. * @param indices defines the source data
  24401. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24402. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24403. * @returns the current mesh
  24404. */
  24405. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24406. /**
  24407. * Invert the geometry to move from a right handed system to a left handed one.
  24408. * @returns the current mesh
  24409. */
  24410. toLeftHanded(): Mesh;
  24411. /** @hidden */
  24412. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24413. /** @hidden */
  24414. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24415. /**
  24416. * Registers for this mesh a javascript function called just before the rendering process
  24417. * @param func defines the function to call before rendering this mesh
  24418. * @returns the current mesh
  24419. */
  24420. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24421. /**
  24422. * Disposes a previously registered javascript function called before the rendering
  24423. * @param func defines the function to remove
  24424. * @returns the current mesh
  24425. */
  24426. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24427. /**
  24428. * Registers for this mesh a javascript function called just after the rendering is complete
  24429. * @param func defines the function to call after rendering this mesh
  24430. * @returns the current mesh
  24431. */
  24432. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24433. /**
  24434. * Disposes a previously registered javascript function called after the rendering.
  24435. * @param func defines the function to remove
  24436. * @returns the current mesh
  24437. */
  24438. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24439. /** @hidden */
  24440. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24441. /** @hidden */
  24442. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24443. /** @hidden */
  24444. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24445. /** @hidden */
  24446. _rebuild(): void;
  24447. /** @hidden */
  24448. _freeze(): void;
  24449. /** @hidden */
  24450. _unFreeze(): void;
  24451. /**
  24452. * 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
  24453. * @param subMesh defines the subMesh to render
  24454. * @param enableAlphaMode defines if alpha mode can be changed
  24455. * @returns the current mesh
  24456. */
  24457. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24458. private _onBeforeDraw;
  24459. /**
  24460. * Renormalize the mesh and patch it up if there are no weights
  24461. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24462. * However in the case of zero weights then we set just a single influence to 1.
  24463. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24464. */
  24465. cleanMatrixWeights(): void;
  24466. private normalizeSkinFourWeights;
  24467. private normalizeSkinWeightsAndExtra;
  24468. /**
  24469. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24470. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24471. * the user know there was an issue with importing the mesh
  24472. * @returns a validation object with skinned, valid and report string
  24473. */
  24474. validateSkinning(): {
  24475. skinned: boolean;
  24476. valid: boolean;
  24477. report: string;
  24478. };
  24479. /** @hidden */
  24480. _checkDelayState(): Mesh;
  24481. private _queueLoad;
  24482. /**
  24483. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24484. * A mesh is in the frustum if its bounding box intersects the frustum
  24485. * @param frustumPlanes defines the frustum to test
  24486. * @returns true if the mesh is in the frustum planes
  24487. */
  24488. isInFrustum(frustumPlanes: Plane[]): boolean;
  24489. /**
  24490. * Sets the mesh material by the material or multiMaterial `id` property
  24491. * @param id is a string identifying the material or the multiMaterial
  24492. * @returns the current mesh
  24493. */
  24494. setMaterialByID(id: string): Mesh;
  24495. /**
  24496. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24497. * @returns an array of IAnimatable
  24498. */
  24499. getAnimatables(): IAnimatable[];
  24500. /**
  24501. * Modifies the mesh geometry according to the passed transformation matrix.
  24502. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24503. * The mesh normals are modified using the same transformation.
  24504. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24505. * @param transform defines the transform matrix to use
  24506. * @see http://doc.babylonjs.com/resources/baking_transformations
  24507. * @returns the current mesh
  24508. */
  24509. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24510. /**
  24511. * Modifies the mesh geometry according to its own current World Matrix.
  24512. * The mesh World Matrix is then reset.
  24513. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24514. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24515. * @see http://doc.babylonjs.com/resources/baking_transformations
  24516. * @returns the current mesh
  24517. */
  24518. bakeCurrentTransformIntoVertices(): Mesh;
  24519. /** @hidden */
  24520. readonly _positions: Nullable<Vector3[]>;
  24521. /** @hidden */
  24522. _resetPointsArrayCache(): Mesh;
  24523. /** @hidden */
  24524. _generatePointsArray(): boolean;
  24525. /**
  24526. * Returns a new Mesh object generated from the current mesh properties.
  24527. * This method must not get confused with createInstance()
  24528. * @param name is a string, the name given to the new mesh
  24529. * @param newParent can be any Node object (default `null`)
  24530. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24531. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24532. * @returns a new mesh
  24533. */
  24534. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24535. /**
  24536. * Releases resources associated with this mesh.
  24537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24539. */
  24540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24541. /**
  24542. * Modifies the mesh geometry according to a displacement map.
  24543. * 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.
  24544. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24545. * @param url is a string, the URL from the image file is to be downloaded.
  24546. * @param minHeight is the lower limit of the displacement.
  24547. * @param maxHeight is the upper limit of the displacement.
  24548. * @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.
  24549. * @param uvOffset is an optional vector2 used to offset UV.
  24550. * @param uvScale is an optional vector2 used to scale UV.
  24551. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24552. * @returns the Mesh.
  24553. */
  24554. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24555. /**
  24556. * Modifies the mesh geometry according to a displacementMap buffer.
  24557. * 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.
  24558. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24559. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24560. * @param heightMapWidth is the width of the buffer image.
  24561. * @param heightMapHeight is the height of the buffer image.
  24562. * @param minHeight is the lower limit of the displacement.
  24563. * @param maxHeight is the upper limit of the displacement.
  24564. * @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.
  24565. * @param uvOffset is an optional vector2 used to offset UV.
  24566. * @param uvScale is an optional vector2 used to scale UV.
  24567. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24568. * @returns the Mesh.
  24569. */
  24570. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24571. /**
  24572. * Modify the mesh to get a flat shading rendering.
  24573. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24574. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24575. * @returns current mesh
  24576. */
  24577. convertToFlatShadedMesh(): Mesh;
  24578. /**
  24579. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24580. * In other words, more vertices, no more indices and a single bigger VBO.
  24581. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24582. * @returns current mesh
  24583. */
  24584. convertToUnIndexedMesh(): Mesh;
  24585. /**
  24586. * Inverses facet orientations.
  24587. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24588. * @param flipNormals will also inverts the normals
  24589. * @returns current mesh
  24590. */
  24591. flipFaces(flipNormals?: boolean): Mesh;
  24592. /**
  24593. * Increase the number of facets and hence vertices in a mesh
  24594. * Vertex normals are interpolated from existing vertex normals
  24595. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24596. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24597. */
  24598. increaseVertices(numberPerEdge: number): void;
  24599. /**
  24600. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24601. * This will undo any application of covertToFlatShadedMesh
  24602. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24603. */
  24604. forceSharedVertices(): void;
  24605. /** @hidden */
  24606. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24607. /** @hidden */
  24608. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24609. /**
  24610. * Creates a new InstancedMesh object from the mesh model.
  24611. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24612. * @param name defines the name of the new instance
  24613. * @returns a new InstancedMesh
  24614. */
  24615. createInstance(name: string): InstancedMesh;
  24616. /**
  24617. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24618. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24619. * @returns the current mesh
  24620. */
  24621. synchronizeInstances(): Mesh;
  24622. /**
  24623. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24624. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24625. * This should be used together with the simplification to avoid disappearing triangles.
  24626. * @param successCallback an optional success callback to be called after the optimization finished.
  24627. * @returns the current mesh
  24628. */
  24629. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24630. /**
  24631. * Serialize current mesh
  24632. * @param serializationObject defines the object which will receive the serialization data
  24633. */
  24634. serialize(serializationObject: any): void;
  24635. /** @hidden */
  24636. _syncGeometryWithMorphTargetManager(): void;
  24637. /** @hidden */
  24638. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24639. /**
  24640. * Returns a new Mesh object parsed from the source provided.
  24641. * @param parsedMesh is the source
  24642. * @param scene defines the hosting scene
  24643. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24644. * @returns a new Mesh
  24645. */
  24646. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24647. /**
  24648. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24649. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24650. * @param name defines the name of the mesh to create
  24651. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24652. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24653. * @param closePath creates a seam between the first and the last points of each path of the path array
  24654. * @param offset is taken in account only if the `pathArray` is containing a single path
  24655. * @param scene defines the hosting scene
  24656. * @param updatable defines if the mesh must be flagged as updatable
  24657. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24658. * @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)
  24659. * @returns a new Mesh
  24660. */
  24661. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24662. /**
  24663. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24664. * @param name defines the name of the mesh to create
  24665. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24666. * @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
  24667. * @param scene defines the hosting scene
  24668. * @param updatable defines if the mesh must be flagged as updatable
  24669. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24670. * @returns a new Mesh
  24671. */
  24672. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24673. /**
  24674. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24675. * @param name defines the name of the mesh to create
  24676. * @param size sets the size (float) of each box side (default 1)
  24677. * @param scene defines the hosting scene
  24678. * @param updatable defines if the mesh must be flagged as updatable
  24679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24680. * @returns a new Mesh
  24681. */
  24682. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24683. /**
  24684. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24685. * @param name defines the name of the mesh to create
  24686. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24687. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24698. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24699. * @param scene defines the hosting scene
  24700. * @returns a new Mesh
  24701. */
  24702. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24703. /**
  24704. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24705. * @param name defines the name of the mesh to create
  24706. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24707. * @param diameterTop set the top cap diameter (floats, default 1)
  24708. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24709. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24710. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24711. * @param scene defines the hosting scene
  24712. * @param updatable defines if the mesh must be flagged as updatable
  24713. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24714. * @returns a new Mesh
  24715. */
  24716. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24717. /**
  24718. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24719. * @param name defines the name of the mesh to create
  24720. * @param diameter sets the diameter size (float) of the torus (default 1)
  24721. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24722. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24723. * @param scene defines the hosting scene
  24724. * @param updatable defines if the mesh must be flagged as updatable
  24725. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24726. * @returns a new Mesh
  24727. */
  24728. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24729. /**
  24730. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24731. * @param name defines the name of the mesh to create
  24732. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24733. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24734. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24735. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24736. * @param p the number of windings on X axis (positive integers, default 2)
  24737. * @param q the number of windings on Y axis (positive integers, default 3)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24744. /**
  24745. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24746. * @param name defines the name of the mesh to create
  24747. * @param points is an array successive Vector3
  24748. * @param scene defines the hosting scene
  24749. * @param updatable defines if the mesh must be flagged as updatable
  24750. * @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).
  24751. * @returns a new Mesh
  24752. */
  24753. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24754. /**
  24755. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24756. * @param name defines the name of the mesh to create
  24757. * @param points is an array successive Vector3
  24758. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24759. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24760. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24761. * @param scene defines the hosting scene
  24762. * @param updatable defines if the mesh must be flagged as updatable
  24763. * @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)
  24764. * @returns a new Mesh
  24765. */
  24766. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24767. /**
  24768. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24769. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24770. * 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.
  24771. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24772. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24773. * Remember you can only change the shape positions, not their number when updating a polygon.
  24774. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24775. * @param name defines the name of the mesh to create
  24776. * @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
  24777. * @param scene defines the hosting scene
  24778. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24779. * @param updatable defines if the mesh must be flagged as updatable
  24780. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24781. * @param earcutInjection can be used to inject your own earcut reference
  24782. * @returns a new Mesh
  24783. */
  24784. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24785. /**
  24786. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24787. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24788. * @param name defines the name of the mesh to create
  24789. * @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
  24790. * @param depth defines the height of extrusion
  24791. * @param scene defines the hosting scene
  24792. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24793. * @param updatable defines if the mesh must be flagged as updatable
  24794. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24795. * @param earcutInjection can be used to inject your own earcut reference
  24796. * @returns a new Mesh
  24797. */
  24798. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24799. /**
  24800. * Creates an extruded shape mesh.
  24801. * 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
  24802. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24803. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24804. * @param name defines the name of the mesh to create
  24805. * @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
  24806. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24807. * @param scale is the value to scale the shape
  24808. * @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
  24809. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24810. * @param scene defines the hosting scene
  24811. * @param updatable defines if the mesh must be flagged as updatable
  24812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24813. * @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)
  24814. * @returns a new Mesh
  24815. */
  24816. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24817. /**
  24818. * Creates an custom extruded shape mesh.
  24819. * The custom extrusion is a parametric shape.
  24820. * It has no predefined shape. Its final shape will depend on the input parameters.
  24821. * Please consider using the same method from the MeshBuilder class instead
  24822. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24823. * @param name defines the name of the mesh to create
  24824. * @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
  24825. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24826. * @param scaleFunction is a custom Javascript function called on each path point
  24827. * @param rotationFunction is a custom Javascript function called on each path point
  24828. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24829. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24830. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24834. * @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)
  24835. * @returns a new Mesh
  24836. */
  24837. 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;
  24838. /**
  24839. * Creates lathe mesh.
  24840. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @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
  24844. * @param radius is the radius value of the lathe
  24845. * @param tessellation is the side number of the lathe.
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24849. * @returns a new Mesh
  24850. */
  24851. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24852. /**
  24853. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24856. * @param scene defines the hosting scene
  24857. * @param updatable defines if the mesh must be flagged as updatable
  24858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24859. * @returns a new Mesh
  24860. */
  24861. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24862. /**
  24863. * Creates a ground mesh.
  24864. * Please consider using the same method from the MeshBuilder class instead
  24865. * @param name defines the name of the mesh to create
  24866. * @param width set the width of the ground
  24867. * @param height set the height of the ground
  24868. * @param subdivisions sets the number of subdivisions per side
  24869. * @param scene defines the hosting scene
  24870. * @param updatable defines if the mesh must be flagged as updatable
  24871. * @returns a new Mesh
  24872. */
  24873. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24874. /**
  24875. * Creates a tiled ground mesh.
  24876. * Please consider using the same method from the MeshBuilder class instead
  24877. * @param name defines the name of the mesh to create
  24878. * @param xmin set the ground minimum X coordinate
  24879. * @param zmin set the ground minimum Y coordinate
  24880. * @param xmax set the ground maximum X coordinate
  24881. * @param zmax set the ground maximum Z coordinate
  24882. * @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
  24883. * @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
  24884. * @param scene defines the hosting scene
  24885. * @param updatable defines if the mesh must be flagged as updatable
  24886. * @returns a new Mesh
  24887. */
  24888. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24889. w: number;
  24890. h: number;
  24891. }, precision: {
  24892. w: number;
  24893. h: number;
  24894. }, scene: Scene, updatable?: boolean): Mesh;
  24895. /**
  24896. * Creates a ground mesh from a height map.
  24897. * Please consider using the same method from the MeshBuilder class instead
  24898. * @see http://doc.babylonjs.com/babylon101/height_map
  24899. * @param name defines the name of the mesh to create
  24900. * @param url sets the URL of the height map image resource
  24901. * @param width set the ground width size
  24902. * @param height set the ground height size
  24903. * @param subdivisions sets the number of subdivision per side
  24904. * @param minHeight is the minimum altitude on the ground
  24905. * @param maxHeight is the maximum altitude on the ground
  24906. * @param scene defines the hosting scene
  24907. * @param updatable defines if the mesh must be flagged as updatable
  24908. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24909. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24910. * @returns a new Mesh
  24911. */
  24912. 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;
  24913. /**
  24914. * Creates a tube mesh.
  24915. * The tube is a parametric shape.
  24916. * It has no predefined shape. Its final shape will depend on the input parameters.
  24917. * Please consider using the same method from the MeshBuilder class instead
  24918. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24919. * @param name defines the name of the mesh to create
  24920. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24921. * @param radius sets the tube radius size
  24922. * @param tessellation is the number of sides on the tubular surface
  24923. * @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
  24924. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24925. * @param scene defines the hosting scene
  24926. * @param updatable defines if the mesh must be flagged as updatable
  24927. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24928. * @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)
  24929. * @returns a new Mesh
  24930. */
  24931. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24932. (i: number, distance: number): number;
  24933. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24934. /**
  24935. * Creates a polyhedron mesh.
  24936. * Please consider using the same method from the MeshBuilder class instead.
  24937. * * 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
  24938. * * The parameter `size` (positive float, default 1) sets the polygon size
  24939. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24940. * * 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`
  24941. * * 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
  24942. * * 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)`)
  24943. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24944. * * 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
  24945. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24946. * * 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
  24947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24948. * @param name defines the name of the mesh to create
  24949. * @param options defines the options used to create the mesh
  24950. * @param scene defines the hosting scene
  24951. * @returns a new Mesh
  24952. */
  24953. static CreatePolyhedron(name: string, options: {
  24954. type?: number;
  24955. size?: number;
  24956. sizeX?: number;
  24957. sizeY?: number;
  24958. sizeZ?: number;
  24959. custom?: any;
  24960. faceUV?: Vector4[];
  24961. faceColors?: Color4[];
  24962. updatable?: boolean;
  24963. sideOrientation?: number;
  24964. }, scene: Scene): Mesh;
  24965. /**
  24966. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24967. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24968. * * 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`)
  24969. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24970. * * 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
  24971. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24972. * * 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
  24973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24974. * @param name defines the name of the mesh
  24975. * @param options defines the options used to create the mesh
  24976. * @param scene defines the hosting scene
  24977. * @returns a new Mesh
  24978. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24979. */
  24980. static CreateIcoSphere(name: string, options: {
  24981. radius?: number;
  24982. flat?: boolean;
  24983. subdivisions?: number;
  24984. sideOrientation?: number;
  24985. updatable?: boolean;
  24986. }, scene: Scene): Mesh;
  24987. /**
  24988. * Creates a decal mesh.
  24989. * Please consider using the same method from the MeshBuilder class instead.
  24990. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24991. * @param name defines the name of the mesh
  24992. * @param sourceMesh defines the mesh receiving the decal
  24993. * @param position sets the position of the decal in world coordinates
  24994. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24995. * @param size sets the decal scaling
  24996. * @param angle sets the angle to rotate the decal
  24997. * @returns a new Mesh
  24998. */
  24999. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25000. /**
  25001. * Prepare internal position array for software CPU skinning
  25002. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25003. */
  25004. setPositionsForCPUSkinning(): Float32Array;
  25005. /**
  25006. * Prepare internal normal array for software CPU skinning
  25007. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25008. */
  25009. setNormalsForCPUSkinning(): Float32Array;
  25010. /**
  25011. * Updates the vertex buffer by applying transformation from the bones
  25012. * @param skeleton defines the skeleton to apply to current mesh
  25013. * @returns the current mesh
  25014. */
  25015. applySkeleton(skeleton: Skeleton): Mesh;
  25016. /**
  25017. * 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
  25018. * @param meshes defines the list of meshes to scan
  25019. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25020. */
  25021. static MinMax(meshes: AbstractMesh[]): {
  25022. min: Vector3;
  25023. max: Vector3;
  25024. };
  25025. /**
  25026. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25027. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25028. * @returns a vector3
  25029. */
  25030. static Center(meshesOrMinMaxVector: {
  25031. min: Vector3;
  25032. max: Vector3;
  25033. } | AbstractMesh[]): Vector3;
  25034. /**
  25035. * Merge the array of meshes into a single mesh for performance reasons.
  25036. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25037. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25038. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25039. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25040. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25041. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25042. * @returns a new mesh
  25043. */
  25044. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25045. /** @hidden */
  25046. addInstance(instance: InstancedMesh): void;
  25047. /** @hidden */
  25048. removeInstance(instance: InstancedMesh): void;
  25049. }
  25050. }
  25051. declare module "babylonjs/Cameras/camera" {
  25052. import { SmartArray } from "babylonjs/Misc/smartArray";
  25053. import { Observable } from "babylonjs/Misc/observable";
  25054. import { Nullable } from "babylonjs/types";
  25055. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25056. import { Scene } from "babylonjs/scene";
  25057. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25058. import { Node } from "babylonjs/node";
  25059. import { Mesh } from "babylonjs/Meshes/mesh";
  25060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25061. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25062. import { Viewport } from "babylonjs/Maths/math.viewport";
  25063. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25064. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25065. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25066. import { Ray } from "babylonjs/Culling/ray";
  25067. /**
  25068. * This is the base class of all the camera used in the application.
  25069. * @see http://doc.babylonjs.com/features/cameras
  25070. */
  25071. export class Camera extends Node {
  25072. /** @hidden */
  25073. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25074. /**
  25075. * This is the default projection mode used by the cameras.
  25076. * It helps recreating a feeling of perspective and better appreciate depth.
  25077. * This is the best way to simulate real life cameras.
  25078. */
  25079. static readonly PERSPECTIVE_CAMERA: number;
  25080. /**
  25081. * This helps creating camera with an orthographic mode.
  25082. * 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.
  25083. */
  25084. static readonly ORTHOGRAPHIC_CAMERA: number;
  25085. /**
  25086. * This is the default FOV mode for perspective cameras.
  25087. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25088. */
  25089. static readonly FOVMODE_VERTICAL_FIXED: number;
  25090. /**
  25091. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25092. */
  25093. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25094. /**
  25095. * This specifies ther is no need for a camera rig.
  25096. * Basically only one eye is rendered corresponding to the camera.
  25097. */
  25098. static readonly RIG_MODE_NONE: number;
  25099. /**
  25100. * Simulates a camera Rig with one blue eye and one red eye.
  25101. * This can be use with 3d blue and red glasses.
  25102. */
  25103. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25104. /**
  25105. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25106. */
  25107. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25108. /**
  25109. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25112. /**
  25113. * Defines that both eyes of the camera will be rendered over under each other.
  25114. */
  25115. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25116. /**
  25117. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25118. */
  25119. static readonly RIG_MODE_VR: number;
  25120. /**
  25121. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25122. */
  25123. static readonly RIG_MODE_WEBVR: number;
  25124. /**
  25125. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25126. */
  25127. static readonly RIG_MODE_CUSTOM: number;
  25128. /**
  25129. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25130. */
  25131. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25132. /**
  25133. * Define the input manager associated with the camera.
  25134. */
  25135. inputs: CameraInputsManager<Camera>;
  25136. /** @hidden */
  25137. _position: Vector3;
  25138. /**
  25139. * Define the current local position of the camera in the scene
  25140. */
  25141. position: Vector3;
  25142. /**
  25143. * The vector the camera should consider as up.
  25144. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25145. */
  25146. upVector: Vector3;
  25147. /**
  25148. * Define the current limit on the left side for an orthographic camera
  25149. * In scene unit
  25150. */
  25151. orthoLeft: Nullable<number>;
  25152. /**
  25153. * Define the current limit on the right side for an orthographic camera
  25154. * In scene unit
  25155. */
  25156. orthoRight: Nullable<number>;
  25157. /**
  25158. * Define the current limit on the bottom side for an orthographic camera
  25159. * In scene unit
  25160. */
  25161. orthoBottom: Nullable<number>;
  25162. /**
  25163. * Define the current limit on the top side for an orthographic camera
  25164. * In scene unit
  25165. */
  25166. orthoTop: Nullable<number>;
  25167. /**
  25168. * Field Of View is set in Radians. (default is 0.8)
  25169. */
  25170. fov: number;
  25171. /**
  25172. * Define the minimum distance the camera can see from.
  25173. * This is important to note that the depth buffer are not infinite and the closer it starts
  25174. * the more your scene might encounter depth fighting issue.
  25175. */
  25176. minZ: number;
  25177. /**
  25178. * Define the maximum distance the camera can see to.
  25179. * This is important to note that the depth buffer are not infinite and the further it end
  25180. * the more your scene might encounter depth fighting issue.
  25181. */
  25182. maxZ: number;
  25183. /**
  25184. * Define the default inertia of the camera.
  25185. * This helps giving a smooth feeling to the camera movement.
  25186. */
  25187. inertia: number;
  25188. /**
  25189. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25190. */
  25191. mode: number;
  25192. /**
  25193. * Define wether the camera is intermediate.
  25194. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25195. */
  25196. isIntermediate: boolean;
  25197. /**
  25198. * Define the viewport of the camera.
  25199. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25200. */
  25201. viewport: Viewport;
  25202. /**
  25203. * Restricts the camera to viewing objects with the same layerMask.
  25204. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25205. */
  25206. layerMask: number;
  25207. /**
  25208. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25209. */
  25210. fovMode: number;
  25211. /**
  25212. * Rig mode of the camera.
  25213. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25214. * This is normally controlled byt the camera themselves as internal use.
  25215. */
  25216. cameraRigMode: number;
  25217. /**
  25218. * Defines the distance between both "eyes" in case of a RIG
  25219. */
  25220. interaxialDistance: number;
  25221. /**
  25222. * Defines if stereoscopic rendering is done side by side or over under.
  25223. */
  25224. isStereoscopicSideBySide: boolean;
  25225. /**
  25226. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25227. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25228. * else in the scene. (Eg. security camera)
  25229. *
  25230. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25231. */
  25232. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25233. /**
  25234. * When set, the camera will render to this render target instead of the default canvas
  25235. *
  25236. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25237. */
  25238. outputRenderTarget: Nullable<RenderTargetTexture>;
  25239. /**
  25240. * Observable triggered when the camera view matrix has changed.
  25241. */
  25242. onViewMatrixChangedObservable: Observable<Camera>;
  25243. /**
  25244. * Observable triggered when the camera Projection matrix has changed.
  25245. */
  25246. onProjectionMatrixChangedObservable: Observable<Camera>;
  25247. /**
  25248. * Observable triggered when the inputs have been processed.
  25249. */
  25250. onAfterCheckInputsObservable: Observable<Camera>;
  25251. /**
  25252. * Observable triggered when reset has been called and applied to the camera.
  25253. */
  25254. onRestoreStateObservable: Observable<Camera>;
  25255. /** @hidden */
  25256. _cameraRigParams: any;
  25257. /** @hidden */
  25258. _rigCameras: Camera[];
  25259. /** @hidden */
  25260. _rigPostProcess: Nullable<PostProcess>;
  25261. protected _webvrViewMatrix: Matrix;
  25262. /** @hidden */
  25263. _skipRendering: boolean;
  25264. /** @hidden */
  25265. _projectionMatrix: Matrix;
  25266. /** @hidden */
  25267. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25268. /** @hidden */
  25269. _activeMeshes: SmartArray<AbstractMesh>;
  25270. protected _globalPosition: Vector3;
  25271. /** @hidden */
  25272. _computedViewMatrix: Matrix;
  25273. private _doNotComputeProjectionMatrix;
  25274. private _transformMatrix;
  25275. private _frustumPlanes;
  25276. private _refreshFrustumPlanes;
  25277. private _storedFov;
  25278. private _stateStored;
  25279. /**
  25280. * Instantiates a new camera object.
  25281. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25282. * @see http://doc.babylonjs.com/features/cameras
  25283. * @param name Defines the name of the camera in the scene
  25284. * @param position Defines the position of the camera
  25285. * @param scene Defines the scene the camera belongs too
  25286. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25287. */
  25288. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25289. /**
  25290. * Store current camera state (fov, position, etc..)
  25291. * @returns the camera
  25292. */
  25293. storeState(): Camera;
  25294. /**
  25295. * Restores the camera state values if it has been stored. You must call storeState() first
  25296. */
  25297. protected _restoreStateValues(): boolean;
  25298. /**
  25299. * Restored camera state. You must call storeState() first.
  25300. * @returns true if restored and false otherwise
  25301. */
  25302. restoreState(): boolean;
  25303. /**
  25304. * Gets the class name of the camera.
  25305. * @returns the class name
  25306. */
  25307. getClassName(): string;
  25308. /** @hidden */
  25309. readonly _isCamera: boolean;
  25310. /**
  25311. * Gets a string representation of the camera useful for debug purpose.
  25312. * @param fullDetails Defines that a more verboe level of logging is required
  25313. * @returns the string representation
  25314. */
  25315. toString(fullDetails?: boolean): string;
  25316. /**
  25317. * Gets the current world space position of the camera.
  25318. */
  25319. readonly globalPosition: Vector3;
  25320. /**
  25321. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25322. * @returns the active meshe list
  25323. */
  25324. getActiveMeshes(): SmartArray<AbstractMesh>;
  25325. /**
  25326. * Check wether a mesh is part of the current active mesh list of the camera
  25327. * @param mesh Defines the mesh to check
  25328. * @returns true if active, false otherwise
  25329. */
  25330. isActiveMesh(mesh: Mesh): boolean;
  25331. /**
  25332. * Is this camera ready to be used/rendered
  25333. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25334. * @return true if the camera is ready
  25335. */
  25336. isReady(completeCheck?: boolean): boolean;
  25337. /** @hidden */
  25338. _initCache(): void;
  25339. /** @hidden */
  25340. _updateCache(ignoreParentClass?: boolean): void;
  25341. /** @hidden */
  25342. _isSynchronized(): boolean;
  25343. /** @hidden */
  25344. _isSynchronizedViewMatrix(): boolean;
  25345. /** @hidden */
  25346. _isSynchronizedProjectionMatrix(): boolean;
  25347. /**
  25348. * Attach the input controls to a specific dom element to get the input from.
  25349. * @param element Defines the element the controls should be listened from
  25350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25351. */
  25352. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25353. /**
  25354. * Detach the current controls from the specified dom element.
  25355. * @param element Defines the element to stop listening the inputs from
  25356. */
  25357. detachControl(element: HTMLElement): void;
  25358. /**
  25359. * Update the camera state according to the different inputs gathered during the frame.
  25360. */
  25361. update(): void;
  25362. /** @hidden */
  25363. _checkInputs(): void;
  25364. /** @hidden */
  25365. readonly rigCameras: Camera[];
  25366. /**
  25367. * Gets the post process used by the rig cameras
  25368. */
  25369. readonly rigPostProcess: Nullable<PostProcess>;
  25370. /**
  25371. * Internal, gets the first post proces.
  25372. * @returns the first post process to be run on this camera.
  25373. */
  25374. _getFirstPostProcess(): Nullable<PostProcess>;
  25375. private _cascadePostProcessesToRigCams;
  25376. /**
  25377. * Attach a post process to the camera.
  25378. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25379. * @param postProcess The post process to attach to the camera
  25380. * @param insertAt The position of the post process in case several of them are in use in the scene
  25381. * @returns the position the post process has been inserted at
  25382. */
  25383. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25384. /**
  25385. * Detach a post process to the camera.
  25386. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25387. * @param postProcess The post process to detach from the camera
  25388. */
  25389. detachPostProcess(postProcess: PostProcess): void;
  25390. /**
  25391. * Gets the current world matrix of the camera
  25392. */
  25393. getWorldMatrix(): Matrix;
  25394. /** @hidden */
  25395. _getViewMatrix(): Matrix;
  25396. /**
  25397. * Gets the current view matrix of the camera.
  25398. * @param force forces the camera to recompute the matrix without looking at the cached state
  25399. * @returns the view matrix
  25400. */
  25401. getViewMatrix(force?: boolean): Matrix;
  25402. /**
  25403. * Freeze the projection matrix.
  25404. * It will prevent the cache check of the camera projection compute and can speed up perf
  25405. * if no parameter of the camera are meant to change
  25406. * @param projection Defines manually a projection if necessary
  25407. */
  25408. freezeProjectionMatrix(projection?: Matrix): void;
  25409. /**
  25410. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25411. */
  25412. unfreezeProjectionMatrix(): void;
  25413. /**
  25414. * Gets the current projection matrix of the camera.
  25415. * @param force forces the camera to recompute the matrix without looking at the cached state
  25416. * @returns the projection matrix
  25417. */
  25418. getProjectionMatrix(force?: boolean): Matrix;
  25419. /**
  25420. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25421. * @returns a Matrix
  25422. */
  25423. getTransformationMatrix(): Matrix;
  25424. private _updateFrustumPlanes;
  25425. /**
  25426. * Checks if a cullable object (mesh...) is in the camera frustum
  25427. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25428. * @param target The object to check
  25429. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25430. * @returns true if the object is in frustum otherwise false
  25431. */
  25432. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25433. /**
  25434. * Checks if a cullable object (mesh...) is in the camera frustum
  25435. * Unlike isInFrustum this cheks the full bounding box
  25436. * @param target The object to check
  25437. * @returns true if the object is in frustum otherwise false
  25438. */
  25439. isCompletelyInFrustum(target: ICullable): boolean;
  25440. /**
  25441. * Gets a ray in the forward direction from the camera.
  25442. * @param length Defines the length of the ray to create
  25443. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25444. * @param origin Defines the start point of the ray which defaults to the camera position
  25445. * @returns the forward ray
  25446. */
  25447. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25448. /**
  25449. * Releases resources associated with this node.
  25450. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25451. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25452. */
  25453. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25454. /** @hidden */
  25455. _isLeftCamera: boolean;
  25456. /**
  25457. * Gets the left camera of a rig setup in case of Rigged Camera
  25458. */
  25459. readonly isLeftCamera: boolean;
  25460. /** @hidden */
  25461. _isRightCamera: boolean;
  25462. /**
  25463. * Gets the right camera of a rig setup in case of Rigged Camera
  25464. */
  25465. readonly isRightCamera: boolean;
  25466. /**
  25467. * Gets the left camera of a rig setup in case of Rigged Camera
  25468. */
  25469. readonly leftCamera: Nullable<FreeCamera>;
  25470. /**
  25471. * Gets the right camera of a rig setup in case of Rigged Camera
  25472. */
  25473. readonly rightCamera: Nullable<FreeCamera>;
  25474. /**
  25475. * Gets the left camera target of a rig setup in case of Rigged Camera
  25476. * @returns the target position
  25477. */
  25478. getLeftTarget(): Nullable<Vector3>;
  25479. /**
  25480. * Gets the right camera target of a rig setup in case of Rigged Camera
  25481. * @returns the target position
  25482. */
  25483. getRightTarget(): Nullable<Vector3>;
  25484. /**
  25485. * @hidden
  25486. */
  25487. setCameraRigMode(mode: number, rigParams: any): void;
  25488. /** @hidden */
  25489. static _setStereoscopicRigMode(camera: Camera): void;
  25490. /** @hidden */
  25491. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25492. /** @hidden */
  25493. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25494. /** @hidden */
  25495. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25496. /** @hidden */
  25497. _getVRProjectionMatrix(): Matrix;
  25498. protected _updateCameraRotationMatrix(): void;
  25499. protected _updateWebVRCameraRotationMatrix(): void;
  25500. /**
  25501. * This function MUST be overwritten by the different WebVR cameras available.
  25502. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25503. * @hidden
  25504. */
  25505. _getWebVRProjectionMatrix(): Matrix;
  25506. /**
  25507. * This function MUST be overwritten by the different WebVR cameras available.
  25508. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25509. * @hidden
  25510. */
  25511. _getWebVRViewMatrix(): Matrix;
  25512. /** @hidden */
  25513. setCameraRigParameter(name: string, value: any): void;
  25514. /**
  25515. * needs to be overridden by children so sub has required properties to be copied
  25516. * @hidden
  25517. */
  25518. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25519. /**
  25520. * May need to be overridden by children
  25521. * @hidden
  25522. */
  25523. _updateRigCameras(): void;
  25524. /** @hidden */
  25525. _setupInputs(): void;
  25526. /**
  25527. * Serialiaze the camera setup to a json represention
  25528. * @returns the JSON representation
  25529. */
  25530. serialize(): any;
  25531. /**
  25532. * Clones the current camera.
  25533. * @param name The cloned camera name
  25534. * @returns the cloned camera
  25535. */
  25536. clone(name: string): Camera;
  25537. /**
  25538. * Gets the direction of the camera relative to a given local axis.
  25539. * @param localAxis Defines the reference axis to provide a relative direction.
  25540. * @return the direction
  25541. */
  25542. getDirection(localAxis: Vector3): Vector3;
  25543. /**
  25544. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25545. * @param localAxis Defines the reference axis to provide a relative direction.
  25546. * @param result Defines the vector to store the result in
  25547. */
  25548. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25549. /**
  25550. * Gets a camera constructor for a given camera type
  25551. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25552. * @param name The name of the camera the result will be able to instantiate
  25553. * @param scene The scene the result will construct the camera in
  25554. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25555. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25556. * @returns a factory method to construc the camera
  25557. */
  25558. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25559. /**
  25560. * Compute the world matrix of the camera.
  25561. * @returns the camera workd matrix
  25562. */
  25563. computeWorldMatrix(): Matrix;
  25564. /**
  25565. * Parse a JSON and creates the camera from the parsed information
  25566. * @param parsedCamera The JSON to parse
  25567. * @param scene The scene to instantiate the camera in
  25568. * @returns the newly constructed camera
  25569. */
  25570. static Parse(parsedCamera: any, scene: Scene): Camera;
  25571. }
  25572. }
  25573. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25574. import { Nullable } from "babylonjs/types";
  25575. import { Scene } from "babylonjs/scene";
  25576. import { Vector4 } from "babylonjs/Maths/math.vector";
  25577. import { Mesh } from "babylonjs/Meshes/mesh";
  25578. /**
  25579. * Class containing static functions to help procedurally build meshes
  25580. */
  25581. export class DiscBuilder {
  25582. /**
  25583. * Creates a plane polygonal mesh. By default, this is a disc
  25584. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25585. * * 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
  25586. * * 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
  25587. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25588. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25590. * @param name defines the name of the mesh
  25591. * @param options defines the options used to create the mesh
  25592. * @param scene defines the hosting scene
  25593. * @returns the plane polygonal mesh
  25594. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25595. */
  25596. static CreateDisc(name: string, options: {
  25597. radius?: number;
  25598. tessellation?: number;
  25599. arc?: number;
  25600. updatable?: boolean;
  25601. sideOrientation?: number;
  25602. frontUVs?: Vector4;
  25603. backUVs?: Vector4;
  25604. }, scene?: Nullable<Scene>): Mesh;
  25605. }
  25606. }
  25607. declare module "babylonjs/Particles/solidParticleSystem" {
  25608. import { Vector3 } from "babylonjs/Maths/math.vector";
  25609. import { Mesh } from "babylonjs/Meshes/mesh";
  25610. import { Scene, IDisposable } from "babylonjs/scene";
  25611. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25612. /**
  25613. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25614. *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.
  25615. * The SPS is also a particle system. It provides some methods to manage the particles.
  25616. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25617. *
  25618. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25619. */
  25620. export class SolidParticleSystem implements IDisposable {
  25621. /**
  25622. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25623. * Example : var p = SPS.particles[i];
  25624. */
  25625. particles: SolidParticle[];
  25626. /**
  25627. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25628. */
  25629. nbParticles: number;
  25630. /**
  25631. * If the particles must ever face the camera (default false). Useful for planar particles.
  25632. */
  25633. billboard: boolean;
  25634. /**
  25635. * Recompute normals when adding a shape
  25636. */
  25637. recomputeNormals: boolean;
  25638. /**
  25639. * This a counter ofr your own usage. It's not set by any SPS functions.
  25640. */
  25641. counter: number;
  25642. /**
  25643. * The SPS name. This name is also given to the underlying mesh.
  25644. */
  25645. name: string;
  25646. /**
  25647. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25648. */
  25649. mesh: Mesh;
  25650. /**
  25651. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25652. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25653. */
  25654. vars: any;
  25655. /**
  25656. * This array is populated when the SPS is set as 'pickable'.
  25657. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25658. * Each element of this array is an object `{idx: int, faceId: int}`.
  25659. * `idx` is the picked particle index in the `SPS.particles` array
  25660. * `faceId` is the picked face index counted within this particle.
  25661. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25662. */
  25663. pickedParticles: {
  25664. idx: number;
  25665. faceId: number;
  25666. }[];
  25667. /**
  25668. * This array is populated when `enableDepthSort` is set to true.
  25669. * Each element of this array is an instance of the class DepthSortedParticle.
  25670. */
  25671. depthSortedParticles: DepthSortedParticle[];
  25672. /**
  25673. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25674. * @hidden
  25675. */
  25676. _bSphereOnly: boolean;
  25677. /**
  25678. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25679. * @hidden
  25680. */
  25681. _bSphereRadiusFactor: number;
  25682. private _scene;
  25683. private _positions;
  25684. private _indices;
  25685. private _normals;
  25686. private _colors;
  25687. private _uvs;
  25688. private _indices32;
  25689. private _positions32;
  25690. private _normals32;
  25691. private _fixedNormal32;
  25692. private _colors32;
  25693. private _uvs32;
  25694. private _index;
  25695. private _updatable;
  25696. private _pickable;
  25697. private _isVisibilityBoxLocked;
  25698. private _alwaysVisible;
  25699. private _depthSort;
  25700. private _shapeCounter;
  25701. private _copy;
  25702. private _color;
  25703. private _computeParticleColor;
  25704. private _computeParticleTexture;
  25705. private _computeParticleRotation;
  25706. private _computeParticleVertex;
  25707. private _computeBoundingBox;
  25708. private _depthSortParticles;
  25709. private _camera;
  25710. private _mustUnrotateFixedNormals;
  25711. private _particlesIntersect;
  25712. private _needs32Bits;
  25713. /**
  25714. * Creates a SPS (Solid Particle System) object.
  25715. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25716. * @param scene (Scene) is the scene in which the SPS is added.
  25717. * @param options defines the options of the sps e.g.
  25718. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25719. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25720. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25721. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25722. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25723. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25724. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25725. */
  25726. constructor(name: string, scene: Scene, options?: {
  25727. updatable?: boolean;
  25728. isPickable?: boolean;
  25729. enableDepthSort?: boolean;
  25730. particleIntersection?: boolean;
  25731. boundingSphereOnly?: boolean;
  25732. bSphereRadiusFactor?: number;
  25733. });
  25734. /**
  25735. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25736. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25737. * @returns the created mesh
  25738. */
  25739. buildMesh(): Mesh;
  25740. /**
  25741. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25742. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25743. * Thus the particles generated from `digest()` have their property `position` set yet.
  25744. * @param mesh ( Mesh ) is the mesh to be digested
  25745. * @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
  25746. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25747. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25748. * @returns the current SPS
  25749. */
  25750. digest(mesh: Mesh, options?: {
  25751. facetNb?: number;
  25752. number?: number;
  25753. delta?: number;
  25754. }): SolidParticleSystem;
  25755. private _unrotateFixedNormals;
  25756. private _resetCopy;
  25757. private _meshBuilder;
  25758. private _posToShape;
  25759. private _uvsToShapeUV;
  25760. private _addParticle;
  25761. /**
  25762. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25763. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25764. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25765. * @param nb (positive integer) the number of particles to be created from this model
  25766. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25767. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25768. * @returns the number of shapes in the system
  25769. */
  25770. addShape(mesh: Mesh, nb: number, options?: {
  25771. positionFunction?: any;
  25772. vertexFunction?: any;
  25773. }): number;
  25774. private _rebuildParticle;
  25775. /**
  25776. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25777. * @returns the SPS.
  25778. */
  25779. rebuildMesh(): SolidParticleSystem;
  25780. /**
  25781. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25782. * This method calls `updateParticle()` for each particle of the SPS.
  25783. * For an animated SPS, it is usually called within the render loop.
  25784. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25785. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25786. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25787. * @returns the SPS.
  25788. */
  25789. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25790. /**
  25791. * Disposes the SPS.
  25792. */
  25793. dispose(): void;
  25794. /**
  25795. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25796. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25797. * @returns the SPS.
  25798. */
  25799. refreshVisibleSize(): SolidParticleSystem;
  25800. /**
  25801. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25802. * @param size the size (float) of the visibility box
  25803. * note : this doesn't lock the SPS mesh bounding box.
  25804. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25805. */
  25806. setVisibilityBox(size: number): void;
  25807. /**
  25808. * Gets whether the SPS as always visible or not
  25809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25810. */
  25811. /**
  25812. * Sets the SPS as always visible or not
  25813. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25814. */
  25815. isAlwaysVisible: boolean;
  25816. /**
  25817. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25818. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25819. */
  25820. /**
  25821. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25822. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25823. */
  25824. isVisibilityBoxLocked: boolean;
  25825. /**
  25826. * Tells to `setParticles()` to compute the particle rotations or not.
  25827. * Default value : true. The SPS is faster when it's set to false.
  25828. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25829. */
  25830. /**
  25831. * Gets if `setParticles()` computes the particle rotations or not.
  25832. * Default value : true. The SPS is faster when it's set to false.
  25833. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25834. */
  25835. computeParticleRotation: boolean;
  25836. /**
  25837. * Tells to `setParticles()` to compute the particle colors or not.
  25838. * Default value : true. The SPS is faster when it's set to false.
  25839. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25840. */
  25841. /**
  25842. * Gets if `setParticles()` computes the particle colors or not.
  25843. * Default value : true. The SPS is faster when it's set to false.
  25844. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25845. */
  25846. computeParticleColor: boolean;
  25847. /**
  25848. * Gets if `setParticles()` computes the particle textures or not.
  25849. * Default value : true. The SPS is faster when it's set to false.
  25850. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25851. */
  25852. computeParticleTexture: boolean;
  25853. /**
  25854. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25855. * Default value : false. The SPS is faster when it's set to false.
  25856. * Note : the particle custom vertex positions aren't stored values.
  25857. */
  25858. /**
  25859. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25860. * Default value : false. The SPS is faster when it's set to false.
  25861. * Note : the particle custom vertex positions aren't stored values.
  25862. */
  25863. computeParticleVertex: boolean;
  25864. /**
  25865. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25866. */
  25867. /**
  25868. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25869. */
  25870. computeBoundingBox: boolean;
  25871. /**
  25872. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25873. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25874. * Default : `true`
  25875. */
  25876. /**
  25877. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25878. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25879. * Default : `true`
  25880. */
  25881. depthSortParticles: boolean;
  25882. /**
  25883. * This function does nothing. It may be overwritten to set all the particle first values.
  25884. * The SPS doesn't call this function, you may have to call it by your own.
  25885. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25886. */
  25887. initParticles(): void;
  25888. /**
  25889. * This function does nothing. It may be overwritten to recycle a particle.
  25890. * The SPS doesn't call this function, you may have to call it by your own.
  25891. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25892. * @param particle The particle to recycle
  25893. * @returns the recycled particle
  25894. */
  25895. recycleParticle(particle: SolidParticle): SolidParticle;
  25896. /**
  25897. * Updates a particle : this function should be overwritten by the user.
  25898. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25900. * @example : just set a particle position or velocity and recycle conditions
  25901. * @param particle The particle to update
  25902. * @returns the updated particle
  25903. */
  25904. updateParticle(particle: SolidParticle): SolidParticle;
  25905. /**
  25906. * Updates a vertex of a particle : it can be overwritten by the user.
  25907. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25908. * @param particle the current particle
  25909. * @param vertex the current index of the current particle
  25910. * @param pt the index of the current vertex in the particle shape
  25911. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25912. * @example : just set a vertex particle position
  25913. * @returns the updated vertex
  25914. */
  25915. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25916. /**
  25917. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25918. * This does nothing and may be overwritten by the user.
  25919. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25920. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25921. * @param update the boolean update value actually passed to setParticles()
  25922. */
  25923. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25924. /**
  25925. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25926. * This will be passed three parameters.
  25927. * This does nothing and may be overwritten by the user.
  25928. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25929. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25930. * @param update the boolean update value actually passed to setParticles()
  25931. */
  25932. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25933. }
  25934. }
  25935. declare module "babylonjs/Particles/solidParticle" {
  25936. import { Nullable } from "babylonjs/types";
  25937. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25938. import { Color4 } from "babylonjs/Maths/math.color";
  25939. import { Mesh } from "babylonjs/Meshes/mesh";
  25940. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25941. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25942. import { Plane } from "babylonjs/Maths/math.plane";
  25943. /**
  25944. * Represents one particle of a solid particle system.
  25945. */
  25946. export class SolidParticle {
  25947. /**
  25948. * particle global index
  25949. */
  25950. idx: number;
  25951. /**
  25952. * The color of the particle
  25953. */
  25954. color: Nullable<Color4>;
  25955. /**
  25956. * The world space position of the particle.
  25957. */
  25958. position: Vector3;
  25959. /**
  25960. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25961. */
  25962. rotation: Vector3;
  25963. /**
  25964. * The world space rotation quaternion of the particle.
  25965. */
  25966. rotationQuaternion: Nullable<Quaternion>;
  25967. /**
  25968. * The scaling of the particle.
  25969. */
  25970. scaling: Vector3;
  25971. /**
  25972. * The uvs of the particle.
  25973. */
  25974. uvs: Vector4;
  25975. /**
  25976. * The current speed of the particle.
  25977. */
  25978. velocity: Vector3;
  25979. /**
  25980. * The pivot point in the particle local space.
  25981. */
  25982. pivot: Vector3;
  25983. /**
  25984. * Must the particle be translated from its pivot point in its local space ?
  25985. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25986. * Default : false
  25987. */
  25988. translateFromPivot: boolean;
  25989. /**
  25990. * Is the particle active or not ?
  25991. */
  25992. alive: boolean;
  25993. /**
  25994. * Is the particle visible or not ?
  25995. */
  25996. isVisible: boolean;
  25997. /**
  25998. * Index of this particle in the global "positions" array (Internal use)
  25999. * @hidden
  26000. */
  26001. _pos: number;
  26002. /**
  26003. * @hidden Index of this particle in the global "indices" array (Internal use)
  26004. */
  26005. _ind: number;
  26006. /**
  26007. * @hidden ModelShape of this particle (Internal use)
  26008. */
  26009. _model: ModelShape;
  26010. /**
  26011. * ModelShape id of this particle
  26012. */
  26013. shapeId: number;
  26014. /**
  26015. * Index of the particle in its shape id (Internal use)
  26016. */
  26017. idxInShape: number;
  26018. /**
  26019. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26020. */
  26021. _modelBoundingInfo: BoundingInfo;
  26022. /**
  26023. * @hidden Particle BoundingInfo object (Internal use)
  26024. */
  26025. _boundingInfo: BoundingInfo;
  26026. /**
  26027. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26028. */
  26029. _sps: SolidParticleSystem;
  26030. /**
  26031. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26032. */
  26033. _stillInvisible: boolean;
  26034. /**
  26035. * @hidden Last computed particle rotation matrix
  26036. */
  26037. _rotationMatrix: number[];
  26038. /**
  26039. * Parent particle Id, if any.
  26040. * Default null.
  26041. */
  26042. parentId: Nullable<number>;
  26043. /**
  26044. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26045. * The possible values are :
  26046. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26047. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26048. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26049. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26050. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26051. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26052. * */
  26053. cullingStrategy: number;
  26054. /**
  26055. * @hidden Internal global position in the SPS.
  26056. */
  26057. _globalPosition: Vector3;
  26058. /**
  26059. * Creates a Solid Particle object.
  26060. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26061. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26062. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26063. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26064. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26065. * @param shapeId (integer) is the model shape identifier in the SPS.
  26066. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26067. * @param sps defines the sps it is associated to
  26068. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26069. */
  26070. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26071. /**
  26072. * Legacy support, changed scale to scaling
  26073. */
  26074. /**
  26075. * Legacy support, changed scale to scaling
  26076. */
  26077. scale: Vector3;
  26078. /**
  26079. * Legacy support, changed quaternion to rotationQuaternion
  26080. */
  26081. /**
  26082. * Legacy support, changed quaternion to rotationQuaternion
  26083. */
  26084. quaternion: Nullable<Quaternion>;
  26085. /**
  26086. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26087. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26088. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26089. * @returns true if it intersects
  26090. */
  26091. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26092. /**
  26093. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26094. * A particle is in the frustum if its bounding box intersects the frustum
  26095. * @param frustumPlanes defines the frustum to test
  26096. * @returns true if the particle is in the frustum planes
  26097. */
  26098. isInFrustum(frustumPlanes: Plane[]): boolean;
  26099. /**
  26100. * get the rotation matrix of the particle
  26101. * @hidden
  26102. */
  26103. getRotationMatrix(m: Matrix): void;
  26104. }
  26105. /**
  26106. * Represents the shape of the model used by one particle of a solid particle system.
  26107. * SPS internal tool, don't use it manually.
  26108. */
  26109. export class ModelShape {
  26110. /**
  26111. * The shape id
  26112. * @hidden
  26113. */
  26114. shapeID: number;
  26115. /**
  26116. * flat array of model positions (internal use)
  26117. * @hidden
  26118. */
  26119. _shape: Vector3[];
  26120. /**
  26121. * flat array of model UVs (internal use)
  26122. * @hidden
  26123. */
  26124. _shapeUV: number[];
  26125. /**
  26126. * length of the shape in the model indices array (internal use)
  26127. * @hidden
  26128. */
  26129. _indicesLength: number;
  26130. /**
  26131. * Custom position function (internal use)
  26132. * @hidden
  26133. */
  26134. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26135. /**
  26136. * Custom vertex function (internal use)
  26137. * @hidden
  26138. */
  26139. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26140. /**
  26141. * 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.
  26142. * SPS internal tool, don't use it manually.
  26143. * @hidden
  26144. */
  26145. 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>);
  26146. }
  26147. /**
  26148. * Represents a Depth Sorted Particle in the solid particle system.
  26149. */
  26150. export class DepthSortedParticle {
  26151. /**
  26152. * Index of the particle in the "indices" array
  26153. */
  26154. ind: number;
  26155. /**
  26156. * Length of the particle shape in the "indices" array
  26157. */
  26158. indicesLength: number;
  26159. /**
  26160. * Squared distance from the particle to the camera
  26161. */
  26162. sqDistance: number;
  26163. }
  26164. }
  26165. declare module "babylonjs/Collisions/meshCollisionData" {
  26166. import { Collider } from "babylonjs/Collisions/collider";
  26167. import { Vector3 } from "babylonjs/Maths/math.vector";
  26168. import { Nullable } from "babylonjs/types";
  26169. import { Observer } from "babylonjs/Misc/observable";
  26170. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26171. /**
  26172. * @hidden
  26173. */
  26174. export class _MeshCollisionData {
  26175. _checkCollisions: boolean;
  26176. _collisionMask: number;
  26177. _collisionGroup: number;
  26178. _collider: Nullable<Collider>;
  26179. _oldPositionForCollisions: Vector3;
  26180. _diffPositionForCollisions: Vector3;
  26181. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26182. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26183. }
  26184. }
  26185. declare module "babylonjs/Meshes/abstractMesh" {
  26186. import { Observable } from "babylonjs/Misc/observable";
  26187. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26188. import { Camera } from "babylonjs/Cameras/camera";
  26189. import { Scene, IDisposable } from "babylonjs/scene";
  26190. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26191. import { Node } from "babylonjs/node";
  26192. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26193. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26194. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26195. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26196. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26197. import { Material } from "babylonjs/Materials/material";
  26198. import { Light } from "babylonjs/Lights/light";
  26199. import { Skeleton } from "babylonjs/Bones/skeleton";
  26200. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26201. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26202. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26203. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26204. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26205. import { Plane } from "babylonjs/Maths/math.plane";
  26206. import { Ray } from "babylonjs/Culling/ray";
  26207. import { Collider } from "babylonjs/Collisions/collider";
  26208. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26209. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26210. /** @hidden */
  26211. class _FacetDataStorage {
  26212. facetPositions: Vector3[];
  26213. facetNormals: Vector3[];
  26214. facetPartitioning: number[][];
  26215. facetNb: number;
  26216. partitioningSubdivisions: number;
  26217. partitioningBBoxRatio: number;
  26218. facetDataEnabled: boolean;
  26219. facetParameters: any;
  26220. bbSize: Vector3;
  26221. subDiv: {
  26222. max: number;
  26223. X: number;
  26224. Y: number;
  26225. Z: number;
  26226. };
  26227. facetDepthSort: boolean;
  26228. facetDepthSortEnabled: boolean;
  26229. depthSortedIndices: IndicesArray;
  26230. depthSortedFacets: {
  26231. ind: number;
  26232. sqDistance: number;
  26233. }[];
  26234. facetDepthSortFunction: (f1: {
  26235. ind: number;
  26236. sqDistance: number;
  26237. }, f2: {
  26238. ind: number;
  26239. sqDistance: number;
  26240. }) => number;
  26241. facetDepthSortFrom: Vector3;
  26242. facetDepthSortOrigin: Vector3;
  26243. invertedMatrix: Matrix;
  26244. }
  26245. /**
  26246. * @hidden
  26247. **/
  26248. class _InternalAbstractMeshDataInfo {
  26249. _hasVertexAlpha: boolean;
  26250. _useVertexColors: boolean;
  26251. _numBoneInfluencers: number;
  26252. _applyFog: boolean;
  26253. _receiveShadows: boolean;
  26254. _facetData: _FacetDataStorage;
  26255. _visibility: number;
  26256. _skeleton: Nullable<Skeleton>;
  26257. _layerMask: number;
  26258. _computeBonesUsingShaders: boolean;
  26259. _isActive: boolean;
  26260. _onlyForInstances: boolean;
  26261. _isActiveIntermediate: boolean;
  26262. _onlyForInstancesIntermediate: boolean;
  26263. }
  26264. /**
  26265. * Class used to store all common mesh properties
  26266. */
  26267. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26268. /** No occlusion */
  26269. static OCCLUSION_TYPE_NONE: number;
  26270. /** Occlusion set to optimisitic */
  26271. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26272. /** Occlusion set to strict */
  26273. static OCCLUSION_TYPE_STRICT: number;
  26274. /** Use an accurante occlusion algorithm */
  26275. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26276. /** Use a conservative occlusion algorithm */
  26277. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26278. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26279. * Test order :
  26280. * Is the bounding sphere outside the frustum ?
  26281. * If not, are the bounding box vertices outside the frustum ?
  26282. * It not, then the cullable object is in the frustum.
  26283. */
  26284. static readonly CULLINGSTRATEGY_STANDARD: number;
  26285. /** Culling strategy : Bounding Sphere Only.
  26286. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26287. * It's also less accurate than the standard because some not visible objects can still be selected.
  26288. * Test : is the bounding sphere outside the frustum ?
  26289. * If not, then the cullable object is in the frustum.
  26290. */
  26291. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26292. /** Culling strategy : Optimistic Inclusion.
  26293. * This in an inclusion test first, then the standard exclusion test.
  26294. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26295. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26296. * Anyway, it's as accurate as the standard strategy.
  26297. * Test :
  26298. * Is the cullable object bounding sphere center in the frustum ?
  26299. * If not, apply the default culling strategy.
  26300. */
  26301. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26302. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26303. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26304. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26305. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26306. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26307. * Test :
  26308. * Is the cullable object bounding sphere center in the frustum ?
  26309. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26310. */
  26311. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26312. /**
  26313. * No billboard
  26314. */
  26315. static readonly BILLBOARDMODE_NONE: number;
  26316. /** Billboard on X axis */
  26317. static readonly BILLBOARDMODE_X: number;
  26318. /** Billboard on Y axis */
  26319. static readonly BILLBOARDMODE_Y: number;
  26320. /** Billboard on Z axis */
  26321. static readonly BILLBOARDMODE_Z: number;
  26322. /** Billboard on all axes */
  26323. static readonly BILLBOARDMODE_ALL: number;
  26324. /** @hidden */
  26325. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26326. /**
  26327. * The culling strategy to use to check whether the mesh must be rendered or not.
  26328. * This value can be changed at any time and will be used on the next render mesh selection.
  26329. * The possible values are :
  26330. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26331. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26332. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26333. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26334. * Please read each static variable documentation to get details about the culling process.
  26335. * */
  26336. cullingStrategy: number;
  26337. /**
  26338. * Gets the number of facets in the mesh
  26339. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26340. */
  26341. readonly facetNb: number;
  26342. /**
  26343. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26344. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26345. */
  26346. partitioningSubdivisions: number;
  26347. /**
  26348. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26349. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26351. */
  26352. partitioningBBoxRatio: number;
  26353. /**
  26354. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26355. * Works only for updatable meshes.
  26356. * Doesn't work with multi-materials
  26357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26358. */
  26359. mustDepthSortFacets: boolean;
  26360. /**
  26361. * The location (Vector3) where the facet depth sort must be computed from.
  26362. * By default, the active camera position.
  26363. * Used only when facet depth sort is enabled
  26364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26365. */
  26366. facetDepthSortFrom: Vector3;
  26367. /**
  26368. * gets a boolean indicating if facetData is enabled
  26369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26370. */
  26371. readonly isFacetDataEnabled: boolean;
  26372. /** @hidden */
  26373. _updateNonUniformScalingState(value: boolean): boolean;
  26374. /**
  26375. * An event triggered when this mesh collides with another one
  26376. */
  26377. onCollideObservable: Observable<AbstractMesh>;
  26378. /** Set a function to call when this mesh collides with another one */
  26379. onCollide: () => void;
  26380. /**
  26381. * An event triggered when the collision's position changes
  26382. */
  26383. onCollisionPositionChangeObservable: Observable<Vector3>;
  26384. /** Set a function to call when the collision's position changes */
  26385. onCollisionPositionChange: () => void;
  26386. /**
  26387. * An event triggered when material is changed
  26388. */
  26389. onMaterialChangedObservable: Observable<AbstractMesh>;
  26390. /**
  26391. * Gets or sets the orientation for POV movement & rotation
  26392. */
  26393. definedFacingForward: boolean;
  26394. /** @hidden */
  26395. _occlusionQuery: Nullable<WebGLQuery>;
  26396. /** @hidden */
  26397. _renderingGroup: Nullable<RenderingGroup>;
  26398. /**
  26399. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26400. */
  26401. /**
  26402. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26403. */
  26404. visibility: number;
  26405. /** Gets or sets the alpha index used to sort transparent meshes
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26407. */
  26408. alphaIndex: number;
  26409. /**
  26410. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26411. */
  26412. isVisible: boolean;
  26413. /**
  26414. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26415. */
  26416. isPickable: boolean;
  26417. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26418. showSubMeshesBoundingBox: boolean;
  26419. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26420. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26421. */
  26422. isBlocker: boolean;
  26423. /**
  26424. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26425. */
  26426. enablePointerMoveEvents: boolean;
  26427. /**
  26428. * Specifies the rendering group id for this mesh (0 by default)
  26429. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26430. */
  26431. renderingGroupId: number;
  26432. private _material;
  26433. /** Gets or sets current material */
  26434. material: Nullable<Material>;
  26435. /**
  26436. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26437. * @see http://doc.babylonjs.com/babylon101/shadows
  26438. */
  26439. receiveShadows: boolean;
  26440. /** Defines color to use when rendering outline */
  26441. outlineColor: Color3;
  26442. /** Define width to use when rendering outline */
  26443. outlineWidth: number;
  26444. /** Defines color to use when rendering overlay */
  26445. overlayColor: Color3;
  26446. /** Defines alpha to use when rendering overlay */
  26447. overlayAlpha: number;
  26448. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26449. hasVertexAlpha: boolean;
  26450. /** 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) */
  26451. useVertexColors: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26454. */
  26455. computeBonesUsingShaders: boolean;
  26456. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26457. numBoneInfluencers: number;
  26458. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26459. applyFog: boolean;
  26460. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26461. useOctreeForRenderingSelection: boolean;
  26462. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26463. useOctreeForPicking: boolean;
  26464. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26465. useOctreeForCollisions: boolean;
  26466. /**
  26467. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26468. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26469. */
  26470. layerMask: number;
  26471. /**
  26472. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26473. */
  26474. alwaysSelectAsActiveMesh: boolean;
  26475. /**
  26476. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26477. */
  26478. doNotSyncBoundingInfo: boolean;
  26479. /**
  26480. * Gets or sets the current action manager
  26481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26482. */
  26483. actionManager: Nullable<AbstractActionManager>;
  26484. private _meshCollisionData;
  26485. /**
  26486. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26487. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26488. */
  26489. ellipsoid: Vector3;
  26490. /**
  26491. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26492. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26493. */
  26494. ellipsoidOffset: Vector3;
  26495. /**
  26496. * Gets or sets a collision mask used to mask collisions (default is -1).
  26497. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26498. */
  26499. collisionMask: number;
  26500. /**
  26501. * Gets or sets the current collision group mask (-1 by default).
  26502. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26503. */
  26504. collisionGroup: number;
  26505. /**
  26506. * Defines edge width used when edgesRenderer is enabled
  26507. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26508. */
  26509. edgesWidth: number;
  26510. /**
  26511. * Defines edge color used when edgesRenderer is enabled
  26512. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26513. */
  26514. edgesColor: Color4;
  26515. /** @hidden */
  26516. _edgesRenderer: Nullable<IEdgesRenderer>;
  26517. /** @hidden */
  26518. _masterMesh: Nullable<AbstractMesh>;
  26519. /** @hidden */
  26520. _boundingInfo: Nullable<BoundingInfo>;
  26521. /** @hidden */
  26522. _renderId: number;
  26523. /**
  26524. * Gets or sets the list of subMeshes
  26525. * @see http://doc.babylonjs.com/how_to/multi_materials
  26526. */
  26527. subMeshes: SubMesh[];
  26528. /** @hidden */
  26529. _intersectionsInProgress: AbstractMesh[];
  26530. /** @hidden */
  26531. _unIndexed: boolean;
  26532. /** @hidden */
  26533. _lightSources: Light[];
  26534. /** Gets the list of lights affecting that mesh */
  26535. readonly lightSources: Light[];
  26536. /** @hidden */
  26537. readonly _positions: Nullable<Vector3[]>;
  26538. /** @hidden */
  26539. _waitingData: {
  26540. lods: Nullable<any>;
  26541. actions: Nullable<any>;
  26542. freezeWorldMatrix: Nullable<boolean>;
  26543. };
  26544. /** @hidden */
  26545. _bonesTransformMatrices: Nullable<Float32Array>;
  26546. /** @hidden */
  26547. _transformMatrixTexture: Nullable<RawTexture>;
  26548. /**
  26549. * Gets or sets a skeleton to apply skining transformations
  26550. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26551. */
  26552. skeleton: Nullable<Skeleton>;
  26553. /**
  26554. * An event triggered when the mesh is rebuilt.
  26555. */
  26556. onRebuildObservable: Observable<AbstractMesh>;
  26557. /**
  26558. * Creates a new AbstractMesh
  26559. * @param name defines the name of the mesh
  26560. * @param scene defines the hosting scene
  26561. */
  26562. constructor(name: string, scene?: Nullable<Scene>);
  26563. /**
  26564. * Returns the string "AbstractMesh"
  26565. * @returns "AbstractMesh"
  26566. */
  26567. getClassName(): string;
  26568. /**
  26569. * Gets a string representation of the current mesh
  26570. * @param fullDetails defines a boolean indicating if full details must be included
  26571. * @returns a string representation of the current mesh
  26572. */
  26573. toString(fullDetails?: boolean): string;
  26574. /**
  26575. * @hidden
  26576. */
  26577. protected _getEffectiveParent(): Nullable<Node>;
  26578. /** @hidden */
  26579. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26580. /** @hidden */
  26581. _rebuild(): void;
  26582. /** @hidden */
  26583. _resyncLightSources(): void;
  26584. /** @hidden */
  26585. _resyncLighSource(light: Light): void;
  26586. /** @hidden */
  26587. _unBindEffect(): void;
  26588. /** @hidden */
  26589. _removeLightSource(light: Light): void;
  26590. private _markSubMeshesAsDirty;
  26591. /** @hidden */
  26592. _markSubMeshesAsLightDirty(): void;
  26593. /** @hidden */
  26594. _markSubMeshesAsAttributesDirty(): void;
  26595. /** @hidden */
  26596. _markSubMeshesAsMiscDirty(): void;
  26597. /**
  26598. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26599. */
  26600. scaling: Vector3;
  26601. /**
  26602. * Returns true if the mesh is blocked. Implemented by child classes
  26603. */
  26604. readonly isBlocked: boolean;
  26605. /**
  26606. * Returns the mesh itself by default. Implemented by child classes
  26607. * @param camera defines the camera to use to pick the right LOD level
  26608. * @returns the currentAbstractMesh
  26609. */
  26610. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26611. /**
  26612. * Returns 0 by default. Implemented by child classes
  26613. * @returns an integer
  26614. */
  26615. getTotalVertices(): number;
  26616. /**
  26617. * Returns a positive integer : the total number of indices in this mesh geometry.
  26618. * @returns the numner of indices or zero if the mesh has no geometry.
  26619. */
  26620. getTotalIndices(): number;
  26621. /**
  26622. * Returns null by default. Implemented by child classes
  26623. * @returns null
  26624. */
  26625. getIndices(): Nullable<IndicesArray>;
  26626. /**
  26627. * Returns the array of the requested vertex data kind. Implemented by child classes
  26628. * @param kind defines the vertex data kind to use
  26629. * @returns null
  26630. */
  26631. getVerticesData(kind: string): Nullable<FloatArray>;
  26632. /**
  26633. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26634. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26635. * Note that a new underlying VertexBuffer object is created each call.
  26636. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26637. * @param kind defines vertex data kind:
  26638. * * VertexBuffer.PositionKind
  26639. * * VertexBuffer.UVKind
  26640. * * VertexBuffer.UV2Kind
  26641. * * VertexBuffer.UV3Kind
  26642. * * VertexBuffer.UV4Kind
  26643. * * VertexBuffer.UV5Kind
  26644. * * VertexBuffer.UV6Kind
  26645. * * VertexBuffer.ColorKind
  26646. * * VertexBuffer.MatricesIndicesKind
  26647. * * VertexBuffer.MatricesIndicesExtraKind
  26648. * * VertexBuffer.MatricesWeightsKind
  26649. * * VertexBuffer.MatricesWeightsExtraKind
  26650. * @param data defines the data source
  26651. * @param updatable defines if the data must be flagged as updatable (or static)
  26652. * @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
  26653. * @returns the current mesh
  26654. */
  26655. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26656. /**
  26657. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26658. * If the mesh has no geometry, it is simply returned as it is.
  26659. * @param kind defines vertex data kind:
  26660. * * VertexBuffer.PositionKind
  26661. * * VertexBuffer.UVKind
  26662. * * VertexBuffer.UV2Kind
  26663. * * VertexBuffer.UV3Kind
  26664. * * VertexBuffer.UV4Kind
  26665. * * VertexBuffer.UV5Kind
  26666. * * VertexBuffer.UV6Kind
  26667. * * VertexBuffer.ColorKind
  26668. * * VertexBuffer.MatricesIndicesKind
  26669. * * VertexBuffer.MatricesIndicesExtraKind
  26670. * * VertexBuffer.MatricesWeightsKind
  26671. * * VertexBuffer.MatricesWeightsExtraKind
  26672. * @param data defines the data source
  26673. * @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
  26674. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26675. * @returns the current mesh
  26676. */
  26677. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26678. /**
  26679. * Sets the mesh indices,
  26680. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26681. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26682. * @param totalVertices Defines the total number of vertices
  26683. * @returns the current mesh
  26684. */
  26685. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26686. /**
  26687. * Gets a boolean indicating if specific vertex data is present
  26688. * @param kind defines the vertex data kind to use
  26689. * @returns true is data kind is present
  26690. */
  26691. isVerticesDataPresent(kind: string): boolean;
  26692. /**
  26693. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26694. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26695. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26696. * @returns a BoundingInfo
  26697. */
  26698. getBoundingInfo(): BoundingInfo;
  26699. /**
  26700. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26701. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26702. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26703. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26704. * @returns the current mesh
  26705. */
  26706. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26707. /**
  26708. * Overwrite the current bounding info
  26709. * @param boundingInfo defines the new bounding info
  26710. * @returns the current mesh
  26711. */
  26712. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26713. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26714. readonly useBones: boolean;
  26715. /** @hidden */
  26716. _preActivate(): void;
  26717. /** @hidden */
  26718. _preActivateForIntermediateRendering(renderId: number): void;
  26719. /** @hidden */
  26720. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26721. /** @hidden */
  26722. _postActivate(): void;
  26723. /** @hidden */
  26724. _freeze(): void;
  26725. /** @hidden */
  26726. _unFreeze(): void;
  26727. /**
  26728. * Gets the current world matrix
  26729. * @returns a Matrix
  26730. */
  26731. getWorldMatrix(): Matrix;
  26732. /** @hidden */
  26733. _getWorldMatrixDeterminant(): number;
  26734. /**
  26735. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26736. */
  26737. readonly isAnInstance: boolean;
  26738. /**
  26739. * Perform relative position change from the point of view of behind the front of the mesh.
  26740. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26741. * Supports definition of mesh facing forward or backward
  26742. * @param amountRight defines the distance on the right axis
  26743. * @param amountUp defines the distance on the up axis
  26744. * @param amountForward defines the distance on the forward axis
  26745. * @returns the current mesh
  26746. */
  26747. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26748. /**
  26749. * Calculate relative position change from the point of view of behind the front of the mesh.
  26750. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26751. * Supports definition of mesh facing forward or backward
  26752. * @param amountRight defines the distance on the right axis
  26753. * @param amountUp defines the distance on the up axis
  26754. * @param amountForward defines the distance on the forward axis
  26755. * @returns the new displacement vector
  26756. */
  26757. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26758. /**
  26759. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26760. * Supports definition of mesh facing forward or backward
  26761. * @param flipBack defines the flip
  26762. * @param twirlClockwise defines the twirl
  26763. * @param tiltRight defines the tilt
  26764. * @returns the current mesh
  26765. */
  26766. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26767. /**
  26768. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26769. * Supports definition of mesh facing forward or backward.
  26770. * @param flipBack defines the flip
  26771. * @param twirlClockwise defines the twirl
  26772. * @param tiltRight defines the tilt
  26773. * @returns the new rotation vector
  26774. */
  26775. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26776. /**
  26777. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26778. * This means the mesh underlying bounding box and sphere are recomputed.
  26779. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26780. * @returns the current mesh
  26781. */
  26782. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26783. /** @hidden */
  26784. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26785. /** @hidden */
  26786. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26787. /** @hidden */
  26788. _updateBoundingInfo(): AbstractMesh;
  26789. /** @hidden */
  26790. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26791. /** @hidden */
  26792. protected _afterComputeWorldMatrix(): void;
  26793. /** @hidden */
  26794. readonly _effectiveMesh: AbstractMesh;
  26795. /**
  26796. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26797. * A mesh is in the frustum if its bounding box intersects the frustum
  26798. * @param frustumPlanes defines the frustum to test
  26799. * @returns true if the mesh is in the frustum planes
  26800. */
  26801. isInFrustum(frustumPlanes: Plane[]): boolean;
  26802. /**
  26803. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26804. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26805. * @param frustumPlanes defines the frustum to test
  26806. * @returns true if the mesh is completely in the frustum planes
  26807. */
  26808. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26809. /**
  26810. * True if the mesh intersects another mesh or a SolidParticle object
  26811. * @param mesh defines a target mesh or SolidParticle to test
  26812. * @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)
  26813. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26814. * @returns true if there is an intersection
  26815. */
  26816. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26817. /**
  26818. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26819. * @param point defines the point to test
  26820. * @returns true if there is an intersection
  26821. */
  26822. intersectsPoint(point: Vector3): boolean;
  26823. /**
  26824. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26826. */
  26827. checkCollisions: boolean;
  26828. /**
  26829. * Gets Collider object used to compute collisions (not physics)
  26830. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26831. */
  26832. readonly collider: Nullable<Collider>;
  26833. /**
  26834. * Move the mesh using collision engine
  26835. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26836. * @param displacement defines the requested displacement vector
  26837. * @returns the current mesh
  26838. */
  26839. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26840. private _onCollisionPositionChange;
  26841. /** @hidden */
  26842. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26843. /** @hidden */
  26844. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26845. /** @hidden */
  26846. _checkCollision(collider: Collider): AbstractMesh;
  26847. /** @hidden */
  26848. _generatePointsArray(): boolean;
  26849. /**
  26850. * Checks if the passed Ray intersects with the mesh
  26851. * @param ray defines the ray to use
  26852. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26853. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26854. * @returns the picking info
  26855. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26856. */
  26857. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26858. /**
  26859. * Clones the current mesh
  26860. * @param name defines the mesh name
  26861. * @param newParent defines the new mesh parent
  26862. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26863. * @returns the new mesh
  26864. */
  26865. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26866. /**
  26867. * Disposes all the submeshes of the current meshnp
  26868. * @returns the current mesh
  26869. */
  26870. releaseSubMeshes(): AbstractMesh;
  26871. /**
  26872. * Releases resources associated with this abstract mesh.
  26873. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26874. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26875. */
  26876. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26877. /**
  26878. * Adds the passed mesh as a child to the current mesh
  26879. * @param mesh defines the child mesh
  26880. * @returns the current mesh
  26881. */
  26882. addChild(mesh: AbstractMesh): AbstractMesh;
  26883. /**
  26884. * Removes the passed mesh from the current mesh children list
  26885. * @param mesh defines the child mesh
  26886. * @returns the current mesh
  26887. */
  26888. removeChild(mesh: AbstractMesh): AbstractMesh;
  26889. /** @hidden */
  26890. private _initFacetData;
  26891. /**
  26892. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26893. * This method can be called within the render loop.
  26894. * 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
  26895. * @returns the current mesh
  26896. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26897. */
  26898. updateFacetData(): AbstractMesh;
  26899. /**
  26900. * Returns the facetLocalNormals array.
  26901. * The normals are expressed in the mesh local spac
  26902. * @returns an array of Vector3
  26903. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26904. */
  26905. getFacetLocalNormals(): Vector3[];
  26906. /**
  26907. * Returns the facetLocalPositions array.
  26908. * The facet positions are expressed in the mesh local space
  26909. * @returns an array of Vector3
  26910. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26911. */
  26912. getFacetLocalPositions(): Vector3[];
  26913. /**
  26914. * Returns the facetLocalPartioning array
  26915. * @returns an array of array of numbers
  26916. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26917. */
  26918. getFacetLocalPartitioning(): number[][];
  26919. /**
  26920. * Returns the i-th facet position in the world system.
  26921. * This method allocates a new Vector3 per call
  26922. * @param i defines the facet index
  26923. * @returns a new Vector3
  26924. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26925. */
  26926. getFacetPosition(i: number): Vector3;
  26927. /**
  26928. * Sets the reference Vector3 with the i-th facet position in the world system
  26929. * @param i defines the facet index
  26930. * @param ref defines the target vector
  26931. * @returns the current mesh
  26932. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26933. */
  26934. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26935. /**
  26936. * Returns the i-th facet normal in the world system.
  26937. * This method allocates a new Vector3 per call
  26938. * @param i defines the facet index
  26939. * @returns a new Vector3
  26940. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26941. */
  26942. getFacetNormal(i: number): Vector3;
  26943. /**
  26944. * Sets the reference Vector3 with the i-th facet normal in the world system
  26945. * @param i defines the facet index
  26946. * @param ref defines the target vector
  26947. * @returns the current mesh
  26948. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26949. */
  26950. getFacetNormalToRef(i: number, ref: Vector3): this;
  26951. /**
  26952. * 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)
  26953. * @param x defines x coordinate
  26954. * @param y defines y coordinate
  26955. * @param z defines z coordinate
  26956. * @returns the array of facet indexes
  26957. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26958. */
  26959. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26960. /**
  26961. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26962. * @param projected sets as the (x,y,z) world projection on the facet
  26963. * @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
  26964. * @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
  26965. * @param x defines x coordinate
  26966. * @param y defines y coordinate
  26967. * @param z defines z coordinate
  26968. * @returns the face index if found (or null instead)
  26969. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26970. */
  26971. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26972. /**
  26973. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26974. * @param projected sets as the (x,y,z) local projection on the facet
  26975. * @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
  26976. * @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
  26977. * @param x defines x coordinate
  26978. * @param y defines y coordinate
  26979. * @param z defines z coordinate
  26980. * @returns the face index if found (or null instead)
  26981. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26982. */
  26983. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26984. /**
  26985. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26986. * @returns the parameters
  26987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26988. */
  26989. getFacetDataParameters(): any;
  26990. /**
  26991. * Disables the feature FacetData and frees the related memory
  26992. * @returns the current mesh
  26993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26994. */
  26995. disableFacetData(): AbstractMesh;
  26996. /**
  26997. * Updates the AbstractMesh indices array
  26998. * @param indices defines the data source
  26999. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27000. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27001. * @returns the current mesh
  27002. */
  27003. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27004. /**
  27005. * Creates new normals data for the mesh
  27006. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27007. * @returns the current mesh
  27008. */
  27009. createNormals(updatable: boolean): AbstractMesh;
  27010. /**
  27011. * Align the mesh with a normal
  27012. * @param normal defines the normal to use
  27013. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27014. * @returns the current mesh
  27015. */
  27016. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27017. /** @hidden */
  27018. _checkOcclusionQuery(): boolean;
  27019. /**
  27020. * Disables the mesh edge rendering mode
  27021. * @returns the currentAbstractMesh
  27022. */
  27023. disableEdgesRendering(): AbstractMesh;
  27024. /**
  27025. * Enables the edge rendering mode on the mesh.
  27026. * This mode makes the mesh edges visible
  27027. * @param epsilon defines the maximal distance between two angles to detect a face
  27028. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27029. * @returns the currentAbstractMesh
  27030. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27031. */
  27032. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27033. }
  27034. }
  27035. declare module "babylonjs/Actions/actionEvent" {
  27036. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27037. import { Nullable } from "babylonjs/types";
  27038. import { Sprite } from "babylonjs/Sprites/sprite";
  27039. import { Scene } from "babylonjs/scene";
  27040. import { Vector2 } from "babylonjs/Maths/math.vector";
  27041. /**
  27042. * Interface used to define ActionEvent
  27043. */
  27044. export interface IActionEvent {
  27045. /** The mesh or sprite that triggered the action */
  27046. source: any;
  27047. /** The X mouse cursor position at the time of the event */
  27048. pointerX: number;
  27049. /** The Y mouse cursor position at the time of the event */
  27050. pointerY: number;
  27051. /** The mesh that is currently pointed at (can be null) */
  27052. meshUnderPointer: Nullable<AbstractMesh>;
  27053. /** the original (browser) event that triggered the ActionEvent */
  27054. sourceEvent?: any;
  27055. /** additional data for the event */
  27056. additionalData?: any;
  27057. }
  27058. /**
  27059. * ActionEvent is the event being sent when an action is triggered.
  27060. */
  27061. export class ActionEvent implements IActionEvent {
  27062. /** The mesh or sprite that triggered the action */
  27063. source: any;
  27064. /** The X mouse cursor position at the time of the event */
  27065. pointerX: number;
  27066. /** The Y mouse cursor position at the time of the event */
  27067. pointerY: number;
  27068. /** The mesh that is currently pointed at (can be null) */
  27069. meshUnderPointer: Nullable<AbstractMesh>;
  27070. /** the original (browser) event that triggered the ActionEvent */
  27071. sourceEvent?: any;
  27072. /** additional data for the event */
  27073. additionalData?: any;
  27074. /**
  27075. * Creates a new ActionEvent
  27076. * @param source The mesh or sprite that triggered the action
  27077. * @param pointerX The X mouse cursor position at the time of the event
  27078. * @param pointerY The Y mouse cursor position at the time of the event
  27079. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27080. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27081. * @param additionalData additional data for the event
  27082. */
  27083. constructor(
  27084. /** The mesh or sprite that triggered the action */
  27085. source: any,
  27086. /** The X mouse cursor position at the time of the event */
  27087. pointerX: number,
  27088. /** The Y mouse cursor position at the time of the event */
  27089. pointerY: number,
  27090. /** The mesh that is currently pointed at (can be null) */
  27091. meshUnderPointer: Nullable<AbstractMesh>,
  27092. /** the original (browser) event that triggered the ActionEvent */
  27093. sourceEvent?: any,
  27094. /** additional data for the event */
  27095. additionalData?: any);
  27096. /**
  27097. * Helper function to auto-create an ActionEvent from a source mesh.
  27098. * @param source The source mesh that triggered the event
  27099. * @param evt The original (browser) event
  27100. * @param additionalData additional data for the event
  27101. * @returns the new ActionEvent
  27102. */
  27103. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27104. /**
  27105. * Helper function to auto-create an ActionEvent from a source sprite
  27106. * @param source The source sprite that triggered the event
  27107. * @param scene Scene associated with the sprite
  27108. * @param evt The original (browser) event
  27109. * @param additionalData additional data for the event
  27110. * @returns the new ActionEvent
  27111. */
  27112. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27113. /**
  27114. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27115. * @param scene the scene where the event occurred
  27116. * @param evt The original (browser) event
  27117. * @returns the new ActionEvent
  27118. */
  27119. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27120. /**
  27121. * Helper function to auto-create an ActionEvent from a primitive
  27122. * @param prim defines the target primitive
  27123. * @param pointerPos defines the pointer position
  27124. * @param evt The original (browser) event
  27125. * @param additionalData additional data for the event
  27126. * @returns the new ActionEvent
  27127. */
  27128. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27129. }
  27130. }
  27131. declare module "babylonjs/Actions/abstractActionManager" {
  27132. import { IDisposable } from "babylonjs/scene";
  27133. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27134. import { IAction } from "babylonjs/Actions/action";
  27135. import { Nullable } from "babylonjs/types";
  27136. /**
  27137. * Abstract class used to decouple action Manager from scene and meshes.
  27138. * Do not instantiate.
  27139. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27140. */
  27141. export abstract class AbstractActionManager implements IDisposable {
  27142. /** Gets the list of active triggers */
  27143. static Triggers: {
  27144. [key: string]: number;
  27145. };
  27146. /** Gets the cursor to use when hovering items */
  27147. hoverCursor: string;
  27148. /** Gets the list of actions */
  27149. actions: IAction[];
  27150. /**
  27151. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27152. */
  27153. isRecursive: boolean;
  27154. /**
  27155. * Releases all associated resources
  27156. */
  27157. abstract dispose(): void;
  27158. /**
  27159. * Does this action manager has pointer triggers
  27160. */
  27161. abstract readonly hasPointerTriggers: boolean;
  27162. /**
  27163. * Does this action manager has pick triggers
  27164. */
  27165. abstract readonly hasPickTriggers: boolean;
  27166. /**
  27167. * Process a specific trigger
  27168. * @param trigger defines the trigger to process
  27169. * @param evt defines the event details to be processed
  27170. */
  27171. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27172. /**
  27173. * Does this action manager handles actions of any of the given triggers
  27174. * @param triggers defines the triggers to be tested
  27175. * @return a boolean indicating whether one (or more) of the triggers is handled
  27176. */
  27177. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27178. /**
  27179. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27180. * speed.
  27181. * @param triggerA defines the trigger to be tested
  27182. * @param triggerB defines the trigger to be tested
  27183. * @return a boolean indicating whether one (or more) of the triggers is handled
  27184. */
  27185. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27186. /**
  27187. * Does this action manager handles actions of a given trigger
  27188. * @param trigger defines the trigger to be tested
  27189. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27190. * @return whether the trigger is handled
  27191. */
  27192. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27193. /**
  27194. * Serialize this manager to a JSON object
  27195. * @param name defines the property name to store this manager
  27196. * @returns a JSON representation of this manager
  27197. */
  27198. abstract serialize(name: string): any;
  27199. /**
  27200. * Registers an action to this action manager
  27201. * @param action defines the action to be registered
  27202. * @return the action amended (prepared) after registration
  27203. */
  27204. abstract registerAction(action: IAction): Nullable<IAction>;
  27205. /**
  27206. * Unregisters an action to this action manager
  27207. * @param action defines the action to be unregistered
  27208. * @return a boolean indicating whether the action has been unregistered
  27209. */
  27210. abstract unregisterAction(action: IAction): Boolean;
  27211. /**
  27212. * Does exist one action manager with at least one trigger
  27213. **/
  27214. static readonly HasTriggers: boolean;
  27215. /**
  27216. * Does exist one action manager with at least one pick trigger
  27217. **/
  27218. static readonly HasPickTriggers: boolean;
  27219. /**
  27220. * Does exist one action manager that handles actions of a given trigger
  27221. * @param trigger defines the trigger to be tested
  27222. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27223. **/
  27224. static HasSpecificTrigger(trigger: number): boolean;
  27225. }
  27226. }
  27227. declare module "babylonjs/node" {
  27228. import { Scene } from "babylonjs/scene";
  27229. import { Nullable } from "babylonjs/types";
  27230. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27231. import { Engine } from "babylonjs/Engines/engine";
  27232. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27233. import { Observable } from "babylonjs/Misc/observable";
  27234. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27235. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27236. import { Animatable } from "babylonjs/Animations/animatable";
  27237. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27238. import { Animation } from "babylonjs/Animations/animation";
  27239. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27240. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27241. /**
  27242. * Defines how a node can be built from a string name.
  27243. */
  27244. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27245. /**
  27246. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27247. */
  27248. export class Node implements IBehaviorAware<Node> {
  27249. /** @hidden */
  27250. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27251. private static _NodeConstructors;
  27252. /**
  27253. * Add a new node constructor
  27254. * @param type defines the type name of the node to construct
  27255. * @param constructorFunc defines the constructor function
  27256. */
  27257. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27258. /**
  27259. * Returns a node constructor based on type name
  27260. * @param type defines the type name
  27261. * @param name defines the new node name
  27262. * @param scene defines the hosting scene
  27263. * @param options defines optional options to transmit to constructors
  27264. * @returns the new constructor or null
  27265. */
  27266. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27267. /**
  27268. * Gets or sets the name of the node
  27269. */
  27270. name: string;
  27271. /**
  27272. * Gets or sets the id of the node
  27273. */
  27274. id: string;
  27275. /**
  27276. * Gets or sets the unique id of the node
  27277. */
  27278. uniqueId: number;
  27279. /**
  27280. * Gets or sets a string used to store user defined state for the node
  27281. */
  27282. state: string;
  27283. /**
  27284. * Gets or sets an object used to store user defined information for the node
  27285. */
  27286. metadata: any;
  27287. /**
  27288. * For internal use only. Please do not use.
  27289. */
  27290. reservedDataStore: any;
  27291. /**
  27292. * List of inspectable custom properties (used by the Inspector)
  27293. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27294. */
  27295. inspectableCustomProperties: IInspectable[];
  27296. /**
  27297. * Gets or sets a boolean used to define if the node must be serialized
  27298. */
  27299. doNotSerialize: boolean;
  27300. /** @hidden */
  27301. _isDisposed: boolean;
  27302. /**
  27303. * Gets a list of Animations associated with the node
  27304. */
  27305. animations: import("babylonjs/Animations/animation").Animation[];
  27306. protected _ranges: {
  27307. [name: string]: Nullable<AnimationRange>;
  27308. };
  27309. /**
  27310. * Callback raised when the node is ready to be used
  27311. */
  27312. onReady: Nullable<(node: Node) => void>;
  27313. private _isEnabled;
  27314. private _isParentEnabled;
  27315. private _isReady;
  27316. /** @hidden */
  27317. _currentRenderId: number;
  27318. private _parentUpdateId;
  27319. /** @hidden */
  27320. _childUpdateId: number;
  27321. /** @hidden */
  27322. _waitingParentId: Nullable<string>;
  27323. /** @hidden */
  27324. _scene: Scene;
  27325. /** @hidden */
  27326. _cache: any;
  27327. private _parentNode;
  27328. private _children;
  27329. /** @hidden */
  27330. _worldMatrix: Matrix;
  27331. /** @hidden */
  27332. _worldMatrixDeterminant: number;
  27333. /** @hidden */
  27334. _worldMatrixDeterminantIsDirty: boolean;
  27335. /** @hidden */
  27336. private _sceneRootNodesIndex;
  27337. /**
  27338. * Gets a boolean indicating if the node has been disposed
  27339. * @returns true if the node was disposed
  27340. */
  27341. isDisposed(): boolean;
  27342. /**
  27343. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27344. * @see https://doc.babylonjs.com/how_to/parenting
  27345. */
  27346. parent: Nullable<Node>;
  27347. private addToSceneRootNodes;
  27348. private removeFromSceneRootNodes;
  27349. private _animationPropertiesOverride;
  27350. /**
  27351. * Gets or sets the animation properties override
  27352. */
  27353. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27354. /**
  27355. * Gets a string idenfifying the name of the class
  27356. * @returns "Node" string
  27357. */
  27358. getClassName(): string;
  27359. /** @hidden */
  27360. readonly _isNode: boolean;
  27361. /**
  27362. * An event triggered when the mesh is disposed
  27363. */
  27364. onDisposeObservable: Observable<Node>;
  27365. private _onDisposeObserver;
  27366. /**
  27367. * Sets a callback that will be raised when the node will be disposed
  27368. */
  27369. onDispose: () => void;
  27370. /**
  27371. * Creates a new Node
  27372. * @param name the name and id to be given to this node
  27373. * @param scene the scene this node will be added to
  27374. * @param addToRootNodes the node will be added to scene.rootNodes
  27375. */
  27376. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27377. /**
  27378. * Gets the scene of the node
  27379. * @returns a scene
  27380. */
  27381. getScene(): Scene;
  27382. /**
  27383. * Gets the engine of the node
  27384. * @returns a Engine
  27385. */
  27386. getEngine(): Engine;
  27387. private _behaviors;
  27388. /**
  27389. * Attach a behavior to the node
  27390. * @see http://doc.babylonjs.com/features/behaviour
  27391. * @param behavior defines the behavior to attach
  27392. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27393. * @returns the current Node
  27394. */
  27395. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27396. /**
  27397. * Remove an attached behavior
  27398. * @see http://doc.babylonjs.com/features/behaviour
  27399. * @param behavior defines the behavior to attach
  27400. * @returns the current Node
  27401. */
  27402. removeBehavior(behavior: Behavior<Node>): Node;
  27403. /**
  27404. * Gets the list of attached behaviors
  27405. * @see http://doc.babylonjs.com/features/behaviour
  27406. */
  27407. readonly behaviors: Behavior<Node>[];
  27408. /**
  27409. * Gets an attached behavior by name
  27410. * @param name defines the name of the behavior to look for
  27411. * @see http://doc.babylonjs.com/features/behaviour
  27412. * @returns null if behavior was not found else the requested behavior
  27413. */
  27414. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27415. /**
  27416. * Returns the latest update of the World matrix
  27417. * @returns a Matrix
  27418. */
  27419. getWorldMatrix(): Matrix;
  27420. /** @hidden */
  27421. _getWorldMatrixDeterminant(): number;
  27422. /**
  27423. * Returns directly the latest state of the mesh World matrix.
  27424. * A Matrix is returned.
  27425. */
  27426. readonly worldMatrixFromCache: Matrix;
  27427. /** @hidden */
  27428. _initCache(): void;
  27429. /** @hidden */
  27430. updateCache(force?: boolean): void;
  27431. /** @hidden */
  27432. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27433. /** @hidden */
  27434. _updateCache(ignoreParentClass?: boolean): void;
  27435. /** @hidden */
  27436. _isSynchronized(): boolean;
  27437. /** @hidden */
  27438. _markSyncedWithParent(): void;
  27439. /** @hidden */
  27440. isSynchronizedWithParent(): boolean;
  27441. /** @hidden */
  27442. isSynchronized(): boolean;
  27443. /**
  27444. * Is this node ready to be used/rendered
  27445. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27446. * @return true if the node is ready
  27447. */
  27448. isReady(completeCheck?: boolean): boolean;
  27449. /**
  27450. * Is this node enabled?
  27451. * 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
  27452. * @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
  27453. * @return whether this node (and its parent) is enabled
  27454. */
  27455. isEnabled(checkAncestors?: boolean): boolean;
  27456. /** @hidden */
  27457. protected _syncParentEnabledState(): void;
  27458. /**
  27459. * Set the enabled state of this node
  27460. * @param value defines the new enabled state
  27461. */
  27462. setEnabled(value: boolean): void;
  27463. /**
  27464. * Is this node a descendant of the given node?
  27465. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27466. * @param ancestor defines the parent node to inspect
  27467. * @returns a boolean indicating if this node is a descendant of the given node
  27468. */
  27469. isDescendantOf(ancestor: Node): boolean;
  27470. /** @hidden */
  27471. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27472. /**
  27473. * Will return all nodes that have this node as ascendant
  27474. * @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
  27475. * @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
  27476. * @return all children nodes of all types
  27477. */
  27478. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27479. /**
  27480. * Get all child-meshes of this node
  27481. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27482. * @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
  27483. * @returns an array of AbstractMesh
  27484. */
  27485. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27486. /**
  27487. * Get all direct children of this node
  27488. * @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
  27489. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27490. * @returns an array of Node
  27491. */
  27492. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27493. /** @hidden */
  27494. _setReady(state: boolean): void;
  27495. /**
  27496. * Get an animation by name
  27497. * @param name defines the name of the animation to look for
  27498. * @returns null if not found else the requested animation
  27499. */
  27500. getAnimationByName(name: string): Nullable<Animation>;
  27501. /**
  27502. * Creates an animation range for this node
  27503. * @param name defines the name of the range
  27504. * @param from defines the starting key
  27505. * @param to defines the end key
  27506. */
  27507. createAnimationRange(name: string, from: number, to: number): void;
  27508. /**
  27509. * Delete a specific animation range
  27510. * @param name defines the name of the range to delete
  27511. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27512. */
  27513. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27514. /**
  27515. * Get an animation range by name
  27516. * @param name defines the name of the animation range to look for
  27517. * @returns null if not found else the requested animation range
  27518. */
  27519. getAnimationRange(name: string): Nullable<AnimationRange>;
  27520. /**
  27521. * Gets the list of all animation ranges defined on this node
  27522. * @returns an array
  27523. */
  27524. getAnimationRanges(): Nullable<AnimationRange>[];
  27525. /**
  27526. * Will start the animation sequence
  27527. * @param name defines the range frames for animation sequence
  27528. * @param loop defines if the animation should loop (false by default)
  27529. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27530. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27531. * @returns the object created for this animation. If range does not exist, it will return null
  27532. */
  27533. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27534. /**
  27535. * Serialize animation ranges into a JSON compatible object
  27536. * @returns serialization object
  27537. */
  27538. serializeAnimationRanges(): any;
  27539. /**
  27540. * Computes the world matrix of the node
  27541. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27542. * @returns the world matrix
  27543. */
  27544. computeWorldMatrix(force?: boolean): Matrix;
  27545. /**
  27546. * Releases resources associated with this node.
  27547. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27548. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27549. */
  27550. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27551. /**
  27552. * Parse animation range data from a serialization object and store them into a given node
  27553. * @param node defines where to store the animation ranges
  27554. * @param parsedNode defines the serialization object to read data from
  27555. * @param scene defines the hosting scene
  27556. */
  27557. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27558. /**
  27559. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27560. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27561. * @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
  27562. * @returns the new bounding vectors
  27563. */
  27564. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27565. min: Vector3;
  27566. max: Vector3;
  27567. };
  27568. }
  27569. }
  27570. declare module "babylonjs/Animations/animation" {
  27571. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27572. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27573. import { Color3 } from "babylonjs/Maths/math.color";
  27574. import { Nullable } from "babylonjs/types";
  27575. import { Scene } from "babylonjs/scene";
  27576. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27577. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27578. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27579. import { Node } from "babylonjs/node";
  27580. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27581. import { Size } from "babylonjs/Maths/math.size";
  27582. import { Animatable } from "babylonjs/Animations/animatable";
  27583. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27584. /**
  27585. * @hidden
  27586. */
  27587. export class _IAnimationState {
  27588. key: number;
  27589. repeatCount: number;
  27590. workValue?: any;
  27591. loopMode?: number;
  27592. offsetValue?: any;
  27593. highLimitValue?: any;
  27594. }
  27595. /**
  27596. * Class used to store any kind of animation
  27597. */
  27598. export class Animation {
  27599. /**Name of the animation */
  27600. name: string;
  27601. /**Property to animate */
  27602. targetProperty: string;
  27603. /**The frames per second of the animation */
  27604. framePerSecond: number;
  27605. /**The data type of the animation */
  27606. dataType: number;
  27607. /**The loop mode of the animation */
  27608. loopMode?: number | undefined;
  27609. /**Specifies if blending should be enabled */
  27610. enableBlending?: boolean | undefined;
  27611. /**
  27612. * Use matrix interpolation instead of using direct key value when animating matrices
  27613. */
  27614. static AllowMatricesInterpolation: boolean;
  27615. /**
  27616. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27617. */
  27618. static AllowMatrixDecomposeForInterpolation: boolean;
  27619. /**
  27620. * Stores the key frames of the animation
  27621. */
  27622. private _keys;
  27623. /**
  27624. * Stores the easing function of the animation
  27625. */
  27626. private _easingFunction;
  27627. /**
  27628. * @hidden Internal use only
  27629. */
  27630. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27631. /**
  27632. * The set of event that will be linked to this animation
  27633. */
  27634. private _events;
  27635. /**
  27636. * Stores an array of target property paths
  27637. */
  27638. targetPropertyPath: string[];
  27639. /**
  27640. * Stores the blending speed of the animation
  27641. */
  27642. blendingSpeed: number;
  27643. /**
  27644. * Stores the animation ranges for the animation
  27645. */
  27646. private _ranges;
  27647. /**
  27648. * @hidden Internal use
  27649. */
  27650. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27651. /**
  27652. * Sets up an animation
  27653. * @param property The property to animate
  27654. * @param animationType The animation type to apply
  27655. * @param framePerSecond The frames per second of the animation
  27656. * @param easingFunction The easing function used in the animation
  27657. * @returns The created animation
  27658. */
  27659. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27660. /**
  27661. * Create and start an animation on a node
  27662. * @param name defines the name of the global animation that will be run on all nodes
  27663. * @param node defines the root node where the animation will take place
  27664. * @param targetProperty defines property to animate
  27665. * @param framePerSecond defines the number of frame per second yo use
  27666. * @param totalFrame defines the number of frames in total
  27667. * @param from defines the initial value
  27668. * @param to defines the final value
  27669. * @param loopMode defines which loop mode you want to use (off by default)
  27670. * @param easingFunction defines the easing function to use (linear by default)
  27671. * @param onAnimationEnd defines the callback to call when animation end
  27672. * @returns the animatable created for this animation
  27673. */
  27674. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27675. /**
  27676. * Create and start an animation on a node and its descendants
  27677. * @param name defines the name of the global animation that will be run on all nodes
  27678. * @param node defines the root node where the animation will take place
  27679. * @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
  27680. * @param targetProperty defines property to animate
  27681. * @param framePerSecond defines the number of frame per second to use
  27682. * @param totalFrame defines the number of frames in total
  27683. * @param from defines the initial value
  27684. * @param to defines the final value
  27685. * @param loopMode defines which loop mode you want to use (off by default)
  27686. * @param easingFunction defines the easing function to use (linear by default)
  27687. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27688. * @returns the list of animatables created for all nodes
  27689. * @example https://www.babylonjs-playground.com/#MH0VLI
  27690. */
  27691. 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[]>;
  27692. /**
  27693. * Creates a new animation, merges it with the existing animations and starts it
  27694. * @param name Name of the animation
  27695. * @param node Node which contains the scene that begins the animations
  27696. * @param targetProperty Specifies which property to animate
  27697. * @param framePerSecond The frames per second of the animation
  27698. * @param totalFrame The total number of frames
  27699. * @param from The frame at the beginning of the animation
  27700. * @param to The frame at the end of the animation
  27701. * @param loopMode Specifies the loop mode of the animation
  27702. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27703. * @param onAnimationEnd Callback to run once the animation is complete
  27704. * @returns Nullable animation
  27705. */
  27706. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27707. /**
  27708. * Transition property of an host to the target Value
  27709. * @param property The property to transition
  27710. * @param targetValue The target Value of the property
  27711. * @param host The object where the property to animate belongs
  27712. * @param scene Scene used to run the animation
  27713. * @param frameRate Framerate (in frame/s) to use
  27714. * @param transition The transition type we want to use
  27715. * @param duration The duration of the animation, in milliseconds
  27716. * @param onAnimationEnd Callback trigger at the end of the animation
  27717. * @returns Nullable animation
  27718. */
  27719. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27720. /**
  27721. * Return the array of runtime animations currently using this animation
  27722. */
  27723. readonly runtimeAnimations: RuntimeAnimation[];
  27724. /**
  27725. * Specifies if any of the runtime animations are currently running
  27726. */
  27727. readonly hasRunningRuntimeAnimations: boolean;
  27728. /**
  27729. * Initializes the animation
  27730. * @param name Name of the animation
  27731. * @param targetProperty Property to animate
  27732. * @param framePerSecond The frames per second of the animation
  27733. * @param dataType The data type of the animation
  27734. * @param loopMode The loop mode of the animation
  27735. * @param enableBlending Specifies if blending should be enabled
  27736. */
  27737. constructor(
  27738. /**Name of the animation */
  27739. name: string,
  27740. /**Property to animate */
  27741. targetProperty: string,
  27742. /**The frames per second of the animation */
  27743. framePerSecond: number,
  27744. /**The data type of the animation */
  27745. dataType: number,
  27746. /**The loop mode of the animation */
  27747. loopMode?: number | undefined,
  27748. /**Specifies if blending should be enabled */
  27749. enableBlending?: boolean | undefined);
  27750. /**
  27751. * Converts the animation to a string
  27752. * @param fullDetails support for multiple levels of logging within scene loading
  27753. * @returns String form of the animation
  27754. */
  27755. toString(fullDetails?: boolean): string;
  27756. /**
  27757. * Add an event to this animation
  27758. * @param event Event to add
  27759. */
  27760. addEvent(event: AnimationEvent): void;
  27761. /**
  27762. * Remove all events found at the given frame
  27763. * @param frame The frame to remove events from
  27764. */
  27765. removeEvents(frame: number): void;
  27766. /**
  27767. * Retrieves all the events from the animation
  27768. * @returns Events from the animation
  27769. */
  27770. getEvents(): AnimationEvent[];
  27771. /**
  27772. * Creates an animation range
  27773. * @param name Name of the animation range
  27774. * @param from Starting frame of the animation range
  27775. * @param to Ending frame of the animation
  27776. */
  27777. createRange(name: string, from: number, to: number): void;
  27778. /**
  27779. * Deletes an animation range by name
  27780. * @param name Name of the animation range to delete
  27781. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27782. */
  27783. deleteRange(name: string, deleteFrames?: boolean): void;
  27784. /**
  27785. * Gets the animation range by name, or null if not defined
  27786. * @param name Name of the animation range
  27787. * @returns Nullable animation range
  27788. */
  27789. getRange(name: string): Nullable<AnimationRange>;
  27790. /**
  27791. * Gets the key frames from the animation
  27792. * @returns The key frames of the animation
  27793. */
  27794. getKeys(): Array<IAnimationKey>;
  27795. /**
  27796. * Gets the highest frame rate of the animation
  27797. * @returns Highest frame rate of the animation
  27798. */
  27799. getHighestFrame(): number;
  27800. /**
  27801. * Gets the easing function of the animation
  27802. * @returns Easing function of the animation
  27803. */
  27804. getEasingFunction(): IEasingFunction;
  27805. /**
  27806. * Sets the easing function of the animation
  27807. * @param easingFunction A custom mathematical formula for animation
  27808. */
  27809. setEasingFunction(easingFunction: EasingFunction): void;
  27810. /**
  27811. * Interpolates a scalar linearly
  27812. * @param startValue Start value of the animation curve
  27813. * @param endValue End value of the animation curve
  27814. * @param gradient Scalar amount to interpolate
  27815. * @returns Interpolated scalar value
  27816. */
  27817. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27818. /**
  27819. * Interpolates a scalar cubically
  27820. * @param startValue Start value of the animation curve
  27821. * @param outTangent End tangent of the animation
  27822. * @param endValue End value of the animation curve
  27823. * @param inTangent Start tangent of the animation curve
  27824. * @param gradient Scalar amount to interpolate
  27825. * @returns Interpolated scalar value
  27826. */
  27827. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27828. /**
  27829. * Interpolates a quaternion using a spherical linear interpolation
  27830. * @param startValue Start value of the animation curve
  27831. * @param endValue End value of the animation curve
  27832. * @param gradient Scalar amount to interpolate
  27833. * @returns Interpolated quaternion value
  27834. */
  27835. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27836. /**
  27837. * Interpolates a quaternion cubically
  27838. * @param startValue Start value of the animation curve
  27839. * @param outTangent End tangent of the animation curve
  27840. * @param endValue End value of the animation curve
  27841. * @param inTangent Start tangent of the animation curve
  27842. * @param gradient Scalar amount to interpolate
  27843. * @returns Interpolated quaternion value
  27844. */
  27845. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27846. /**
  27847. * Interpolates a Vector3 linearl
  27848. * @param startValue Start value of the animation curve
  27849. * @param endValue End value of the animation curve
  27850. * @param gradient Scalar amount to interpolate
  27851. * @returns Interpolated scalar value
  27852. */
  27853. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27854. /**
  27855. * Interpolates a Vector3 cubically
  27856. * @param startValue Start value of the animation curve
  27857. * @param outTangent End tangent of the animation
  27858. * @param endValue End value of the animation curve
  27859. * @param inTangent Start tangent of the animation curve
  27860. * @param gradient Scalar amount to interpolate
  27861. * @returns InterpolatedVector3 value
  27862. */
  27863. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27864. /**
  27865. * Interpolates a Vector2 linearly
  27866. * @param startValue Start value of the animation curve
  27867. * @param endValue End value of the animation curve
  27868. * @param gradient Scalar amount to interpolate
  27869. * @returns Interpolated Vector2 value
  27870. */
  27871. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27872. /**
  27873. * Interpolates a Vector2 cubically
  27874. * @param startValue Start value of the animation curve
  27875. * @param outTangent End tangent of the animation
  27876. * @param endValue End value of the animation curve
  27877. * @param inTangent Start tangent of the animation curve
  27878. * @param gradient Scalar amount to interpolate
  27879. * @returns Interpolated Vector2 value
  27880. */
  27881. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27882. /**
  27883. * Interpolates a size linearly
  27884. * @param startValue Start value of the animation curve
  27885. * @param endValue End value of the animation curve
  27886. * @param gradient Scalar amount to interpolate
  27887. * @returns Interpolated Size value
  27888. */
  27889. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27890. /**
  27891. * Interpolates a Color3 linearly
  27892. * @param startValue Start value of the animation curve
  27893. * @param endValue End value of the animation curve
  27894. * @param gradient Scalar amount to interpolate
  27895. * @returns Interpolated Color3 value
  27896. */
  27897. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27898. /**
  27899. * @hidden Internal use only
  27900. */
  27901. _getKeyValue(value: any): any;
  27902. /**
  27903. * @hidden Internal use only
  27904. */
  27905. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27906. /**
  27907. * Defines the function to use to interpolate matrices
  27908. * @param startValue defines the start matrix
  27909. * @param endValue defines the end matrix
  27910. * @param gradient defines the gradient between both matrices
  27911. * @param result defines an optional target matrix where to store the interpolation
  27912. * @returns the interpolated matrix
  27913. */
  27914. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27915. /**
  27916. * Makes a copy of the animation
  27917. * @returns Cloned animation
  27918. */
  27919. clone(): Animation;
  27920. /**
  27921. * Sets the key frames of the animation
  27922. * @param values The animation key frames to set
  27923. */
  27924. setKeys(values: Array<IAnimationKey>): void;
  27925. /**
  27926. * Serializes the animation to an object
  27927. * @returns Serialized object
  27928. */
  27929. serialize(): any;
  27930. /**
  27931. * Float animation type
  27932. */
  27933. private static _ANIMATIONTYPE_FLOAT;
  27934. /**
  27935. * Vector3 animation type
  27936. */
  27937. private static _ANIMATIONTYPE_VECTOR3;
  27938. /**
  27939. * Quaternion animation type
  27940. */
  27941. private static _ANIMATIONTYPE_QUATERNION;
  27942. /**
  27943. * Matrix animation type
  27944. */
  27945. private static _ANIMATIONTYPE_MATRIX;
  27946. /**
  27947. * Color3 animation type
  27948. */
  27949. private static _ANIMATIONTYPE_COLOR3;
  27950. /**
  27951. * Vector2 animation type
  27952. */
  27953. private static _ANIMATIONTYPE_VECTOR2;
  27954. /**
  27955. * Size animation type
  27956. */
  27957. private static _ANIMATIONTYPE_SIZE;
  27958. /**
  27959. * Relative Loop Mode
  27960. */
  27961. private static _ANIMATIONLOOPMODE_RELATIVE;
  27962. /**
  27963. * Cycle Loop Mode
  27964. */
  27965. private static _ANIMATIONLOOPMODE_CYCLE;
  27966. /**
  27967. * Constant Loop Mode
  27968. */
  27969. private static _ANIMATIONLOOPMODE_CONSTANT;
  27970. /**
  27971. * Get the float animation type
  27972. */
  27973. static readonly ANIMATIONTYPE_FLOAT: number;
  27974. /**
  27975. * Get the Vector3 animation type
  27976. */
  27977. static readonly ANIMATIONTYPE_VECTOR3: number;
  27978. /**
  27979. * Get the Vector2 animation type
  27980. */
  27981. static readonly ANIMATIONTYPE_VECTOR2: number;
  27982. /**
  27983. * Get the Size animation type
  27984. */
  27985. static readonly ANIMATIONTYPE_SIZE: number;
  27986. /**
  27987. * Get the Quaternion animation type
  27988. */
  27989. static readonly ANIMATIONTYPE_QUATERNION: number;
  27990. /**
  27991. * Get the Matrix animation type
  27992. */
  27993. static readonly ANIMATIONTYPE_MATRIX: number;
  27994. /**
  27995. * Get the Color3 animation type
  27996. */
  27997. static readonly ANIMATIONTYPE_COLOR3: number;
  27998. /**
  27999. * Get the Relative Loop Mode
  28000. */
  28001. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28002. /**
  28003. * Get the Cycle Loop Mode
  28004. */
  28005. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28006. /**
  28007. * Get the Constant Loop Mode
  28008. */
  28009. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28010. /** @hidden */
  28011. static _UniversalLerp(left: any, right: any, amount: number): any;
  28012. /**
  28013. * Parses an animation object and creates an animation
  28014. * @param parsedAnimation Parsed animation object
  28015. * @returns Animation object
  28016. */
  28017. static Parse(parsedAnimation: any): Animation;
  28018. /**
  28019. * Appends the serialized animations from the source animations
  28020. * @param source Source containing the animations
  28021. * @param destination Target to store the animations
  28022. */
  28023. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28024. }
  28025. }
  28026. declare module "babylonjs/Animations/animatable.interface" {
  28027. import { Nullable } from "babylonjs/types";
  28028. import { Animation } from "babylonjs/Animations/animation";
  28029. /**
  28030. * Interface containing an array of animations
  28031. */
  28032. export interface IAnimatable {
  28033. /**
  28034. * Array of animations
  28035. */
  28036. animations: Nullable<Array<Animation>>;
  28037. }
  28038. }
  28039. declare module "babylonjs/Materials/fresnelParameters" {
  28040. import { Color3 } from "babylonjs/Maths/math.color";
  28041. /**
  28042. * This represents all the required information to add a fresnel effect on a material:
  28043. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28044. */
  28045. export class FresnelParameters {
  28046. private _isEnabled;
  28047. /**
  28048. * Define if the fresnel effect is enable or not.
  28049. */
  28050. isEnabled: boolean;
  28051. /**
  28052. * Define the color used on edges (grazing angle)
  28053. */
  28054. leftColor: Color3;
  28055. /**
  28056. * Define the color used on center
  28057. */
  28058. rightColor: Color3;
  28059. /**
  28060. * Define bias applied to computed fresnel term
  28061. */
  28062. bias: number;
  28063. /**
  28064. * Defined the power exponent applied to fresnel term
  28065. */
  28066. power: number;
  28067. /**
  28068. * Clones the current fresnel and its valuues
  28069. * @returns a clone fresnel configuration
  28070. */
  28071. clone(): FresnelParameters;
  28072. /**
  28073. * Serializes the current fresnel parameters to a JSON representation.
  28074. * @return the JSON serialization
  28075. */
  28076. serialize(): any;
  28077. /**
  28078. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28079. * @param parsedFresnelParameters Define the JSON representation
  28080. * @returns the parsed parameters
  28081. */
  28082. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28083. }
  28084. }
  28085. declare module "babylonjs/Misc/decorators" {
  28086. import { Nullable } from "babylonjs/types";
  28087. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28088. import { Scene } from "babylonjs/scene";
  28089. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28090. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28091. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28092. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28093. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28094. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28095. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28096. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28097. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28098. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28099. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28100. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28101. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28102. /**
  28103. * Decorator used to define property that can be serialized as reference to a camera
  28104. * @param sourceName defines the name of the property to decorate
  28105. */
  28106. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28107. /**
  28108. * Class used to help serialization objects
  28109. */
  28110. export class SerializationHelper {
  28111. /** @hidden */
  28112. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28113. /** @hidden */
  28114. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28115. /** @hidden */
  28116. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28117. /** @hidden */
  28118. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28119. /**
  28120. * Appends the serialized animations from the source animations
  28121. * @param source Source containing the animations
  28122. * @param destination Target to store the animations
  28123. */
  28124. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28125. /**
  28126. * Static function used to serialized a specific entity
  28127. * @param entity defines the entity to serialize
  28128. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28129. * @returns a JSON compatible object representing the serialization of the entity
  28130. */
  28131. static Serialize<T>(entity: T, serializationObject?: any): any;
  28132. /**
  28133. * Creates a new entity from a serialization data object
  28134. * @param creationFunction defines a function used to instanciated the new entity
  28135. * @param source defines the source serialization data
  28136. * @param scene defines the hosting scene
  28137. * @param rootUrl defines the root url for resources
  28138. * @returns a new entity
  28139. */
  28140. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28141. /**
  28142. * Clones an object
  28143. * @param creationFunction defines the function used to instanciate the new object
  28144. * @param source defines the source object
  28145. * @returns the cloned object
  28146. */
  28147. static Clone<T>(creationFunction: () => T, source: T): T;
  28148. /**
  28149. * Instanciates a new object based on a source one (some data will be shared between both object)
  28150. * @param creationFunction defines the function used to instanciate the new object
  28151. * @param source defines the source object
  28152. * @returns the new object
  28153. */
  28154. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28155. }
  28156. }
  28157. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28158. import { Nullable } from "babylonjs/types";
  28159. /**
  28160. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28161. */
  28162. export interface CubeMapInfo {
  28163. /**
  28164. * The pixel array for the front face.
  28165. * This is stored in format, left to right, up to down format.
  28166. */
  28167. front: Nullable<ArrayBufferView>;
  28168. /**
  28169. * The pixel array for the back face.
  28170. * This is stored in format, left to right, up to down format.
  28171. */
  28172. back: Nullable<ArrayBufferView>;
  28173. /**
  28174. * The pixel array for the left face.
  28175. * This is stored in format, left to right, up to down format.
  28176. */
  28177. left: Nullable<ArrayBufferView>;
  28178. /**
  28179. * The pixel array for the right face.
  28180. * This is stored in format, left to right, up to down format.
  28181. */
  28182. right: Nullable<ArrayBufferView>;
  28183. /**
  28184. * The pixel array for the up face.
  28185. * This is stored in format, left to right, up to down format.
  28186. */
  28187. up: Nullable<ArrayBufferView>;
  28188. /**
  28189. * The pixel array for the down face.
  28190. * This is stored in format, left to right, up to down format.
  28191. */
  28192. down: Nullable<ArrayBufferView>;
  28193. /**
  28194. * The size of the cubemap stored.
  28195. *
  28196. * Each faces will be size * size pixels.
  28197. */
  28198. size: number;
  28199. /**
  28200. * The format of the texture.
  28201. *
  28202. * RGBA, RGB.
  28203. */
  28204. format: number;
  28205. /**
  28206. * The type of the texture data.
  28207. *
  28208. * UNSIGNED_INT, FLOAT.
  28209. */
  28210. type: number;
  28211. /**
  28212. * Specifies whether the texture is in gamma space.
  28213. */
  28214. gammaSpace: boolean;
  28215. }
  28216. /**
  28217. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28218. */
  28219. export class PanoramaToCubeMapTools {
  28220. private static FACE_FRONT;
  28221. private static FACE_BACK;
  28222. private static FACE_RIGHT;
  28223. private static FACE_LEFT;
  28224. private static FACE_DOWN;
  28225. private static FACE_UP;
  28226. /**
  28227. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28228. *
  28229. * @param float32Array The source data.
  28230. * @param inputWidth The width of the input panorama.
  28231. * @param inputHeight The height of the input panorama.
  28232. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28233. * @return The cubemap data
  28234. */
  28235. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28236. private static CreateCubemapTexture;
  28237. private static CalcProjectionSpherical;
  28238. }
  28239. }
  28240. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28241. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28242. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28243. import { Nullable } from "babylonjs/types";
  28244. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28245. /**
  28246. * Helper class dealing with the extraction of spherical polynomial dataArray
  28247. * from a cube map.
  28248. */
  28249. export class CubeMapToSphericalPolynomialTools {
  28250. private static FileFaces;
  28251. /**
  28252. * Converts a texture to the according Spherical Polynomial data.
  28253. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28254. *
  28255. * @param texture The texture to extract the information from.
  28256. * @return The Spherical Polynomial data.
  28257. */
  28258. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28259. /**
  28260. * Converts a cubemap to the according Spherical Polynomial data.
  28261. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28262. *
  28263. * @param cubeInfo The Cube map to extract the information from.
  28264. * @return The Spherical Polynomial data.
  28265. */
  28266. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28267. }
  28268. }
  28269. declare module "babylonjs/Misc/guid" {
  28270. /**
  28271. * Class used to manipulate GUIDs
  28272. */
  28273. export class GUID {
  28274. /**
  28275. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28276. * Be aware Math.random() could cause collisions, but:
  28277. * "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"
  28278. * @returns a pseudo random id
  28279. */
  28280. static RandomId(): string;
  28281. }
  28282. }
  28283. declare module "babylonjs/Materials/Textures/baseTexture" {
  28284. import { Observable } from "babylonjs/Misc/observable";
  28285. import { Nullable } from "babylonjs/types";
  28286. import { Scene } from "babylonjs/scene";
  28287. import { Matrix } from "babylonjs/Maths/math.vector";
  28288. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28289. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28290. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28291. import { ISize } from "babylonjs/Maths/math.size";
  28292. /**
  28293. * Base class of all the textures in babylon.
  28294. * It groups all the common properties the materials, post process, lights... might need
  28295. * in order to make a correct use of the texture.
  28296. */
  28297. export class BaseTexture implements IAnimatable {
  28298. /**
  28299. * Default anisotropic filtering level for the application.
  28300. * It is set to 4 as a good tradeoff between perf and quality.
  28301. */
  28302. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28303. /**
  28304. * Gets or sets the unique id of the texture
  28305. */
  28306. uniqueId: number;
  28307. /**
  28308. * Define the name of the texture.
  28309. */
  28310. name: string;
  28311. /**
  28312. * Gets or sets an object used to store user defined information.
  28313. */
  28314. metadata: any;
  28315. /**
  28316. * For internal use only. Please do not use.
  28317. */
  28318. reservedDataStore: any;
  28319. private _hasAlpha;
  28320. /**
  28321. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28322. */
  28323. hasAlpha: boolean;
  28324. /**
  28325. * Defines if the alpha value should be determined via the rgb values.
  28326. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28327. */
  28328. getAlphaFromRGB: boolean;
  28329. /**
  28330. * Intensity or strength of the texture.
  28331. * It is commonly used by materials to fine tune the intensity of the texture
  28332. */
  28333. level: number;
  28334. /**
  28335. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28336. * This is part of the texture as textures usually maps to one uv set.
  28337. */
  28338. coordinatesIndex: number;
  28339. private _coordinatesMode;
  28340. /**
  28341. * How a texture is mapped.
  28342. *
  28343. * | Value | Type | Description |
  28344. * | ----- | ----------------------------------- | ----------- |
  28345. * | 0 | EXPLICIT_MODE | |
  28346. * | 1 | SPHERICAL_MODE | |
  28347. * | 2 | PLANAR_MODE | |
  28348. * | 3 | CUBIC_MODE | |
  28349. * | 4 | PROJECTION_MODE | |
  28350. * | 5 | SKYBOX_MODE | |
  28351. * | 6 | INVCUBIC_MODE | |
  28352. * | 7 | EQUIRECTANGULAR_MODE | |
  28353. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28354. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28355. */
  28356. coordinatesMode: number;
  28357. /**
  28358. * | Value | Type | Description |
  28359. * | ----- | ------------------ | ----------- |
  28360. * | 0 | CLAMP_ADDRESSMODE | |
  28361. * | 1 | WRAP_ADDRESSMODE | |
  28362. * | 2 | MIRROR_ADDRESSMODE | |
  28363. */
  28364. wrapU: number;
  28365. /**
  28366. * | Value | Type | Description |
  28367. * | ----- | ------------------ | ----------- |
  28368. * | 0 | CLAMP_ADDRESSMODE | |
  28369. * | 1 | WRAP_ADDRESSMODE | |
  28370. * | 2 | MIRROR_ADDRESSMODE | |
  28371. */
  28372. wrapV: number;
  28373. /**
  28374. * | Value | Type | Description |
  28375. * | ----- | ------------------ | ----------- |
  28376. * | 0 | CLAMP_ADDRESSMODE | |
  28377. * | 1 | WRAP_ADDRESSMODE | |
  28378. * | 2 | MIRROR_ADDRESSMODE | |
  28379. */
  28380. wrapR: number;
  28381. /**
  28382. * With compliant hardware and browser (supporting anisotropic filtering)
  28383. * this defines the level of anisotropic filtering in the texture.
  28384. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28385. */
  28386. anisotropicFilteringLevel: number;
  28387. /**
  28388. * Define if the texture is a cube texture or if false a 2d texture.
  28389. */
  28390. isCube: boolean;
  28391. /**
  28392. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28393. */
  28394. is3D: boolean;
  28395. /**
  28396. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28397. * HDR texture are usually stored in linear space.
  28398. * This only impacts the PBR and Background materials
  28399. */
  28400. gammaSpace: boolean;
  28401. /**
  28402. * Gets whether or not the texture contains RGBD data.
  28403. */
  28404. readonly isRGBD: boolean;
  28405. /**
  28406. * Is Z inverted in the texture (useful in a cube texture).
  28407. */
  28408. invertZ: boolean;
  28409. /**
  28410. * Are mip maps generated for this texture or not.
  28411. */
  28412. readonly noMipmap: boolean;
  28413. /**
  28414. * @hidden
  28415. */
  28416. lodLevelInAlpha: boolean;
  28417. /**
  28418. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28419. */
  28420. lodGenerationOffset: number;
  28421. /**
  28422. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28423. */
  28424. lodGenerationScale: number;
  28425. /**
  28426. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28427. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28428. * average roughness values.
  28429. */
  28430. linearSpecularLOD: boolean;
  28431. /**
  28432. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28433. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28434. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28435. */
  28436. irradianceTexture: Nullable<BaseTexture>;
  28437. /**
  28438. * Define if the texture is a render target.
  28439. */
  28440. isRenderTarget: boolean;
  28441. /**
  28442. * Define the unique id of the texture in the scene.
  28443. */
  28444. readonly uid: string;
  28445. /**
  28446. * Return a string representation of the texture.
  28447. * @returns the texture as a string
  28448. */
  28449. toString(): string;
  28450. /**
  28451. * Get the class name of the texture.
  28452. * @returns "BaseTexture"
  28453. */
  28454. getClassName(): string;
  28455. /**
  28456. * Define the list of animation attached to the texture.
  28457. */
  28458. animations: import("babylonjs/Animations/animation").Animation[];
  28459. /**
  28460. * An event triggered when the texture is disposed.
  28461. */
  28462. onDisposeObservable: Observable<BaseTexture>;
  28463. private _onDisposeObserver;
  28464. /**
  28465. * Callback triggered when the texture has been disposed.
  28466. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28467. */
  28468. onDispose: () => void;
  28469. /**
  28470. * Define the current state of the loading sequence when in delayed load mode.
  28471. */
  28472. delayLoadState: number;
  28473. private _scene;
  28474. /** @hidden */
  28475. _texture: Nullable<InternalTexture>;
  28476. private _uid;
  28477. /**
  28478. * Define if the texture is preventinga material to render or not.
  28479. * If not and the texture is not ready, the engine will use a default black texture instead.
  28480. */
  28481. readonly isBlocking: boolean;
  28482. /**
  28483. * Instantiates a new BaseTexture.
  28484. * Base class of all the textures in babylon.
  28485. * It groups all the common properties the materials, post process, lights... might need
  28486. * in order to make a correct use of the texture.
  28487. * @param scene Define the scene the texture blongs to
  28488. */
  28489. constructor(scene: Nullable<Scene>);
  28490. /**
  28491. * Get the scene the texture belongs to.
  28492. * @returns the scene or null if undefined
  28493. */
  28494. getScene(): Nullable<Scene>;
  28495. /**
  28496. * Get the texture transform matrix used to offset tile the texture for istance.
  28497. * @returns the transformation matrix
  28498. */
  28499. getTextureMatrix(): Matrix;
  28500. /**
  28501. * Get the texture reflection matrix used to rotate/transform the reflection.
  28502. * @returns the reflection matrix
  28503. */
  28504. getReflectionTextureMatrix(): Matrix;
  28505. /**
  28506. * Get the underlying lower level texture from Babylon.
  28507. * @returns the insternal texture
  28508. */
  28509. getInternalTexture(): Nullable<InternalTexture>;
  28510. /**
  28511. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28512. * @returns true if ready or not blocking
  28513. */
  28514. isReadyOrNotBlocking(): boolean;
  28515. /**
  28516. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28517. * @returns true if fully ready
  28518. */
  28519. isReady(): boolean;
  28520. private _cachedSize;
  28521. /**
  28522. * Get the size of the texture.
  28523. * @returns the texture size.
  28524. */
  28525. getSize(): ISize;
  28526. /**
  28527. * Get the base size of the texture.
  28528. * It can be different from the size if the texture has been resized for POT for instance
  28529. * @returns the base size
  28530. */
  28531. getBaseSize(): ISize;
  28532. /**
  28533. * Update the sampling mode of the texture.
  28534. * Default is Trilinear mode.
  28535. *
  28536. * | Value | Type | Description |
  28537. * | ----- | ------------------ | ----------- |
  28538. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28539. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28540. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28541. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28542. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28543. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28544. * | 7 | NEAREST_LINEAR | |
  28545. * | 8 | NEAREST_NEAREST | |
  28546. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28547. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28548. * | 11 | LINEAR_LINEAR | |
  28549. * | 12 | LINEAR_NEAREST | |
  28550. *
  28551. * > _mag_: magnification filter (close to the viewer)
  28552. * > _min_: minification filter (far from the viewer)
  28553. * > _mip_: filter used between mip map levels
  28554. *@param samplingMode Define the new sampling mode of the texture
  28555. */
  28556. updateSamplingMode(samplingMode: number): void;
  28557. /**
  28558. * Scales the texture if is `canRescale()`
  28559. * @param ratio the resize factor we want to use to rescale
  28560. */
  28561. scale(ratio: number): void;
  28562. /**
  28563. * Get if the texture can rescale.
  28564. */
  28565. readonly canRescale: boolean;
  28566. /** @hidden */
  28567. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28568. /** @hidden */
  28569. _rebuild(): void;
  28570. /**
  28571. * Triggers the load sequence in delayed load mode.
  28572. */
  28573. delayLoad(): void;
  28574. /**
  28575. * Clones the texture.
  28576. * @returns the cloned texture
  28577. */
  28578. clone(): Nullable<BaseTexture>;
  28579. /**
  28580. * Get the texture underlying type (INT, FLOAT...)
  28581. */
  28582. readonly textureType: number;
  28583. /**
  28584. * Get the texture underlying format (RGB, RGBA...)
  28585. */
  28586. readonly textureFormat: number;
  28587. /**
  28588. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28589. * This will returns an RGBA array buffer containing either in values (0-255) or
  28590. * float values (0-1) depending of the underlying buffer type.
  28591. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28592. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28593. * @param buffer defines a user defined buffer to fill with data (can be null)
  28594. * @returns The Array buffer containing the pixels data.
  28595. */
  28596. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28597. /**
  28598. * Release and destroy the underlying lower level texture aka internalTexture.
  28599. */
  28600. releaseInternalTexture(): void;
  28601. /**
  28602. * Get the polynomial representation of the texture data.
  28603. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28604. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28605. */
  28606. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28607. /** @hidden */
  28608. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28609. /** @hidden */
  28610. readonly _lodTextureMid: Nullable<BaseTexture>;
  28611. /** @hidden */
  28612. readonly _lodTextureLow: Nullable<BaseTexture>;
  28613. /**
  28614. * Dispose the texture and release its associated resources.
  28615. */
  28616. dispose(): void;
  28617. /**
  28618. * Serialize the texture into a JSON representation that can be parsed later on.
  28619. * @returns the JSON representation of the texture
  28620. */
  28621. serialize(): any;
  28622. /**
  28623. * Helper function to be called back once a list of texture contains only ready textures.
  28624. * @param textures Define the list of textures to wait for
  28625. * @param callback Define the callback triggered once the entire list will be ready
  28626. */
  28627. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28628. }
  28629. }
  28630. declare module "babylonjs/Materials/Textures/internalTexture" {
  28631. import { Observable } from "babylonjs/Misc/observable";
  28632. import { Nullable, int } from "babylonjs/types";
  28633. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28634. import { Engine } from "babylonjs/Engines/engine";
  28635. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28636. /**
  28637. * Class used to store data associated with WebGL texture data for the engine
  28638. * This class should not be used directly
  28639. */
  28640. export class InternalTexture {
  28641. /** @hidden */
  28642. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28643. /**
  28644. * The source of the texture data is unknown
  28645. */
  28646. static DATASOURCE_UNKNOWN: number;
  28647. /**
  28648. * Texture data comes from an URL
  28649. */
  28650. static DATASOURCE_URL: number;
  28651. /**
  28652. * Texture data is only used for temporary storage
  28653. */
  28654. static DATASOURCE_TEMP: number;
  28655. /**
  28656. * Texture data comes from raw data (ArrayBuffer)
  28657. */
  28658. static DATASOURCE_RAW: number;
  28659. /**
  28660. * Texture content is dynamic (video or dynamic texture)
  28661. */
  28662. static DATASOURCE_DYNAMIC: number;
  28663. /**
  28664. * Texture content is generated by rendering to it
  28665. */
  28666. static DATASOURCE_RENDERTARGET: number;
  28667. /**
  28668. * Texture content is part of a multi render target process
  28669. */
  28670. static DATASOURCE_MULTIRENDERTARGET: number;
  28671. /**
  28672. * Texture data comes from a cube data file
  28673. */
  28674. static DATASOURCE_CUBE: number;
  28675. /**
  28676. * Texture data comes from a raw cube data
  28677. */
  28678. static DATASOURCE_CUBERAW: number;
  28679. /**
  28680. * Texture data come from a prefiltered cube data file
  28681. */
  28682. static DATASOURCE_CUBEPREFILTERED: number;
  28683. /**
  28684. * Texture content is raw 3D data
  28685. */
  28686. static DATASOURCE_RAW3D: number;
  28687. /**
  28688. * Texture content is a depth texture
  28689. */
  28690. static DATASOURCE_DEPTHTEXTURE: number;
  28691. /**
  28692. * Texture data comes from a raw cube data encoded with RGBD
  28693. */
  28694. static DATASOURCE_CUBERAW_RGBD: number;
  28695. /**
  28696. * Defines if the texture is ready
  28697. */
  28698. isReady: boolean;
  28699. /**
  28700. * Defines if the texture is a cube texture
  28701. */
  28702. isCube: boolean;
  28703. /**
  28704. * Defines if the texture contains 3D data
  28705. */
  28706. is3D: boolean;
  28707. /**
  28708. * Defines if the texture contains multiview data
  28709. */
  28710. isMultiview: boolean;
  28711. /**
  28712. * Gets the URL used to load this texture
  28713. */
  28714. url: string;
  28715. /**
  28716. * Gets the sampling mode of the texture
  28717. */
  28718. samplingMode: number;
  28719. /**
  28720. * Gets a boolean indicating if the texture needs mipmaps generation
  28721. */
  28722. generateMipMaps: boolean;
  28723. /**
  28724. * Gets the number of samples used by the texture (WebGL2+ only)
  28725. */
  28726. samples: number;
  28727. /**
  28728. * Gets the type of the texture (int, float...)
  28729. */
  28730. type: number;
  28731. /**
  28732. * Gets the format of the texture (RGB, RGBA...)
  28733. */
  28734. format: number;
  28735. /**
  28736. * Observable called when the texture is loaded
  28737. */
  28738. onLoadedObservable: Observable<InternalTexture>;
  28739. /**
  28740. * Gets the width of the texture
  28741. */
  28742. width: number;
  28743. /**
  28744. * Gets the height of the texture
  28745. */
  28746. height: number;
  28747. /**
  28748. * Gets the depth of the texture
  28749. */
  28750. depth: number;
  28751. /**
  28752. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28753. */
  28754. baseWidth: number;
  28755. /**
  28756. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28757. */
  28758. baseHeight: number;
  28759. /**
  28760. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28761. */
  28762. baseDepth: number;
  28763. /**
  28764. * Gets a boolean indicating if the texture is inverted on Y axis
  28765. */
  28766. invertY: boolean;
  28767. /** @hidden */
  28768. _invertVScale: boolean;
  28769. /** @hidden */
  28770. _associatedChannel: number;
  28771. /** @hidden */
  28772. _dataSource: number;
  28773. /** @hidden */
  28774. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28775. /** @hidden */
  28776. _bufferView: Nullable<ArrayBufferView>;
  28777. /** @hidden */
  28778. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28779. /** @hidden */
  28780. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28781. /** @hidden */
  28782. _size: number;
  28783. /** @hidden */
  28784. _extension: string;
  28785. /** @hidden */
  28786. _files: Nullable<string[]>;
  28787. /** @hidden */
  28788. _workingCanvas: Nullable<HTMLCanvasElement>;
  28789. /** @hidden */
  28790. _workingContext: Nullable<CanvasRenderingContext2D>;
  28791. /** @hidden */
  28792. _framebuffer: Nullable<WebGLFramebuffer>;
  28793. /** @hidden */
  28794. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28795. /** @hidden */
  28796. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28797. /** @hidden */
  28798. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28799. /** @hidden */
  28800. _attachments: Nullable<number[]>;
  28801. /** @hidden */
  28802. _cachedCoordinatesMode: Nullable<number>;
  28803. /** @hidden */
  28804. _cachedWrapU: Nullable<number>;
  28805. /** @hidden */
  28806. _cachedWrapV: Nullable<number>;
  28807. /** @hidden */
  28808. _cachedWrapR: Nullable<number>;
  28809. /** @hidden */
  28810. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28811. /** @hidden */
  28812. _isDisabled: boolean;
  28813. /** @hidden */
  28814. _compression: Nullable<string>;
  28815. /** @hidden */
  28816. _generateStencilBuffer: boolean;
  28817. /** @hidden */
  28818. _generateDepthBuffer: boolean;
  28819. /** @hidden */
  28820. _comparisonFunction: number;
  28821. /** @hidden */
  28822. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28823. /** @hidden */
  28824. _lodGenerationScale: number;
  28825. /** @hidden */
  28826. _lodGenerationOffset: number;
  28827. /** @hidden */
  28828. _colorTextureArray: Nullable<WebGLTexture>;
  28829. /** @hidden */
  28830. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28831. /** @hidden */
  28832. _lodTextureHigh: Nullable<BaseTexture>;
  28833. /** @hidden */
  28834. _lodTextureMid: Nullable<BaseTexture>;
  28835. /** @hidden */
  28836. _lodTextureLow: Nullable<BaseTexture>;
  28837. /** @hidden */
  28838. _isRGBD: boolean;
  28839. /** @hidden */
  28840. _linearSpecularLOD: boolean;
  28841. /** @hidden */
  28842. _irradianceTexture: Nullable<BaseTexture>;
  28843. /** @hidden */
  28844. _webGLTexture: Nullable<WebGLTexture>;
  28845. /** @hidden */
  28846. _references: number;
  28847. private _engine;
  28848. /**
  28849. * Gets the Engine the texture belongs to.
  28850. * @returns The babylon engine
  28851. */
  28852. getEngine(): Engine;
  28853. /**
  28854. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28855. */
  28856. readonly dataSource: number;
  28857. /**
  28858. * Creates a new InternalTexture
  28859. * @param engine defines the engine to use
  28860. * @param dataSource defines the type of data that will be used
  28861. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28862. */
  28863. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28864. /**
  28865. * Increments the number of references (ie. the number of Texture that point to it)
  28866. */
  28867. incrementReferences(): void;
  28868. /**
  28869. * Change the size of the texture (not the size of the content)
  28870. * @param width defines the new width
  28871. * @param height defines the new height
  28872. * @param depth defines the new depth (1 by default)
  28873. */
  28874. updateSize(width: int, height: int, depth?: int): void;
  28875. /** @hidden */
  28876. _rebuild(): void;
  28877. /** @hidden */
  28878. _swapAndDie(target: InternalTexture): void;
  28879. /**
  28880. * Dispose the current allocated resources
  28881. */
  28882. dispose(): void;
  28883. }
  28884. }
  28885. declare module "babylonjs/Materials/effect" {
  28886. import { Observable } from "babylonjs/Misc/observable";
  28887. import { Nullable } from "babylonjs/types";
  28888. import { IDisposable } from "babylonjs/scene";
  28889. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28890. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28891. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28892. import { Engine } from "babylonjs/Engines/engine";
  28893. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28894. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28895. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28896. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28898. /**
  28899. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28900. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28901. */
  28902. export class EffectFallbacks {
  28903. private _defines;
  28904. private _currentRank;
  28905. private _maxRank;
  28906. private _mesh;
  28907. /**
  28908. * Removes the fallback from the bound mesh.
  28909. */
  28910. unBindMesh(): void;
  28911. /**
  28912. * Adds a fallback on the specified property.
  28913. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28914. * @param define The name of the define in the shader
  28915. */
  28916. addFallback(rank: number, define: string): void;
  28917. /**
  28918. * Sets the mesh to use CPU skinning when needing to fallback.
  28919. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28920. * @param mesh The mesh to use the fallbacks.
  28921. */
  28922. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28923. /**
  28924. * Checks to see if more fallbacks are still availible.
  28925. */
  28926. readonly isMoreFallbacks: boolean;
  28927. /**
  28928. * Removes the defines that should be removed when falling back.
  28929. * @param currentDefines defines the current define statements for the shader.
  28930. * @param effect defines the current effect we try to compile
  28931. * @returns The resulting defines with defines of the current rank removed.
  28932. */
  28933. reduce(currentDefines: string, effect: Effect): string;
  28934. }
  28935. /**
  28936. * Options to be used when creating an effect.
  28937. */
  28938. export class EffectCreationOptions {
  28939. /**
  28940. * Atrributes that will be used in the shader.
  28941. */
  28942. attributes: string[];
  28943. /**
  28944. * Uniform varible names that will be set in the shader.
  28945. */
  28946. uniformsNames: string[];
  28947. /**
  28948. * Uniform buffer varible names that will be set in the shader.
  28949. */
  28950. uniformBuffersNames: string[];
  28951. /**
  28952. * Sampler texture variable names that will be set in the shader.
  28953. */
  28954. samplers: string[];
  28955. /**
  28956. * Define statements that will be set in the shader.
  28957. */
  28958. defines: any;
  28959. /**
  28960. * Possible fallbacks for this effect to improve performance when needed.
  28961. */
  28962. fallbacks: Nullable<EffectFallbacks>;
  28963. /**
  28964. * Callback that will be called when the shader is compiled.
  28965. */
  28966. onCompiled: Nullable<(effect: Effect) => void>;
  28967. /**
  28968. * Callback that will be called if an error occurs during shader compilation.
  28969. */
  28970. onError: Nullable<(effect: Effect, errors: string) => void>;
  28971. /**
  28972. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28973. */
  28974. indexParameters: any;
  28975. /**
  28976. * Max number of lights that can be used in the shader.
  28977. */
  28978. maxSimultaneousLights: number;
  28979. /**
  28980. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28981. */
  28982. transformFeedbackVaryings: Nullable<string[]>;
  28983. }
  28984. /**
  28985. * Effect containing vertex and fragment shader that can be executed on an object.
  28986. */
  28987. export class Effect implements IDisposable {
  28988. /**
  28989. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28990. */
  28991. static ShadersRepository: string;
  28992. /**
  28993. * Name of the effect.
  28994. */
  28995. name: any;
  28996. /**
  28997. * String container all the define statements that should be set on the shader.
  28998. */
  28999. defines: string;
  29000. /**
  29001. * Callback that will be called when the shader is compiled.
  29002. */
  29003. onCompiled: Nullable<(effect: Effect) => void>;
  29004. /**
  29005. * Callback that will be called if an error occurs during shader compilation.
  29006. */
  29007. onError: Nullable<(effect: Effect, errors: string) => void>;
  29008. /**
  29009. * Callback that will be called when effect is bound.
  29010. */
  29011. onBind: Nullable<(effect: Effect) => void>;
  29012. /**
  29013. * Unique ID of the effect.
  29014. */
  29015. uniqueId: number;
  29016. /**
  29017. * Observable that will be called when the shader is compiled.
  29018. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29019. */
  29020. onCompileObservable: Observable<Effect>;
  29021. /**
  29022. * Observable that will be called if an error occurs during shader compilation.
  29023. */
  29024. onErrorObservable: Observable<Effect>;
  29025. /** @hidden */
  29026. _onBindObservable: Nullable<Observable<Effect>>;
  29027. /**
  29028. * Observable that will be called when effect is bound.
  29029. */
  29030. readonly onBindObservable: Observable<Effect>;
  29031. /** @hidden */
  29032. _bonesComputationForcedToCPU: boolean;
  29033. private static _uniqueIdSeed;
  29034. private _engine;
  29035. private _uniformBuffersNames;
  29036. private _uniformsNames;
  29037. private _samplerList;
  29038. private _samplers;
  29039. private _isReady;
  29040. private _compilationError;
  29041. private _attributesNames;
  29042. private _attributes;
  29043. private _uniforms;
  29044. /**
  29045. * Key for the effect.
  29046. * @hidden
  29047. */
  29048. _key: string;
  29049. private _indexParameters;
  29050. private _fallbacks;
  29051. private _vertexSourceCode;
  29052. private _fragmentSourceCode;
  29053. private _vertexSourceCodeOverride;
  29054. private _fragmentSourceCodeOverride;
  29055. private _transformFeedbackVaryings;
  29056. /**
  29057. * Compiled shader to webGL program.
  29058. * @hidden
  29059. */
  29060. _pipelineContext: Nullable<IPipelineContext>;
  29061. private _valueCache;
  29062. private static _baseCache;
  29063. /**
  29064. * Instantiates an effect.
  29065. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29066. * @param baseName Name of the effect.
  29067. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29068. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29069. * @param samplers List of sampler variables that will be passed to the shader.
  29070. * @param engine Engine to be used to render the effect
  29071. * @param defines Define statements to be added to the shader.
  29072. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29073. * @param onCompiled Callback that will be called when the shader is compiled.
  29074. * @param onError Callback that will be called if an error occurs during shader compilation.
  29075. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29076. */
  29077. 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);
  29078. private _useFinalCode;
  29079. /**
  29080. * Unique key for this effect
  29081. */
  29082. readonly key: string;
  29083. /**
  29084. * If the effect has been compiled and prepared.
  29085. * @returns if the effect is compiled and prepared.
  29086. */
  29087. isReady(): boolean;
  29088. /**
  29089. * The engine the effect was initialized with.
  29090. * @returns the engine.
  29091. */
  29092. getEngine(): Engine;
  29093. /**
  29094. * The pipeline context for this effect
  29095. * @returns the associated pipeline context
  29096. */
  29097. getPipelineContext(): Nullable<IPipelineContext>;
  29098. /**
  29099. * The set of names of attribute variables for the shader.
  29100. * @returns An array of attribute names.
  29101. */
  29102. getAttributesNames(): string[];
  29103. /**
  29104. * Returns the attribute at the given index.
  29105. * @param index The index of the attribute.
  29106. * @returns The location of the attribute.
  29107. */
  29108. getAttributeLocation(index: number): number;
  29109. /**
  29110. * Returns the attribute based on the name of the variable.
  29111. * @param name of the attribute to look up.
  29112. * @returns the attribute location.
  29113. */
  29114. getAttributeLocationByName(name: string): number;
  29115. /**
  29116. * The number of attributes.
  29117. * @returns the numnber of attributes.
  29118. */
  29119. getAttributesCount(): number;
  29120. /**
  29121. * Gets the index of a uniform variable.
  29122. * @param uniformName of the uniform to look up.
  29123. * @returns the index.
  29124. */
  29125. getUniformIndex(uniformName: string): number;
  29126. /**
  29127. * Returns the attribute based on the name of the variable.
  29128. * @param uniformName of the uniform to look up.
  29129. * @returns the location of the uniform.
  29130. */
  29131. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29132. /**
  29133. * Returns an array of sampler variable names
  29134. * @returns The array of sampler variable neames.
  29135. */
  29136. getSamplers(): string[];
  29137. /**
  29138. * The error from the last compilation.
  29139. * @returns the error string.
  29140. */
  29141. getCompilationError(): string;
  29142. /**
  29143. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29144. * @param func The callback to be used.
  29145. */
  29146. executeWhenCompiled(func: (effect: Effect) => void): void;
  29147. private _checkIsReady;
  29148. /** @hidden */
  29149. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29150. /** @hidden */
  29151. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29152. /** @hidden */
  29153. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29154. /**
  29155. * Recompiles the webGL program
  29156. * @param vertexSourceCode The source code for the vertex shader.
  29157. * @param fragmentSourceCode The source code for the fragment shader.
  29158. * @param onCompiled Callback called when completed.
  29159. * @param onError Callback called on error.
  29160. * @hidden
  29161. */
  29162. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29163. /**
  29164. * Prepares the effect
  29165. * @hidden
  29166. */
  29167. _prepareEffect(): void;
  29168. /**
  29169. * Checks if the effect is supported. (Must be called after compilation)
  29170. */
  29171. readonly isSupported: boolean;
  29172. /**
  29173. * Binds a texture to the engine to be used as output of the shader.
  29174. * @param channel Name of the output variable.
  29175. * @param texture Texture to bind.
  29176. * @hidden
  29177. */
  29178. _bindTexture(channel: string, texture: InternalTexture): void;
  29179. /**
  29180. * Sets a texture on the engine to be used in the shader.
  29181. * @param channel Name of the sampler variable.
  29182. * @param texture Texture to set.
  29183. */
  29184. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29185. /**
  29186. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29187. * @param channel Name of the sampler variable.
  29188. * @param texture Texture to set.
  29189. */
  29190. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29191. /**
  29192. * Sets an array of textures on the engine to be used in the shader.
  29193. * @param channel Name of the variable.
  29194. * @param textures Textures to set.
  29195. */
  29196. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29197. /**
  29198. * 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)
  29199. * @param channel Name of the sampler variable.
  29200. * @param postProcess Post process to get the input texture from.
  29201. */
  29202. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29203. /**
  29204. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29205. * 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)
  29206. * @param channel Name of the sampler variable.
  29207. * @param postProcess Post process to get the output texture from.
  29208. */
  29209. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29210. /** @hidden */
  29211. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29212. /** @hidden */
  29213. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29214. /** @hidden */
  29215. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29216. /** @hidden */
  29217. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29218. /**
  29219. * Binds a buffer to a uniform.
  29220. * @param buffer Buffer to bind.
  29221. * @param name Name of the uniform variable to bind to.
  29222. */
  29223. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29224. /**
  29225. * Binds block to a uniform.
  29226. * @param blockName Name of the block to bind.
  29227. * @param index Index to bind.
  29228. */
  29229. bindUniformBlock(blockName: string, index: number): void;
  29230. /**
  29231. * Sets an interger value on a uniform variable.
  29232. * @param uniformName Name of the variable.
  29233. * @param value Value to be set.
  29234. * @returns this effect.
  29235. */
  29236. setInt(uniformName: string, value: number): Effect;
  29237. /**
  29238. * Sets an int array on a uniform variable.
  29239. * @param uniformName Name of the variable.
  29240. * @param array array to be set.
  29241. * @returns this effect.
  29242. */
  29243. setIntArray(uniformName: string, array: Int32Array): Effect;
  29244. /**
  29245. * 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)
  29246. * @param uniformName Name of the variable.
  29247. * @param array array to be set.
  29248. * @returns this effect.
  29249. */
  29250. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29251. /**
  29252. * 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)
  29253. * @param uniformName Name of the variable.
  29254. * @param array array to be set.
  29255. * @returns this effect.
  29256. */
  29257. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29258. /**
  29259. * 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)
  29260. * @param uniformName Name of the variable.
  29261. * @param array array to be set.
  29262. * @returns this effect.
  29263. */
  29264. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29265. /**
  29266. * Sets an float array on a uniform variable.
  29267. * @param uniformName Name of the variable.
  29268. * @param array array to be set.
  29269. * @returns this effect.
  29270. */
  29271. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29272. /**
  29273. * 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)
  29274. * @param uniformName Name of the variable.
  29275. * @param array array to be set.
  29276. * @returns this effect.
  29277. */
  29278. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29279. /**
  29280. * 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)
  29281. * @param uniformName Name of the variable.
  29282. * @param array array to be set.
  29283. * @returns this effect.
  29284. */
  29285. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29286. /**
  29287. * 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)
  29288. * @param uniformName Name of the variable.
  29289. * @param array array to be set.
  29290. * @returns this effect.
  29291. */
  29292. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29293. /**
  29294. * Sets an array on a uniform variable.
  29295. * @param uniformName Name of the variable.
  29296. * @param array array to be set.
  29297. * @returns this effect.
  29298. */
  29299. setArray(uniformName: string, array: number[]): Effect;
  29300. /**
  29301. * 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)
  29302. * @param uniformName Name of the variable.
  29303. * @param array array to be set.
  29304. * @returns this effect.
  29305. */
  29306. setArray2(uniformName: string, array: number[]): Effect;
  29307. /**
  29308. * 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)
  29309. * @param uniformName Name of the variable.
  29310. * @param array array to be set.
  29311. * @returns this effect.
  29312. */
  29313. setArray3(uniformName: string, array: number[]): Effect;
  29314. /**
  29315. * 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)
  29316. * @param uniformName Name of the variable.
  29317. * @param array array to be set.
  29318. * @returns this effect.
  29319. */
  29320. setArray4(uniformName: string, array: number[]): Effect;
  29321. /**
  29322. * Sets matrices on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param matrices matrices to be set.
  29325. * @returns this effect.
  29326. */
  29327. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29328. /**
  29329. * Sets matrix on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param matrix matrix to be set.
  29332. * @returns this effect.
  29333. */
  29334. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29335. /**
  29336. * 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)
  29337. * @param uniformName Name of the variable.
  29338. * @param matrix matrix to be set.
  29339. * @returns this effect.
  29340. */
  29341. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29342. /**
  29343. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29344. * @param uniformName Name of the variable.
  29345. * @param matrix matrix to be set.
  29346. * @returns this effect.
  29347. */
  29348. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29349. /**
  29350. * Sets a float on a uniform variable.
  29351. * @param uniformName Name of the variable.
  29352. * @param value value to be set.
  29353. * @returns this effect.
  29354. */
  29355. setFloat(uniformName: string, value: number): Effect;
  29356. /**
  29357. * Sets a boolean on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param bool value to be set.
  29360. * @returns this effect.
  29361. */
  29362. setBool(uniformName: string, bool: boolean): Effect;
  29363. /**
  29364. * Sets a Vector2 on a uniform variable.
  29365. * @param uniformName Name of the variable.
  29366. * @param vector2 vector2 to be set.
  29367. * @returns this effect.
  29368. */
  29369. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29370. /**
  29371. * Sets a float2 on a uniform variable.
  29372. * @param uniformName Name of the variable.
  29373. * @param x First float in float2.
  29374. * @param y Second float in float2.
  29375. * @returns this effect.
  29376. */
  29377. setFloat2(uniformName: string, x: number, y: number): Effect;
  29378. /**
  29379. * Sets a Vector3 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param vector3 Value to be set.
  29382. * @returns this effect.
  29383. */
  29384. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29385. /**
  29386. * Sets a float3 on a uniform variable.
  29387. * @param uniformName Name of the variable.
  29388. * @param x First float in float3.
  29389. * @param y Second float in float3.
  29390. * @param z Third float in float3.
  29391. * @returns this effect.
  29392. */
  29393. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29394. /**
  29395. * Sets a Vector4 on a uniform variable.
  29396. * @param uniformName Name of the variable.
  29397. * @param vector4 Value to be set.
  29398. * @returns this effect.
  29399. */
  29400. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29401. /**
  29402. * Sets a float4 on a uniform variable.
  29403. * @param uniformName Name of the variable.
  29404. * @param x First float in float4.
  29405. * @param y Second float in float4.
  29406. * @param z Third float in float4.
  29407. * @param w Fourth float in float4.
  29408. * @returns this effect.
  29409. */
  29410. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29411. /**
  29412. * Sets a Color3 on a uniform variable.
  29413. * @param uniformName Name of the variable.
  29414. * @param color3 Value to be set.
  29415. * @returns this effect.
  29416. */
  29417. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29418. /**
  29419. * Sets a Color4 on a uniform variable.
  29420. * @param uniformName Name of the variable.
  29421. * @param color3 Value to be set.
  29422. * @param alpha Alpha value to be set.
  29423. * @returns this effect.
  29424. */
  29425. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29426. /**
  29427. * Sets a Color4 on a uniform variable
  29428. * @param uniformName defines the name of the variable
  29429. * @param color4 defines the value to be set
  29430. * @returns this effect.
  29431. */
  29432. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29433. /** Release all associated resources */
  29434. dispose(): void;
  29435. /**
  29436. * This function will add a new shader to the shader store
  29437. * @param name the name of the shader
  29438. * @param pixelShader optional pixel shader content
  29439. * @param vertexShader optional vertex shader content
  29440. */
  29441. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29442. /**
  29443. * Store of each shader (The can be looked up using effect.key)
  29444. */
  29445. static ShadersStore: {
  29446. [key: string]: string;
  29447. };
  29448. /**
  29449. * Store of each included file for a shader (The can be looked up using effect.key)
  29450. */
  29451. static IncludesShadersStore: {
  29452. [key: string]: string;
  29453. };
  29454. /**
  29455. * Resets the cache of effects.
  29456. */
  29457. static ResetCache(): void;
  29458. }
  29459. }
  29460. declare module "babylonjs/Materials/uniformBuffer" {
  29461. import { Nullable, FloatArray } from "babylonjs/types";
  29462. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29463. import { Engine } from "babylonjs/Engines/engine";
  29464. import { Effect } from "babylonjs/Materials/effect";
  29465. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29466. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29467. import { Color3 } from "babylonjs/Maths/math.color";
  29468. /**
  29469. * Uniform buffer objects.
  29470. *
  29471. * Handles blocks of uniform on the GPU.
  29472. *
  29473. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29474. *
  29475. * For more information, please refer to :
  29476. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29477. */
  29478. export class UniformBuffer {
  29479. private _engine;
  29480. private _buffer;
  29481. private _data;
  29482. private _bufferData;
  29483. private _dynamic?;
  29484. private _uniformLocations;
  29485. private _uniformSizes;
  29486. private _uniformLocationPointer;
  29487. private _needSync;
  29488. private _noUBO;
  29489. private _currentEffect;
  29490. private static _MAX_UNIFORM_SIZE;
  29491. private static _tempBuffer;
  29492. /**
  29493. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29494. * This is dynamic to allow compat with webgl 1 and 2.
  29495. * You will need to pass the name of the uniform as well as the value.
  29496. */
  29497. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29498. /**
  29499. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29500. * This is dynamic to allow compat with webgl 1 and 2.
  29501. * You will need to pass the name of the uniform as well as the value.
  29502. */
  29503. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29504. /**
  29505. * Lambda to Update a single float in a uniform buffer.
  29506. * This is dynamic to allow compat with webgl 1 and 2.
  29507. * You will need to pass the name of the uniform as well as the value.
  29508. */
  29509. updateFloat: (name: string, x: number) => void;
  29510. /**
  29511. * Lambda to Update a vec2 of float in a uniform buffer.
  29512. * This is dynamic to allow compat with webgl 1 and 2.
  29513. * You will need to pass the name of the uniform as well as the value.
  29514. */
  29515. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29516. /**
  29517. * Lambda to Update a vec3 of float in a uniform buffer.
  29518. * This is dynamic to allow compat with webgl 1 and 2.
  29519. * You will need to pass the name of the uniform as well as the value.
  29520. */
  29521. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29522. /**
  29523. * Lambda to Update a vec4 of float in a uniform buffer.
  29524. * This is dynamic to allow compat with webgl 1 and 2.
  29525. * You will need to pass the name of the uniform as well as the value.
  29526. */
  29527. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29528. /**
  29529. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29530. * This is dynamic to allow compat with webgl 1 and 2.
  29531. * You will need to pass the name of the uniform as well as the value.
  29532. */
  29533. updateMatrix: (name: string, mat: Matrix) => void;
  29534. /**
  29535. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29536. * This is dynamic to allow compat with webgl 1 and 2.
  29537. * You will need to pass the name of the uniform as well as the value.
  29538. */
  29539. updateVector3: (name: string, vector: Vector3) => void;
  29540. /**
  29541. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29542. * This is dynamic to allow compat with webgl 1 and 2.
  29543. * You will need to pass the name of the uniform as well as the value.
  29544. */
  29545. updateVector4: (name: string, vector: Vector4) => void;
  29546. /**
  29547. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29548. * This is dynamic to allow compat with webgl 1 and 2.
  29549. * You will need to pass the name of the uniform as well as the value.
  29550. */
  29551. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29552. /**
  29553. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29554. * This is dynamic to allow compat with webgl 1 and 2.
  29555. * You will need to pass the name of the uniform as well as the value.
  29556. */
  29557. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29558. /**
  29559. * Instantiates a new Uniform buffer objects.
  29560. *
  29561. * Handles blocks of uniform on the GPU.
  29562. *
  29563. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29564. *
  29565. * For more information, please refer to :
  29566. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29567. * @param engine Define the engine the buffer is associated with
  29568. * @param data Define the data contained in the buffer
  29569. * @param dynamic Define if the buffer is updatable
  29570. */
  29571. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29572. /**
  29573. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29574. * or just falling back on setUniformXXX calls.
  29575. */
  29576. readonly useUbo: boolean;
  29577. /**
  29578. * Indicates if the WebGL underlying uniform buffer is in sync
  29579. * with the javascript cache data.
  29580. */
  29581. readonly isSync: boolean;
  29582. /**
  29583. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29584. * Also, a dynamic UniformBuffer will disable cache verification and always
  29585. * update the underlying WebGL uniform buffer to the GPU.
  29586. * @returns if Dynamic, otherwise false
  29587. */
  29588. isDynamic(): boolean;
  29589. /**
  29590. * The data cache on JS side.
  29591. * @returns the underlying data as a float array
  29592. */
  29593. getData(): Float32Array;
  29594. /**
  29595. * The underlying WebGL Uniform buffer.
  29596. * @returns the webgl buffer
  29597. */
  29598. getBuffer(): Nullable<DataBuffer>;
  29599. /**
  29600. * std140 layout specifies how to align data within an UBO structure.
  29601. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29602. * for specs.
  29603. */
  29604. private _fillAlignment;
  29605. /**
  29606. * Adds an uniform in the buffer.
  29607. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29608. * for the layout to be correct !
  29609. * @param name Name of the uniform, as used in the uniform block in the shader.
  29610. * @param size Data size, or data directly.
  29611. */
  29612. addUniform(name: string, size: number | number[]): void;
  29613. /**
  29614. * Adds a Matrix 4x4 to the uniform buffer.
  29615. * @param name Name of the uniform, as used in the uniform block in the shader.
  29616. * @param mat A 4x4 matrix.
  29617. */
  29618. addMatrix(name: string, mat: Matrix): void;
  29619. /**
  29620. * Adds a vec2 to the uniform buffer.
  29621. * @param name Name of the uniform, as used in the uniform block in the shader.
  29622. * @param x Define the x component value of the vec2
  29623. * @param y Define the y component value of the vec2
  29624. */
  29625. addFloat2(name: string, x: number, y: number): void;
  29626. /**
  29627. * Adds a vec3 to the uniform buffer.
  29628. * @param name Name of the uniform, as used in the uniform block in the shader.
  29629. * @param x Define the x component value of the vec3
  29630. * @param y Define the y component value of the vec3
  29631. * @param z Define the z component value of the vec3
  29632. */
  29633. addFloat3(name: string, x: number, y: number, z: number): void;
  29634. /**
  29635. * Adds a vec3 to the uniform buffer.
  29636. * @param name Name of the uniform, as used in the uniform block in the shader.
  29637. * @param color Define the vec3 from a Color
  29638. */
  29639. addColor3(name: string, color: Color3): void;
  29640. /**
  29641. * Adds a vec4 to the uniform buffer.
  29642. * @param name Name of the uniform, as used in the uniform block in the shader.
  29643. * @param color Define the rgb components from a Color
  29644. * @param alpha Define the a component of the vec4
  29645. */
  29646. addColor4(name: string, color: Color3, alpha: number): void;
  29647. /**
  29648. * Adds a vec3 to the uniform buffer.
  29649. * @param name Name of the uniform, as used in the uniform block in the shader.
  29650. * @param vector Define the vec3 components from a Vector
  29651. */
  29652. addVector3(name: string, vector: Vector3): void;
  29653. /**
  29654. * Adds a Matrix 3x3 to the uniform buffer.
  29655. * @param name Name of the uniform, as used in the uniform block in the shader.
  29656. */
  29657. addMatrix3x3(name: string): void;
  29658. /**
  29659. * Adds a Matrix 2x2 to the uniform buffer.
  29660. * @param name Name of the uniform, as used in the uniform block in the shader.
  29661. */
  29662. addMatrix2x2(name: string): void;
  29663. /**
  29664. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29665. */
  29666. create(): void;
  29667. /** @hidden */
  29668. _rebuild(): void;
  29669. /**
  29670. * Updates the WebGL Uniform Buffer on the GPU.
  29671. * If the `dynamic` flag is set to true, no cache comparison is done.
  29672. * Otherwise, the buffer will be updated only if the cache differs.
  29673. */
  29674. update(): void;
  29675. /**
  29676. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29677. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29678. * @param data Define the flattened data
  29679. * @param size Define the size of the data.
  29680. */
  29681. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29682. private _updateMatrix3x3ForUniform;
  29683. private _updateMatrix3x3ForEffect;
  29684. private _updateMatrix2x2ForEffect;
  29685. private _updateMatrix2x2ForUniform;
  29686. private _updateFloatForEffect;
  29687. private _updateFloatForUniform;
  29688. private _updateFloat2ForEffect;
  29689. private _updateFloat2ForUniform;
  29690. private _updateFloat3ForEffect;
  29691. private _updateFloat3ForUniform;
  29692. private _updateFloat4ForEffect;
  29693. private _updateFloat4ForUniform;
  29694. private _updateMatrixForEffect;
  29695. private _updateMatrixForUniform;
  29696. private _updateVector3ForEffect;
  29697. private _updateVector3ForUniform;
  29698. private _updateVector4ForEffect;
  29699. private _updateVector4ForUniform;
  29700. private _updateColor3ForEffect;
  29701. private _updateColor3ForUniform;
  29702. private _updateColor4ForEffect;
  29703. private _updateColor4ForUniform;
  29704. /**
  29705. * Sets a sampler uniform on the effect.
  29706. * @param name Define the name of the sampler.
  29707. * @param texture Define the texture to set in the sampler
  29708. */
  29709. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29710. /**
  29711. * Directly updates the value of the uniform in the cache AND on the GPU.
  29712. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29713. * @param data Define the flattened data
  29714. */
  29715. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29716. /**
  29717. * Binds this uniform buffer to an effect.
  29718. * @param effect Define the effect to bind the buffer to
  29719. * @param name Name of the uniform block in the shader.
  29720. */
  29721. bindToEffect(effect: Effect, name: string): void;
  29722. /**
  29723. * Disposes the uniform buffer.
  29724. */
  29725. dispose(): void;
  29726. }
  29727. }
  29728. declare module "babylonjs/Audio/analyser" {
  29729. import { Scene } from "babylonjs/scene";
  29730. /**
  29731. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29733. */
  29734. export class Analyser {
  29735. /**
  29736. * Gets or sets the smoothing
  29737. * @ignorenaming
  29738. */
  29739. SMOOTHING: number;
  29740. /**
  29741. * Gets or sets the FFT table size
  29742. * @ignorenaming
  29743. */
  29744. FFT_SIZE: number;
  29745. /**
  29746. * Gets or sets the bar graph amplitude
  29747. * @ignorenaming
  29748. */
  29749. BARGRAPHAMPLITUDE: number;
  29750. /**
  29751. * Gets or sets the position of the debug canvas
  29752. * @ignorenaming
  29753. */
  29754. DEBUGCANVASPOS: {
  29755. x: number;
  29756. y: number;
  29757. };
  29758. /**
  29759. * Gets or sets the debug canvas size
  29760. * @ignorenaming
  29761. */
  29762. DEBUGCANVASSIZE: {
  29763. width: number;
  29764. height: number;
  29765. };
  29766. private _byteFreqs;
  29767. private _byteTime;
  29768. private _floatFreqs;
  29769. private _webAudioAnalyser;
  29770. private _debugCanvas;
  29771. private _debugCanvasContext;
  29772. private _scene;
  29773. private _registerFunc;
  29774. private _audioEngine;
  29775. /**
  29776. * Creates a new analyser
  29777. * @param scene defines hosting scene
  29778. */
  29779. constructor(scene: Scene);
  29780. /**
  29781. * Get the number of data values you will have to play with for the visualization
  29782. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29783. * @returns a number
  29784. */
  29785. getFrequencyBinCount(): number;
  29786. /**
  29787. * Gets the current frequency data as a byte array
  29788. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29789. * @returns a Uint8Array
  29790. */
  29791. getByteFrequencyData(): Uint8Array;
  29792. /**
  29793. * Gets the current waveform as a byte array
  29794. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29795. * @returns a Uint8Array
  29796. */
  29797. getByteTimeDomainData(): Uint8Array;
  29798. /**
  29799. * Gets the current frequency data as a float array
  29800. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29801. * @returns a Float32Array
  29802. */
  29803. getFloatFrequencyData(): Float32Array;
  29804. /**
  29805. * Renders the debug canvas
  29806. */
  29807. drawDebugCanvas(): void;
  29808. /**
  29809. * Stops rendering the debug canvas and removes it
  29810. */
  29811. stopDebugCanvas(): void;
  29812. /**
  29813. * Connects two audio nodes
  29814. * @param inputAudioNode defines first node to connect
  29815. * @param outputAudioNode defines second node to connect
  29816. */
  29817. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29818. /**
  29819. * Releases all associated resources
  29820. */
  29821. dispose(): void;
  29822. }
  29823. }
  29824. declare module "babylonjs/Audio/audioEngine" {
  29825. import { IDisposable } from "babylonjs/scene";
  29826. import { Analyser } from "babylonjs/Audio/analyser";
  29827. import { Nullable } from "babylonjs/types";
  29828. import { Observable } from "babylonjs/Misc/observable";
  29829. /**
  29830. * This represents an audio engine and it is responsible
  29831. * to play, synchronize and analyse sounds throughout the application.
  29832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29833. */
  29834. export interface IAudioEngine extends IDisposable {
  29835. /**
  29836. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29837. */
  29838. readonly canUseWebAudio: boolean;
  29839. /**
  29840. * Gets the current AudioContext if available.
  29841. */
  29842. readonly audioContext: Nullable<AudioContext>;
  29843. /**
  29844. * The master gain node defines the global audio volume of your audio engine.
  29845. */
  29846. readonly masterGain: GainNode;
  29847. /**
  29848. * Gets whether or not mp3 are supported by your browser.
  29849. */
  29850. readonly isMP3supported: boolean;
  29851. /**
  29852. * Gets whether or not ogg are supported by your browser.
  29853. */
  29854. readonly isOGGsupported: boolean;
  29855. /**
  29856. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29857. * @ignoreNaming
  29858. */
  29859. WarnedWebAudioUnsupported: boolean;
  29860. /**
  29861. * Defines if the audio engine relies on a custom unlocked button.
  29862. * In this case, the embedded button will not be displayed.
  29863. */
  29864. useCustomUnlockedButton: boolean;
  29865. /**
  29866. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29867. */
  29868. readonly unlocked: boolean;
  29869. /**
  29870. * Event raised when audio has been unlocked on the browser.
  29871. */
  29872. onAudioUnlockedObservable: Observable<AudioEngine>;
  29873. /**
  29874. * Event raised when audio has been locked on the browser.
  29875. */
  29876. onAudioLockedObservable: Observable<AudioEngine>;
  29877. /**
  29878. * Flags the audio engine in Locked state.
  29879. * This happens due to new browser policies preventing audio to autoplay.
  29880. */
  29881. lock(): void;
  29882. /**
  29883. * Unlocks the audio engine once a user action has been done on the dom.
  29884. * This is helpful to resume play once browser policies have been satisfied.
  29885. */
  29886. unlock(): void;
  29887. }
  29888. /**
  29889. * This represents the default audio engine used in babylon.
  29890. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29891. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29892. */
  29893. export class AudioEngine implements IAudioEngine {
  29894. private _audioContext;
  29895. private _audioContextInitialized;
  29896. private _muteButton;
  29897. private _hostElement;
  29898. /**
  29899. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29900. */
  29901. canUseWebAudio: boolean;
  29902. /**
  29903. * The master gain node defines the global audio volume of your audio engine.
  29904. */
  29905. masterGain: GainNode;
  29906. /**
  29907. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29908. * @ignoreNaming
  29909. */
  29910. WarnedWebAudioUnsupported: boolean;
  29911. /**
  29912. * Gets whether or not mp3 are supported by your browser.
  29913. */
  29914. isMP3supported: boolean;
  29915. /**
  29916. * Gets whether or not ogg are supported by your browser.
  29917. */
  29918. isOGGsupported: boolean;
  29919. /**
  29920. * Gets whether audio has been unlocked on the device.
  29921. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29922. * a user interaction has happened.
  29923. */
  29924. unlocked: boolean;
  29925. /**
  29926. * Defines if the audio engine relies on a custom unlocked button.
  29927. * In this case, the embedded button will not be displayed.
  29928. */
  29929. useCustomUnlockedButton: boolean;
  29930. /**
  29931. * Event raised when audio has been unlocked on the browser.
  29932. */
  29933. onAudioUnlockedObservable: Observable<AudioEngine>;
  29934. /**
  29935. * Event raised when audio has been locked on the browser.
  29936. */
  29937. onAudioLockedObservable: Observable<AudioEngine>;
  29938. /**
  29939. * Gets the current AudioContext if available.
  29940. */
  29941. readonly audioContext: Nullable<AudioContext>;
  29942. private _connectedAnalyser;
  29943. /**
  29944. * Instantiates a new audio engine.
  29945. *
  29946. * There should be only one per page as some browsers restrict the number
  29947. * of audio contexts you can create.
  29948. * @param hostElement defines the host element where to display the mute icon if necessary
  29949. */
  29950. constructor(hostElement?: Nullable<HTMLElement>);
  29951. /**
  29952. * Flags the audio engine in Locked state.
  29953. * This happens due to new browser policies preventing audio to autoplay.
  29954. */
  29955. lock(): void;
  29956. /**
  29957. * Unlocks the audio engine once a user action has been done on the dom.
  29958. * This is helpful to resume play once browser policies have been satisfied.
  29959. */
  29960. unlock(): void;
  29961. private _resumeAudioContext;
  29962. private _initializeAudioContext;
  29963. private _tryToRun;
  29964. private _triggerRunningState;
  29965. private _triggerSuspendedState;
  29966. private _displayMuteButton;
  29967. private _moveButtonToTopLeft;
  29968. private _onResize;
  29969. private _hideMuteButton;
  29970. /**
  29971. * Destroy and release the resources associated with the audio ccontext.
  29972. */
  29973. dispose(): void;
  29974. /**
  29975. * Gets the global volume sets on the master gain.
  29976. * @returns the global volume if set or -1 otherwise
  29977. */
  29978. getGlobalVolume(): number;
  29979. /**
  29980. * Sets the global volume of your experience (sets on the master gain).
  29981. * @param newVolume Defines the new global volume of the application
  29982. */
  29983. setGlobalVolume(newVolume: number): void;
  29984. /**
  29985. * Connect the audio engine to an audio analyser allowing some amazing
  29986. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29987. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29988. * @param analyser The analyser to connect to the engine
  29989. */
  29990. connectToAnalyser(analyser: Analyser): void;
  29991. }
  29992. }
  29993. declare module "babylonjs/Loading/loadingScreen" {
  29994. /**
  29995. * Interface used to present a loading screen while loading a scene
  29996. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29997. */
  29998. export interface ILoadingScreen {
  29999. /**
  30000. * Function called to display the loading screen
  30001. */
  30002. displayLoadingUI: () => void;
  30003. /**
  30004. * Function called to hide the loading screen
  30005. */
  30006. hideLoadingUI: () => void;
  30007. /**
  30008. * Gets or sets the color to use for the background
  30009. */
  30010. loadingUIBackgroundColor: string;
  30011. /**
  30012. * Gets or sets the text to display while loading
  30013. */
  30014. loadingUIText: string;
  30015. }
  30016. /**
  30017. * Class used for the default loading screen
  30018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30019. */
  30020. export class DefaultLoadingScreen implements ILoadingScreen {
  30021. private _renderingCanvas;
  30022. private _loadingText;
  30023. private _loadingDivBackgroundColor;
  30024. private _loadingDiv;
  30025. private _loadingTextDiv;
  30026. /** Gets or sets the logo url to use for the default loading screen */
  30027. static DefaultLogoUrl: string;
  30028. /** Gets or sets the spinner url to use for the default loading screen */
  30029. static DefaultSpinnerUrl: string;
  30030. /**
  30031. * Creates a new default loading screen
  30032. * @param _renderingCanvas defines the canvas used to render the scene
  30033. * @param _loadingText defines the default text to display
  30034. * @param _loadingDivBackgroundColor defines the default background color
  30035. */
  30036. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30037. /**
  30038. * Function called to display the loading screen
  30039. */
  30040. displayLoadingUI(): void;
  30041. /**
  30042. * Function called to hide the loading screen
  30043. */
  30044. hideLoadingUI(): void;
  30045. /**
  30046. * Gets or sets the text to display while loading
  30047. */
  30048. loadingUIText: string;
  30049. /**
  30050. * Gets or sets the color to use for the background
  30051. */
  30052. loadingUIBackgroundColor: string;
  30053. private _resizeLoadingUI;
  30054. }
  30055. }
  30056. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30057. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30058. import { Engine } from "babylonjs/Engines/engine";
  30059. import { Nullable } from "babylonjs/types";
  30060. /** @hidden */
  30061. export class WebGLPipelineContext implements IPipelineContext {
  30062. engine: Engine;
  30063. program: Nullable<WebGLProgram>;
  30064. context?: WebGLRenderingContext;
  30065. vertexShader?: WebGLShader;
  30066. fragmentShader?: WebGLShader;
  30067. isParallelCompiled: boolean;
  30068. onCompiled?: () => void;
  30069. transformFeedback?: WebGLTransformFeedback | null;
  30070. readonly isAsync: boolean;
  30071. readonly isReady: boolean;
  30072. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30073. }
  30074. }
  30075. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30076. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30077. /** @hidden */
  30078. export class WebGLDataBuffer extends DataBuffer {
  30079. private _buffer;
  30080. constructor(resource: WebGLBuffer);
  30081. readonly underlyingResource: any;
  30082. }
  30083. }
  30084. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30085. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30086. /** @hidden */
  30087. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30088. attributeProcessor(attribute: string): string;
  30089. varyingProcessor(varying: string, isFragment: boolean): string;
  30090. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30091. }
  30092. }
  30093. declare module "babylonjs/Misc/perfCounter" {
  30094. /**
  30095. * This class is used to track a performance counter which is number based.
  30096. * The user has access to many properties which give statistics of different nature.
  30097. *
  30098. * The implementer can track two kinds of Performance Counter: time and count.
  30099. * 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.
  30100. * 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.
  30101. */
  30102. export class PerfCounter {
  30103. /**
  30104. * Gets or sets a global boolean to turn on and off all the counters
  30105. */
  30106. static Enabled: boolean;
  30107. /**
  30108. * Returns the smallest value ever
  30109. */
  30110. readonly min: number;
  30111. /**
  30112. * Returns the biggest value ever
  30113. */
  30114. readonly max: number;
  30115. /**
  30116. * Returns the average value since the performance counter is running
  30117. */
  30118. readonly average: number;
  30119. /**
  30120. * Returns the average value of the last second the counter was monitored
  30121. */
  30122. readonly lastSecAverage: number;
  30123. /**
  30124. * Returns the current value
  30125. */
  30126. readonly current: number;
  30127. /**
  30128. * Gets the accumulated total
  30129. */
  30130. readonly total: number;
  30131. /**
  30132. * Gets the total value count
  30133. */
  30134. readonly count: number;
  30135. /**
  30136. * Creates a new counter
  30137. */
  30138. constructor();
  30139. /**
  30140. * Call this method to start monitoring a new frame.
  30141. * 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.
  30142. */
  30143. fetchNewFrame(): void;
  30144. /**
  30145. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30146. * @param newCount the count value to add to the monitored count
  30147. * @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.
  30148. */
  30149. addCount(newCount: number, fetchResult: boolean): void;
  30150. /**
  30151. * Start monitoring this performance counter
  30152. */
  30153. beginMonitoring(): void;
  30154. /**
  30155. * Compute the time lapsed since the previous beginMonitoring() call.
  30156. * @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
  30157. */
  30158. endMonitoring(newFrame?: boolean): void;
  30159. private _fetchResult;
  30160. private _startMonitoringTime;
  30161. private _min;
  30162. private _max;
  30163. private _average;
  30164. private _current;
  30165. private _totalValueCount;
  30166. private _totalAccumulated;
  30167. private _lastSecAverage;
  30168. private _lastSecAccumulated;
  30169. private _lastSecTime;
  30170. private _lastSecValueCount;
  30171. }
  30172. }
  30173. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30174. /**
  30175. * Interface for any object that can request an animation frame
  30176. */
  30177. export interface ICustomAnimationFrameRequester {
  30178. /**
  30179. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30180. */
  30181. renderFunction?: Function;
  30182. /**
  30183. * Called to request the next frame to render to
  30184. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30185. */
  30186. requestAnimationFrame: Function;
  30187. /**
  30188. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30189. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30190. */
  30191. requestID?: number;
  30192. }
  30193. }
  30194. declare module "babylonjs/Materials/Textures/videoTexture" {
  30195. import { Observable } from "babylonjs/Misc/observable";
  30196. import { Nullable } from "babylonjs/types";
  30197. import { Scene } from "babylonjs/scene";
  30198. import { Texture } from "babylonjs/Materials/Textures/texture";
  30199. /**
  30200. * Settings for finer control over video usage
  30201. */
  30202. export interface VideoTextureSettings {
  30203. /**
  30204. * Applies `autoplay` to video, if specified
  30205. */
  30206. autoPlay?: boolean;
  30207. /**
  30208. * Applies `loop` to video, if specified
  30209. */
  30210. loop?: boolean;
  30211. /**
  30212. * Automatically updates internal texture from video at every frame in the render loop
  30213. */
  30214. autoUpdateTexture: boolean;
  30215. /**
  30216. * Image src displayed during the video loading or until the user interacts with the video.
  30217. */
  30218. poster?: string;
  30219. }
  30220. /**
  30221. * If you want to display a video in your scene, this is the special texture for that.
  30222. * This special texture works similar to other textures, with the exception of a few parameters.
  30223. * @see https://doc.babylonjs.com/how_to/video_texture
  30224. */
  30225. export class VideoTexture extends Texture {
  30226. /**
  30227. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30228. */
  30229. readonly autoUpdateTexture: boolean;
  30230. /**
  30231. * The video instance used by the texture internally
  30232. */
  30233. readonly video: HTMLVideoElement;
  30234. private _onUserActionRequestedObservable;
  30235. /**
  30236. * Event triggerd when a dom action is required by the user to play the video.
  30237. * This happens due to recent changes in browser policies preventing video to auto start.
  30238. */
  30239. readonly onUserActionRequestedObservable: Observable<Texture>;
  30240. private _generateMipMaps;
  30241. private _engine;
  30242. private _stillImageCaptured;
  30243. private _displayingPosterTexture;
  30244. private _settings;
  30245. private _createInternalTextureOnEvent;
  30246. /**
  30247. * Creates a video texture.
  30248. * If you want to display a video in your scene, this is the special texture for that.
  30249. * This special texture works similar to other textures, with the exception of a few parameters.
  30250. * @see https://doc.babylonjs.com/how_to/video_texture
  30251. * @param name optional name, will detect from video source, if not defined
  30252. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30253. * @param scene is obviously the current scene.
  30254. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30255. * @param invertY is false by default but can be used to invert video on Y axis
  30256. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30257. * @param settings allows finer control over video usage
  30258. */
  30259. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30260. private _getName;
  30261. private _getVideo;
  30262. private _createInternalTexture;
  30263. private reset;
  30264. /**
  30265. * @hidden Internal method to initiate `update`.
  30266. */
  30267. _rebuild(): void;
  30268. /**
  30269. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30270. */
  30271. update(): void;
  30272. /**
  30273. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30274. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30275. */
  30276. updateTexture(isVisible: boolean): void;
  30277. protected _updateInternalTexture: () => void;
  30278. /**
  30279. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30280. * @param url New url.
  30281. */
  30282. updateURL(url: string): void;
  30283. /**
  30284. * Dispose the texture and release its associated resources.
  30285. */
  30286. dispose(): void;
  30287. /**
  30288. * Creates a video texture straight from a stream.
  30289. * @param scene Define the scene the texture should be created in
  30290. * @param stream Define the stream the texture should be created from
  30291. * @returns The created video texture as a promise
  30292. */
  30293. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30294. /**
  30295. * Creates a video texture straight from your WebCam video feed.
  30296. * @param scene Define the scene the texture should be created in
  30297. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30298. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30299. * @returns The created video texture as a promise
  30300. */
  30301. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30302. minWidth: number;
  30303. maxWidth: number;
  30304. minHeight: number;
  30305. maxHeight: number;
  30306. deviceId: string;
  30307. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30308. /**
  30309. * Creates a video texture straight from your WebCam video feed.
  30310. * @param scene Define the scene the texture should be created in
  30311. * @param onReady Define a callback to triggered once the texture will be ready
  30312. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30313. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30314. */
  30315. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30316. minWidth: number;
  30317. maxWidth: number;
  30318. minHeight: number;
  30319. maxHeight: number;
  30320. deviceId: string;
  30321. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30322. }
  30323. }
  30324. declare module "babylonjs/Engines/engine" {
  30325. import { Observable } from "babylonjs/Misc/observable";
  30326. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30327. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30328. import { Scene } from "babylonjs/scene";
  30329. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30330. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30331. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30332. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30334. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30335. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30336. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30337. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30338. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30339. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30340. import { WebRequest } from "babylonjs/Misc/webRequest";
  30341. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30342. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30343. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30344. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30345. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30346. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30347. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30348. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30349. import { Material } from "babylonjs/Materials/material";
  30350. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30351. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30352. /**
  30353. * Defines the interface used by objects containing a viewport (like a camera)
  30354. */
  30355. interface IViewportOwnerLike {
  30356. /**
  30357. * Gets or sets the viewport
  30358. */
  30359. viewport: IViewportLike;
  30360. }
  30361. /**
  30362. * Interface for attribute information associated with buffer instanciation
  30363. */
  30364. export class InstancingAttributeInfo {
  30365. /**
  30366. * Index/offset of the attribute in the vertex shader
  30367. */
  30368. index: number;
  30369. /**
  30370. * size of the attribute, 1, 2, 3 or 4
  30371. */
  30372. attributeSize: number;
  30373. /**
  30374. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30375. * default is FLOAT
  30376. */
  30377. attribyteType: number;
  30378. /**
  30379. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30380. */
  30381. normalized: boolean;
  30382. /**
  30383. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30384. */
  30385. offset: number;
  30386. /**
  30387. * Name of the GLSL attribute, for debugging purpose only
  30388. */
  30389. attributeName: string;
  30390. }
  30391. /**
  30392. * Define options used to create a depth texture
  30393. */
  30394. export class DepthTextureCreationOptions {
  30395. /** Specifies whether or not a stencil should be allocated in the texture */
  30396. generateStencil?: boolean;
  30397. /** Specifies whether or not bilinear filtering is enable on the texture */
  30398. bilinearFiltering?: boolean;
  30399. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30400. comparisonFunction?: number;
  30401. /** Specifies if the created texture is a cube texture */
  30402. isCube?: boolean;
  30403. }
  30404. /**
  30405. * Class used to describe the capabilities of the engine relatively to the current browser
  30406. */
  30407. export class EngineCapabilities {
  30408. /** Maximum textures units per fragment shader */
  30409. maxTexturesImageUnits: number;
  30410. /** Maximum texture units per vertex shader */
  30411. maxVertexTextureImageUnits: number;
  30412. /** Maximum textures units in the entire pipeline */
  30413. maxCombinedTexturesImageUnits: number;
  30414. /** Maximum texture size */
  30415. maxTextureSize: number;
  30416. /** Maximum cube texture size */
  30417. maxCubemapTextureSize: number;
  30418. /** Maximum render texture size */
  30419. maxRenderTextureSize: number;
  30420. /** Maximum number of vertex attributes */
  30421. maxVertexAttribs: number;
  30422. /** Maximum number of varyings */
  30423. maxVaryingVectors: number;
  30424. /** Maximum number of uniforms per vertex shader */
  30425. maxVertexUniformVectors: number;
  30426. /** Maximum number of uniforms per fragment shader */
  30427. maxFragmentUniformVectors: number;
  30428. /** Defines if standard derivates (dx/dy) are supported */
  30429. standardDerivatives: boolean;
  30430. /** Defines if s3tc texture compression is supported */
  30431. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30432. /** Defines if pvrtc texture compression is supported */
  30433. pvrtc: any;
  30434. /** Defines if etc1 texture compression is supported */
  30435. etc1: any;
  30436. /** Defines if etc2 texture compression is supported */
  30437. etc2: any;
  30438. /** Defines if astc texture compression is supported */
  30439. astc: any;
  30440. /** Defines if float textures are supported */
  30441. textureFloat: boolean;
  30442. /** Defines if vertex array objects are supported */
  30443. vertexArrayObject: boolean;
  30444. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30445. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30446. /** Gets the maximum level of anisotropy supported */
  30447. maxAnisotropy: number;
  30448. /** Defines if instancing is supported */
  30449. instancedArrays: boolean;
  30450. /** Defines if 32 bits indices are supported */
  30451. uintIndices: boolean;
  30452. /** Defines if high precision shaders are supported */
  30453. highPrecisionShaderSupported: boolean;
  30454. /** Defines if depth reading in the fragment shader is supported */
  30455. fragmentDepthSupported: boolean;
  30456. /** Defines if float texture linear filtering is supported*/
  30457. textureFloatLinearFiltering: boolean;
  30458. /** Defines if rendering to float textures is supported */
  30459. textureFloatRender: boolean;
  30460. /** Defines if half float textures are supported*/
  30461. textureHalfFloat: boolean;
  30462. /** Defines if half float texture linear filtering is supported*/
  30463. textureHalfFloatLinearFiltering: boolean;
  30464. /** Defines if rendering to half float textures is supported */
  30465. textureHalfFloatRender: boolean;
  30466. /** Defines if textureLOD shader command is supported */
  30467. textureLOD: boolean;
  30468. /** Defines if draw buffers extension is supported */
  30469. drawBuffersExtension: boolean;
  30470. /** Defines if depth textures are supported */
  30471. depthTextureExtension: boolean;
  30472. /** Defines if float color buffer are supported */
  30473. colorBufferFloat: boolean;
  30474. /** Gets disjoint timer query extension (null if not supported) */
  30475. timerQuery: EXT_disjoint_timer_query;
  30476. /** Defines if timestamp can be used with timer query */
  30477. canUseTimestampForTimerQuery: boolean;
  30478. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30479. multiview: any;
  30480. /** Function used to let the system compiles shaders in background */
  30481. parallelShaderCompile: {
  30482. COMPLETION_STATUS_KHR: number;
  30483. };
  30484. }
  30485. /** Interface defining initialization parameters for Engine class */
  30486. export interface EngineOptions extends WebGLContextAttributes {
  30487. /**
  30488. * Defines if the engine should no exceed a specified device ratio
  30489. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30490. */
  30491. limitDeviceRatio?: number;
  30492. /**
  30493. * Defines if webvr should be enabled automatically
  30494. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30495. */
  30496. autoEnableWebVR?: boolean;
  30497. /**
  30498. * Defines if webgl2 should be turned off even if supported
  30499. * @see http://doc.babylonjs.com/features/webgl2
  30500. */
  30501. disableWebGL2Support?: boolean;
  30502. /**
  30503. * Defines if webaudio should be initialized as well
  30504. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30505. */
  30506. audioEngine?: boolean;
  30507. /**
  30508. * Defines if animations should run using a deterministic lock step
  30509. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30510. */
  30511. deterministicLockstep?: boolean;
  30512. /** Defines the maximum steps to use with deterministic lock step mode */
  30513. lockstepMaxSteps?: number;
  30514. /**
  30515. * Defines that engine should ignore context lost events
  30516. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30517. */
  30518. doNotHandleContextLost?: boolean;
  30519. /**
  30520. * Defines that engine should ignore modifying touch action attribute and style
  30521. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30522. */
  30523. doNotHandleTouchAction?: boolean;
  30524. /**
  30525. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30526. */
  30527. useHighPrecisionFloats?: boolean;
  30528. }
  30529. /**
  30530. * Defines the interface used by display changed events
  30531. */
  30532. export interface IDisplayChangedEventArgs {
  30533. /** Gets the vrDisplay object (if any) */
  30534. vrDisplay: Nullable<any>;
  30535. /** Gets a boolean indicating if webVR is supported */
  30536. vrSupported: boolean;
  30537. }
  30538. /**
  30539. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30540. */
  30541. export class Engine {
  30542. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30543. static ExceptionList: ({
  30544. key: string;
  30545. capture: string;
  30546. captureConstraint: number;
  30547. targets: string[];
  30548. } | {
  30549. key: string;
  30550. capture: null;
  30551. captureConstraint: null;
  30552. targets: string[];
  30553. })[];
  30554. /** Gets the list of created engines */
  30555. static readonly Instances: Engine[];
  30556. /**
  30557. * Gets the latest created engine
  30558. */
  30559. static readonly LastCreatedEngine: Nullable<Engine>;
  30560. /**
  30561. * Gets the latest created scene
  30562. */
  30563. static readonly LastCreatedScene: Nullable<Scene>;
  30564. /**
  30565. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30566. * @param flag defines which part of the materials must be marked as dirty
  30567. * @param predicate defines a predicate used to filter which materials should be affected
  30568. */
  30569. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30570. /** @hidden */
  30571. static _TextureLoaders: IInternalTextureLoader[];
  30572. /** Defines that alpha blending is disabled */
  30573. static readonly ALPHA_DISABLE: number;
  30574. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30575. static readonly ALPHA_ADD: number;
  30576. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30577. static readonly ALPHA_COMBINE: number;
  30578. /** Defines that alpha blending to DEST - SRC * DEST */
  30579. static readonly ALPHA_SUBTRACT: number;
  30580. /** Defines that alpha blending to SRC * DEST */
  30581. static readonly ALPHA_MULTIPLY: number;
  30582. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30583. static readonly ALPHA_MAXIMIZED: number;
  30584. /** Defines that alpha blending to SRC + DEST */
  30585. static readonly ALPHA_ONEONE: number;
  30586. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30587. static readonly ALPHA_PREMULTIPLIED: number;
  30588. /**
  30589. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30590. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30591. */
  30592. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30593. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30594. static readonly ALPHA_INTERPOLATE: number;
  30595. /**
  30596. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30597. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30598. */
  30599. static readonly ALPHA_SCREENMODE: number;
  30600. /** Defines that the ressource is not delayed*/
  30601. static readonly DELAYLOADSTATE_NONE: number;
  30602. /** Defines that the ressource was successfully delay loaded */
  30603. static readonly DELAYLOADSTATE_LOADED: number;
  30604. /** Defines that the ressource is currently delay loading */
  30605. static readonly DELAYLOADSTATE_LOADING: number;
  30606. /** Defines that the ressource is delayed and has not started loading */
  30607. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30609. static readonly NEVER: number;
  30610. /** 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 */
  30611. static readonly ALWAYS: number;
  30612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30613. static readonly LESS: number;
  30614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30615. static readonly EQUAL: number;
  30616. /** 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 */
  30617. static readonly LEQUAL: number;
  30618. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30619. static readonly GREATER: number;
  30620. /** 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 */
  30621. static readonly GEQUAL: number;
  30622. /** 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 */
  30623. static readonly NOTEQUAL: number;
  30624. /** Passed to stencilOperation to specify that stencil value must be kept */
  30625. static readonly KEEP: number;
  30626. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30627. static readonly REPLACE: number;
  30628. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30629. static readonly INCR: number;
  30630. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30631. static readonly DECR: number;
  30632. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30633. static readonly INVERT: number;
  30634. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30635. static readonly INCR_WRAP: number;
  30636. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30637. static readonly DECR_WRAP: number;
  30638. /** Texture is not repeating outside of 0..1 UVs */
  30639. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30640. /** Texture is repeating outside of 0..1 UVs */
  30641. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30642. /** Texture is repeating and mirrored */
  30643. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30644. /** ALPHA */
  30645. static readonly TEXTUREFORMAT_ALPHA: number;
  30646. /** LUMINANCE */
  30647. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30648. /** LUMINANCE_ALPHA */
  30649. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30650. /** RGB */
  30651. static readonly TEXTUREFORMAT_RGB: number;
  30652. /** RGBA */
  30653. static readonly TEXTUREFORMAT_RGBA: number;
  30654. /** RED */
  30655. static readonly TEXTUREFORMAT_RED: number;
  30656. /** RED (2nd reference) */
  30657. static readonly TEXTUREFORMAT_R: number;
  30658. /** RG */
  30659. static readonly TEXTUREFORMAT_RG: number;
  30660. /** RED_INTEGER */
  30661. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30662. /** RED_INTEGER (2nd reference) */
  30663. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30664. /** RG_INTEGER */
  30665. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30666. /** RGB_INTEGER */
  30667. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30668. /** RGBA_INTEGER */
  30669. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30670. /** UNSIGNED_BYTE */
  30671. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30672. /** UNSIGNED_BYTE (2nd reference) */
  30673. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30674. /** FLOAT */
  30675. static readonly TEXTURETYPE_FLOAT: number;
  30676. /** HALF_FLOAT */
  30677. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30678. /** BYTE */
  30679. static readonly TEXTURETYPE_BYTE: number;
  30680. /** SHORT */
  30681. static readonly TEXTURETYPE_SHORT: number;
  30682. /** UNSIGNED_SHORT */
  30683. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30684. /** INT */
  30685. static readonly TEXTURETYPE_INT: number;
  30686. /** UNSIGNED_INT */
  30687. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30688. /** UNSIGNED_SHORT_4_4_4_4 */
  30689. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30690. /** UNSIGNED_SHORT_5_5_5_1 */
  30691. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30692. /** UNSIGNED_SHORT_5_6_5 */
  30693. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30694. /** UNSIGNED_INT_2_10_10_10_REV */
  30695. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30696. /** UNSIGNED_INT_24_8 */
  30697. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30698. /** UNSIGNED_INT_10F_11F_11F_REV */
  30699. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30700. /** UNSIGNED_INT_5_9_9_9_REV */
  30701. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30702. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30703. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30704. /** nearest is mag = nearest and min = nearest and mip = linear */
  30705. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30706. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30707. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30708. /** Trilinear is mag = linear and min = linear and mip = linear */
  30709. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30710. /** nearest is mag = nearest and min = nearest and mip = linear */
  30711. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30712. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30713. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30714. /** Trilinear is mag = linear and min = linear and mip = linear */
  30715. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30716. /** mag = nearest and min = nearest and mip = nearest */
  30717. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30718. /** mag = nearest and min = linear and mip = nearest */
  30719. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30720. /** mag = nearest and min = linear and mip = linear */
  30721. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30722. /** mag = nearest and min = linear and mip = none */
  30723. static readonly TEXTURE_NEAREST_LINEAR: number;
  30724. /** mag = nearest and min = nearest and mip = none */
  30725. static readonly TEXTURE_NEAREST_NEAREST: number;
  30726. /** mag = linear and min = nearest and mip = nearest */
  30727. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30728. /** mag = linear and min = nearest and mip = linear */
  30729. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30730. /** mag = linear and min = linear and mip = none */
  30731. static readonly TEXTURE_LINEAR_LINEAR: number;
  30732. /** mag = linear and min = nearest and mip = none */
  30733. static readonly TEXTURE_LINEAR_NEAREST: number;
  30734. /** Explicit coordinates mode */
  30735. static readonly TEXTURE_EXPLICIT_MODE: number;
  30736. /** Spherical coordinates mode */
  30737. static readonly TEXTURE_SPHERICAL_MODE: number;
  30738. /** Planar coordinates mode */
  30739. static readonly TEXTURE_PLANAR_MODE: number;
  30740. /** Cubic coordinates mode */
  30741. static readonly TEXTURE_CUBIC_MODE: number;
  30742. /** Projection coordinates mode */
  30743. static readonly TEXTURE_PROJECTION_MODE: number;
  30744. /** Skybox coordinates mode */
  30745. static readonly TEXTURE_SKYBOX_MODE: number;
  30746. /** Inverse Cubic coordinates mode */
  30747. static readonly TEXTURE_INVCUBIC_MODE: number;
  30748. /** Equirectangular coordinates mode */
  30749. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30750. /** Equirectangular Fixed coordinates mode */
  30751. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30752. /** Equirectangular Fixed Mirrored coordinates mode */
  30753. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30754. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30755. static readonly SCALEMODE_FLOOR: number;
  30756. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30757. static readonly SCALEMODE_NEAREST: number;
  30758. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30759. static readonly SCALEMODE_CEILING: number;
  30760. /**
  30761. * Returns the current npm package of the sdk
  30762. */
  30763. static readonly NpmPackage: string;
  30764. /**
  30765. * Returns the current version of the framework
  30766. */
  30767. static readonly Version: string;
  30768. /**
  30769. * Returns a string describing the current engine
  30770. */
  30771. readonly description: string;
  30772. /**
  30773. * Gets or sets the epsilon value used by collision engine
  30774. */
  30775. static CollisionsEpsilon: number;
  30776. /**
  30777. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30778. */
  30779. static ShadersRepository: string;
  30780. /**
  30781. * Method called to create the default loading screen.
  30782. * This can be overriden in your own app.
  30783. * @param canvas The rendering canvas element
  30784. * @returns The loading screen
  30785. */
  30786. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30787. /**
  30788. * Method called to create the default rescale post process on each engine.
  30789. */
  30790. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30791. /** @hidden */
  30792. _shaderProcessor: IShaderProcessor;
  30793. /**
  30794. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30795. */
  30796. forcePOTTextures: boolean;
  30797. /**
  30798. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30799. */
  30800. isFullscreen: boolean;
  30801. /**
  30802. * Gets a boolean indicating if the pointer is currently locked
  30803. */
  30804. isPointerLock: boolean;
  30805. /**
  30806. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30807. */
  30808. cullBackFaces: boolean;
  30809. /**
  30810. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30811. */
  30812. renderEvenInBackground: boolean;
  30813. /**
  30814. * Gets or sets a boolean indicating that cache can be kept between frames
  30815. */
  30816. preventCacheWipeBetweenFrames: boolean;
  30817. /**
  30818. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30819. **/
  30820. enableOfflineSupport: boolean;
  30821. /**
  30822. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30823. **/
  30824. disableManifestCheck: boolean;
  30825. /**
  30826. * Gets the list of created scenes
  30827. */
  30828. scenes: Scene[];
  30829. /**
  30830. * Event raised when a new scene is created
  30831. */
  30832. onNewSceneAddedObservable: Observable<Scene>;
  30833. /**
  30834. * Gets the list of created postprocesses
  30835. */
  30836. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30837. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30838. validateShaderPrograms: boolean;
  30839. /**
  30840. * Observable event triggered each time the rendering canvas is resized
  30841. */
  30842. onResizeObservable: Observable<Engine>;
  30843. /**
  30844. * Observable event triggered each time the canvas loses focus
  30845. */
  30846. onCanvasBlurObservable: Observable<Engine>;
  30847. /**
  30848. * Observable event triggered each time the canvas gains focus
  30849. */
  30850. onCanvasFocusObservable: Observable<Engine>;
  30851. /**
  30852. * Observable event triggered each time the canvas receives pointerout event
  30853. */
  30854. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30855. /**
  30856. * Observable event triggered before each texture is initialized
  30857. */
  30858. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30859. /**
  30860. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30861. */
  30862. disableUniformBuffers: boolean;
  30863. /** @hidden */
  30864. _uniformBuffers: UniformBuffer[];
  30865. /**
  30866. * Gets a boolean indicating that the engine supports uniform buffers
  30867. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30868. */
  30869. readonly supportsUniformBuffers: boolean;
  30870. /**
  30871. * Observable raised when the engine begins a new frame
  30872. */
  30873. onBeginFrameObservable: Observable<Engine>;
  30874. /**
  30875. * If set, will be used to request the next animation frame for the render loop
  30876. */
  30877. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30878. /**
  30879. * Observable raised when the engine ends the current frame
  30880. */
  30881. onEndFrameObservable: Observable<Engine>;
  30882. /**
  30883. * Observable raised when the engine is about to compile a shader
  30884. */
  30885. onBeforeShaderCompilationObservable: Observable<Engine>;
  30886. /**
  30887. * Observable raised when the engine has jsut compiled a shader
  30888. */
  30889. onAfterShaderCompilationObservable: Observable<Engine>;
  30890. /** @hidden */
  30891. _gl: WebGLRenderingContext;
  30892. private _renderingCanvas;
  30893. private _windowIsBackground;
  30894. private _webGLVersion;
  30895. protected _highPrecisionShadersAllowed: boolean;
  30896. /** @hidden */
  30897. readonly _shouldUseHighPrecisionShader: boolean;
  30898. /**
  30899. * Gets a boolean indicating that only power of 2 textures are supported
  30900. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30901. */
  30902. readonly needPOTTextures: boolean;
  30903. /** @hidden */
  30904. _badOS: boolean;
  30905. /** @hidden */
  30906. _badDesktopOS: boolean;
  30907. /**
  30908. * Gets the audio engine
  30909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30910. * @ignorenaming
  30911. */
  30912. static audioEngine: IAudioEngine;
  30913. /**
  30914. * Default AudioEngine factory responsible of creating the Audio Engine.
  30915. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30916. */
  30917. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30918. /**
  30919. * Default offline support factory responsible of creating a tool used to store data locally.
  30920. * By default, this will create a Database object if the workload has been embedded.
  30921. */
  30922. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30923. private _onFocus;
  30924. private _onBlur;
  30925. private _onCanvasPointerOut;
  30926. private _onCanvasBlur;
  30927. private _onCanvasFocus;
  30928. private _onFullscreenChange;
  30929. private _onPointerLockChange;
  30930. private _hardwareScalingLevel;
  30931. /** @hidden */
  30932. _caps: EngineCapabilities;
  30933. private _pointerLockRequested;
  30934. private _isStencilEnable;
  30935. private _colorWrite;
  30936. private _loadingScreen;
  30937. /** @hidden */
  30938. _drawCalls: PerfCounter;
  30939. private _glVersion;
  30940. private _glRenderer;
  30941. private _glVendor;
  30942. private _videoTextureSupported;
  30943. private _renderingQueueLaunched;
  30944. private _activeRenderLoops;
  30945. private _deterministicLockstep;
  30946. private _lockstepMaxSteps;
  30947. /**
  30948. * Observable signaled when a context lost event is raised
  30949. */
  30950. onContextLostObservable: Observable<Engine>;
  30951. /**
  30952. * Observable signaled when a context restored event is raised
  30953. */
  30954. onContextRestoredObservable: Observable<Engine>;
  30955. private _onContextLost;
  30956. private _onContextRestored;
  30957. private _contextWasLost;
  30958. /** @hidden */
  30959. _doNotHandleContextLost: boolean;
  30960. /**
  30961. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30962. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30963. */
  30964. doNotHandleContextLost: boolean;
  30965. private _performanceMonitor;
  30966. private _fps;
  30967. private _deltaTime;
  30968. /**
  30969. * Turn this value on if you want to pause FPS computation when in background
  30970. */
  30971. disablePerformanceMonitorInBackground: boolean;
  30972. /**
  30973. * Gets the performance monitor attached to this engine
  30974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30975. */
  30976. readonly performanceMonitor: PerformanceMonitor;
  30977. /**
  30978. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30979. */
  30980. disableVertexArrayObjects: boolean;
  30981. /** @hidden */
  30982. protected _depthCullingState: _DepthCullingState;
  30983. /** @hidden */
  30984. protected _stencilState: _StencilState;
  30985. /** @hidden */
  30986. protected _alphaState: _AlphaState;
  30987. /** @hidden */
  30988. protected _alphaMode: number;
  30989. /** @hidden */
  30990. _internalTexturesCache: InternalTexture[];
  30991. /** @hidden */
  30992. protected _activeChannel: number;
  30993. private _currentTextureChannel;
  30994. /** @hidden */
  30995. protected _boundTexturesCache: {
  30996. [key: string]: Nullable<InternalTexture>;
  30997. };
  30998. /** @hidden */
  30999. protected _currentEffect: Nullable<Effect>;
  31000. /** @hidden */
  31001. protected _currentProgram: Nullable<WebGLProgram>;
  31002. private _compiledEffects;
  31003. private _vertexAttribArraysEnabled;
  31004. /** @hidden */
  31005. protected _cachedViewport: Nullable<IViewportLike>;
  31006. private _cachedVertexArrayObject;
  31007. /** @hidden */
  31008. protected _cachedVertexBuffers: any;
  31009. /** @hidden */
  31010. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31011. /** @hidden */
  31012. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31013. /** @hidden */
  31014. _currentRenderTarget: Nullable<InternalTexture>;
  31015. private _uintIndicesCurrentlySet;
  31016. private _currentBoundBuffer;
  31017. /** @hidden */
  31018. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31019. private _currentBufferPointers;
  31020. private _currentInstanceLocations;
  31021. private _currentInstanceBuffers;
  31022. private _textureUnits;
  31023. /** @hidden */
  31024. _workingCanvas: Nullable<HTMLCanvasElement>;
  31025. /** @hidden */
  31026. _workingContext: Nullable<CanvasRenderingContext2D>;
  31027. private _rescalePostProcess;
  31028. private _dummyFramebuffer;
  31029. private _externalData;
  31030. /** @hidden */
  31031. _bindedRenderFunction: any;
  31032. private _vaoRecordInProgress;
  31033. private _mustWipeVertexAttributes;
  31034. private _emptyTexture;
  31035. private _emptyCubeTexture;
  31036. private _emptyTexture3D;
  31037. /** @hidden */
  31038. _frameHandler: number;
  31039. private _nextFreeTextureSlots;
  31040. private _maxSimultaneousTextures;
  31041. private _activeRequests;
  31042. private _texturesSupported;
  31043. /** @hidden */
  31044. _textureFormatInUse: Nullable<string>;
  31045. /**
  31046. * Gets the list of texture formats supported
  31047. */
  31048. readonly texturesSupported: Array<string>;
  31049. /**
  31050. * Gets the list of texture formats in use
  31051. */
  31052. readonly textureFormatInUse: Nullable<string>;
  31053. /**
  31054. * Gets the current viewport
  31055. */
  31056. readonly currentViewport: Nullable<IViewportLike>;
  31057. /**
  31058. * Gets the default empty texture
  31059. */
  31060. readonly emptyTexture: InternalTexture;
  31061. /**
  31062. * Gets the default empty 3D texture
  31063. */
  31064. readonly emptyTexture3D: InternalTexture;
  31065. /**
  31066. * Gets the default empty cube texture
  31067. */
  31068. readonly emptyCubeTexture: InternalTexture;
  31069. /**
  31070. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31071. */
  31072. readonly premultipliedAlpha: boolean;
  31073. /**
  31074. * Creates a new engine
  31075. * @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
  31076. * @param antialias defines enable antialiasing (default: false)
  31077. * @param options defines further options to be sent to the getContext() function
  31078. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31079. */
  31080. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31081. /**
  31082. * Initializes a webVR display and starts listening to display change events
  31083. * The onVRDisplayChangedObservable will be notified upon these changes
  31084. * @returns The onVRDisplayChangedObservable
  31085. */
  31086. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31087. /** @hidden */
  31088. _prepareVRComponent(): void;
  31089. /** @hidden */
  31090. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31091. /** @hidden */
  31092. _submitVRFrame(): void;
  31093. /**
  31094. * Call this function to leave webVR mode
  31095. * Will do nothing if webVR is not supported or if there is no webVR device
  31096. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31097. */
  31098. disableVR(): void;
  31099. /**
  31100. * Gets a boolean indicating that the system is in VR mode and is presenting
  31101. * @returns true if VR mode is engaged
  31102. */
  31103. isVRPresenting(): boolean;
  31104. /** @hidden */
  31105. _requestVRFrame(): void;
  31106. private _disableTouchAction;
  31107. private _rebuildInternalTextures;
  31108. private _rebuildEffects;
  31109. /**
  31110. * Gets a boolean indicating if all created effects are ready
  31111. * @returns true if all effects are ready
  31112. */
  31113. areAllEffectsReady(): boolean;
  31114. private _rebuildBuffers;
  31115. private _initGLContext;
  31116. /**
  31117. * Gets version of the current webGL context
  31118. */
  31119. readonly webGLVersion: number;
  31120. /**
  31121. * Gets a string idenfifying the name of the class
  31122. * @returns "Engine" string
  31123. */
  31124. getClassName(): string;
  31125. /**
  31126. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31127. */
  31128. readonly isStencilEnable: boolean;
  31129. /** @hidden */
  31130. _prepareWorkingCanvas(): void;
  31131. /**
  31132. * Reset the texture cache to empty state
  31133. */
  31134. resetTextureCache(): void;
  31135. /**
  31136. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31137. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31138. * @returns true if engine is in deterministic lock step mode
  31139. */
  31140. isDeterministicLockStep(): boolean;
  31141. /**
  31142. * Gets the max steps when engine is running in deterministic lock step
  31143. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31144. * @returns the max steps
  31145. */
  31146. getLockstepMaxSteps(): number;
  31147. /**
  31148. * Gets an object containing information about the current webGL context
  31149. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31150. */
  31151. getGlInfo(): {
  31152. vendor: string;
  31153. renderer: string;
  31154. version: string;
  31155. };
  31156. /**
  31157. * Gets current aspect ratio
  31158. * @param viewportOwner defines the camera to use to get the aspect ratio
  31159. * @param useScreen defines if screen size must be used (or the current render target if any)
  31160. * @returns a number defining the aspect ratio
  31161. */
  31162. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31163. /**
  31164. * Gets current screen aspect ratio
  31165. * @returns a number defining the aspect ratio
  31166. */
  31167. getScreenAspectRatio(): number;
  31168. /**
  31169. * Gets the current render width
  31170. * @param useScreen defines if screen size must be used (or the current render target if any)
  31171. * @returns a number defining the current render width
  31172. */
  31173. getRenderWidth(useScreen?: boolean): number;
  31174. /**
  31175. * Gets the current render height
  31176. * @param useScreen defines if screen size must be used (or the current render target if any)
  31177. * @returns a number defining the current render height
  31178. */
  31179. getRenderHeight(useScreen?: boolean): number;
  31180. /**
  31181. * Gets the HTML canvas attached with the current webGL context
  31182. * @returns a HTML canvas
  31183. */
  31184. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31185. /**
  31186. * Gets host window
  31187. */
  31188. getHostWindow(): Window;
  31189. /**
  31190. * Gets host document
  31191. */
  31192. getHostDocument(): Document;
  31193. /**
  31194. * Gets the client rect of the HTML canvas attached with the current webGL context
  31195. * @returns a client rectanglee
  31196. */
  31197. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31198. /**
  31199. * Defines the hardware scaling level.
  31200. * By default the hardware scaling level is computed from the window device ratio.
  31201. * 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.
  31202. * @param level defines the level to use
  31203. */
  31204. setHardwareScalingLevel(level: number): void;
  31205. /**
  31206. * Gets the current hardware scaling level.
  31207. * By default the hardware scaling level is computed from the window device ratio.
  31208. * 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.
  31209. * @returns a number indicating the current hardware scaling level
  31210. */
  31211. getHardwareScalingLevel(): number;
  31212. /**
  31213. * Gets the list of loaded textures
  31214. * @returns an array containing all loaded textures
  31215. */
  31216. getLoadedTexturesCache(): InternalTexture[];
  31217. /**
  31218. * Gets the object containing all engine capabilities
  31219. * @returns the EngineCapabilities object
  31220. */
  31221. getCaps(): EngineCapabilities;
  31222. /**
  31223. * Gets the current depth function
  31224. * @returns a number defining the depth function
  31225. */
  31226. getDepthFunction(): Nullable<number>;
  31227. /**
  31228. * Sets the current depth function
  31229. * @param depthFunc defines the function to use
  31230. */
  31231. setDepthFunction(depthFunc: number): void;
  31232. /**
  31233. * Sets the current depth function to GREATER
  31234. */
  31235. setDepthFunctionToGreater(): void;
  31236. /**
  31237. * Sets the current depth function to GEQUAL
  31238. */
  31239. setDepthFunctionToGreaterOrEqual(): void;
  31240. /**
  31241. * Sets the current depth function to LESS
  31242. */
  31243. setDepthFunctionToLess(): void;
  31244. private _cachedStencilBuffer;
  31245. private _cachedStencilFunction;
  31246. private _cachedStencilMask;
  31247. private _cachedStencilOperationPass;
  31248. private _cachedStencilOperationFail;
  31249. private _cachedStencilOperationDepthFail;
  31250. private _cachedStencilReference;
  31251. /**
  31252. * Caches the the state of the stencil buffer
  31253. */
  31254. cacheStencilState(): void;
  31255. /**
  31256. * Restores the state of the stencil buffer
  31257. */
  31258. restoreStencilState(): void;
  31259. /**
  31260. * Sets the current depth function to LEQUAL
  31261. */
  31262. setDepthFunctionToLessOrEqual(): void;
  31263. /**
  31264. * Gets a boolean indicating if stencil buffer is enabled
  31265. * @returns the current stencil buffer state
  31266. */
  31267. getStencilBuffer(): boolean;
  31268. /**
  31269. * Enable or disable the stencil buffer
  31270. * @param enable defines if the stencil buffer must be enabled or disabled
  31271. */
  31272. setStencilBuffer(enable: boolean): void;
  31273. /**
  31274. * Gets the current stencil mask
  31275. * @returns a number defining the new stencil mask to use
  31276. */
  31277. getStencilMask(): number;
  31278. /**
  31279. * Sets the current stencil mask
  31280. * @param mask defines the new stencil mask to use
  31281. */
  31282. setStencilMask(mask: number): void;
  31283. /**
  31284. * Gets the current stencil function
  31285. * @returns a number defining the stencil function to use
  31286. */
  31287. getStencilFunction(): number;
  31288. /**
  31289. * Gets the current stencil reference value
  31290. * @returns a number defining the stencil reference value to use
  31291. */
  31292. getStencilFunctionReference(): number;
  31293. /**
  31294. * Gets the current stencil mask
  31295. * @returns a number defining the stencil mask to use
  31296. */
  31297. getStencilFunctionMask(): number;
  31298. /**
  31299. * Sets the current stencil function
  31300. * @param stencilFunc defines the new stencil function to use
  31301. */
  31302. setStencilFunction(stencilFunc: number): void;
  31303. /**
  31304. * Sets the current stencil reference
  31305. * @param reference defines the new stencil reference to use
  31306. */
  31307. setStencilFunctionReference(reference: number): void;
  31308. /**
  31309. * Sets the current stencil mask
  31310. * @param mask defines the new stencil mask to use
  31311. */
  31312. setStencilFunctionMask(mask: number): void;
  31313. /**
  31314. * Gets the current stencil operation when stencil fails
  31315. * @returns a number defining stencil operation to use when stencil fails
  31316. */
  31317. getStencilOperationFail(): number;
  31318. /**
  31319. * Gets the current stencil operation when depth fails
  31320. * @returns a number defining stencil operation to use when depth fails
  31321. */
  31322. getStencilOperationDepthFail(): number;
  31323. /**
  31324. * Gets the current stencil operation when stencil passes
  31325. * @returns a number defining stencil operation to use when stencil passes
  31326. */
  31327. getStencilOperationPass(): number;
  31328. /**
  31329. * Sets the stencil operation to use when stencil fails
  31330. * @param operation defines the stencil operation to use when stencil fails
  31331. */
  31332. setStencilOperationFail(operation: number): void;
  31333. /**
  31334. * Sets the stencil operation to use when depth fails
  31335. * @param operation defines the stencil operation to use when depth fails
  31336. */
  31337. setStencilOperationDepthFail(operation: number): void;
  31338. /**
  31339. * Sets the stencil operation to use when stencil passes
  31340. * @param operation defines the stencil operation to use when stencil passes
  31341. */
  31342. setStencilOperationPass(operation: number): void;
  31343. /**
  31344. * Sets a boolean indicating if the dithering state is enabled or disabled
  31345. * @param value defines the dithering state
  31346. */
  31347. setDitheringState(value: boolean): void;
  31348. /**
  31349. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31350. * @param value defines the rasterizer state
  31351. */
  31352. setRasterizerState(value: boolean): void;
  31353. /**
  31354. * stop executing a render loop function and remove it from the execution array
  31355. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31356. */
  31357. stopRenderLoop(renderFunction?: () => void): void;
  31358. /** @hidden */
  31359. _renderLoop(): void;
  31360. /**
  31361. * Register and execute a render loop. The engine can have more than one render function
  31362. * @param renderFunction defines the function to continuously execute
  31363. */
  31364. runRenderLoop(renderFunction: () => void): void;
  31365. /**
  31366. * Toggle full screen mode
  31367. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31368. */
  31369. switchFullscreen(requestPointerLock: boolean): void;
  31370. /**
  31371. * Enters full screen mode
  31372. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31373. */
  31374. enterFullscreen(requestPointerLock: boolean): void;
  31375. /**
  31376. * Exits full screen mode
  31377. */
  31378. exitFullscreen(): void;
  31379. /**
  31380. * Enters Pointerlock mode
  31381. */
  31382. enterPointerlock(): void;
  31383. /**
  31384. * Exits Pointerlock mode
  31385. */
  31386. exitPointerlock(): void;
  31387. /**
  31388. * Clear the current render buffer or the current render target (if any is set up)
  31389. * @param color defines the color to use
  31390. * @param backBuffer defines if the back buffer must be cleared
  31391. * @param depth defines if the depth buffer must be cleared
  31392. * @param stencil defines if the stencil buffer must be cleared
  31393. */
  31394. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31395. /**
  31396. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31397. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31398. * @param y defines the y-coordinate of the corner of the clear rectangle
  31399. * @param width defines the width of the clear rectangle
  31400. * @param height defines the height of the clear rectangle
  31401. * @param clearColor defines the clear color
  31402. */
  31403. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31404. /**
  31405. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31406. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31407. * @param y defines the y-coordinate of the corner of the clear rectangle
  31408. * @param width defines the width of the clear rectangle
  31409. * @param height defines the height of the clear rectangle
  31410. */
  31411. enableScissor(x: number, y: number, width: number, height: number): void;
  31412. /**
  31413. * Disable previously set scissor test rectangle
  31414. */
  31415. disableScissor(): void;
  31416. private _viewportCached;
  31417. /** @hidden */
  31418. _viewport(x: number, y: number, width: number, height: number): void;
  31419. /**
  31420. * Set the WebGL's viewport
  31421. * @param viewport defines the viewport element to be used
  31422. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31423. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31424. */
  31425. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31426. /**
  31427. * Directly set the WebGL Viewport
  31428. * @param x defines the x coordinate of the viewport (in screen space)
  31429. * @param y defines the y coordinate of the viewport (in screen space)
  31430. * @param width defines the width of the viewport (in screen space)
  31431. * @param height defines the height of the viewport (in screen space)
  31432. * @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
  31433. */
  31434. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31435. /**
  31436. * Begin a new frame
  31437. */
  31438. beginFrame(): void;
  31439. /**
  31440. * Enf the current frame
  31441. */
  31442. endFrame(): void;
  31443. /**
  31444. * Resize the view according to the canvas' size
  31445. */
  31446. resize(): void;
  31447. /**
  31448. * Force a specific size of the canvas
  31449. * @param width defines the new canvas' width
  31450. * @param height defines the new canvas' height
  31451. */
  31452. setSize(width: number, height: number): void;
  31453. /**
  31454. * Binds the frame buffer to the specified texture.
  31455. * @param texture The texture to render to or null for the default canvas
  31456. * @param faceIndex The face of the texture to render to in case of cube texture
  31457. * @param requiredWidth The width of the target to render to
  31458. * @param requiredHeight The height of the target to render to
  31459. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31460. * @param depthStencilTexture The depth stencil texture to use to render
  31461. * @param lodLevel defines le lod level to bind to the frame buffer
  31462. */
  31463. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31464. /** @hidden */
  31465. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31466. /**
  31467. * Unbind the current render target texture from the webGL context
  31468. * @param texture defines the render target texture to unbind
  31469. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31470. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31471. */
  31472. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31473. /**
  31474. * Force the mipmap generation for the given render target texture
  31475. * @param texture defines the render target texture to use
  31476. */
  31477. generateMipMapsForCubemap(texture: InternalTexture): void;
  31478. /**
  31479. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31480. */
  31481. flushFramebuffer(): void;
  31482. /**
  31483. * Unbind the current render target and bind the default framebuffer
  31484. */
  31485. restoreDefaultFramebuffer(): void;
  31486. /**
  31487. * Create an uniform buffer
  31488. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31489. * @param elements defines the content of the uniform buffer
  31490. * @returns the webGL uniform buffer
  31491. */
  31492. createUniformBuffer(elements: FloatArray): DataBuffer;
  31493. /**
  31494. * Create a dynamic uniform buffer
  31495. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31496. * @param elements defines the content of the uniform buffer
  31497. * @returns the webGL uniform buffer
  31498. */
  31499. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31500. /**
  31501. * Update an existing uniform buffer
  31502. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31503. * @param uniformBuffer defines the target uniform buffer
  31504. * @param elements defines the content to update
  31505. * @param offset defines the offset in the uniform buffer where update should start
  31506. * @param count defines the size of the data to update
  31507. */
  31508. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31509. private _resetVertexBufferBinding;
  31510. /**
  31511. * Creates a vertex buffer
  31512. * @param data the data for the vertex buffer
  31513. * @returns the new WebGL static buffer
  31514. */
  31515. createVertexBuffer(data: DataArray): DataBuffer;
  31516. /**
  31517. * Creates a dynamic vertex buffer
  31518. * @param data the data for the dynamic vertex buffer
  31519. * @returns the new WebGL dynamic buffer
  31520. */
  31521. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31522. /**
  31523. * Update a dynamic index buffer
  31524. * @param indexBuffer defines the target index buffer
  31525. * @param indices defines the data to update
  31526. * @param offset defines the offset in the target index buffer where update should start
  31527. */
  31528. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31529. /**
  31530. * Updates a dynamic vertex buffer.
  31531. * @param vertexBuffer the vertex buffer to update
  31532. * @param data the data used to update the vertex buffer
  31533. * @param byteOffset the byte offset of the data
  31534. * @param byteLength the byte length of the data
  31535. */
  31536. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31537. private _resetIndexBufferBinding;
  31538. /**
  31539. * Creates a new index buffer
  31540. * @param indices defines the content of the index buffer
  31541. * @param updatable defines if the index buffer must be updatable
  31542. * @returns a new webGL buffer
  31543. */
  31544. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31545. /**
  31546. * Bind a webGL buffer to the webGL context
  31547. * @param buffer defines the buffer to bind
  31548. */
  31549. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31550. /**
  31551. * Bind an uniform buffer to the current webGL context
  31552. * @param buffer defines the buffer to bind
  31553. */
  31554. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31555. /**
  31556. * Bind a buffer to the current webGL context at a given location
  31557. * @param buffer defines the buffer to bind
  31558. * @param location defines the index where to bind the buffer
  31559. */
  31560. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31561. /**
  31562. * Bind a specific block at a given index in a specific shader program
  31563. * @param pipelineContext defines the pipeline context to use
  31564. * @param blockName defines the block name
  31565. * @param index defines the index where to bind the block
  31566. */
  31567. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31568. private bindIndexBuffer;
  31569. private bindBuffer;
  31570. /**
  31571. * update the bound buffer with the given data
  31572. * @param data defines the data to update
  31573. */
  31574. updateArrayBuffer(data: Float32Array): void;
  31575. private _vertexAttribPointer;
  31576. private _bindIndexBufferWithCache;
  31577. private _bindVertexBuffersAttributes;
  31578. /**
  31579. * Records a vertex array object
  31580. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31581. * @param vertexBuffers defines the list of vertex buffers to store
  31582. * @param indexBuffer defines the index buffer to store
  31583. * @param effect defines the effect to store
  31584. * @returns the new vertex array object
  31585. */
  31586. recordVertexArrayObject(vertexBuffers: {
  31587. [key: string]: VertexBuffer;
  31588. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31589. /**
  31590. * Bind a specific vertex array object
  31591. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31592. * @param vertexArrayObject defines the vertex array object to bind
  31593. * @param indexBuffer defines the index buffer to bind
  31594. */
  31595. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31596. /**
  31597. * Bind webGl buffers directly to the webGL context
  31598. * @param vertexBuffer defines the vertex buffer to bind
  31599. * @param indexBuffer defines the index buffer to bind
  31600. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31601. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31602. * @param effect defines the effect associated with the vertex buffer
  31603. */
  31604. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31605. private _unbindVertexArrayObject;
  31606. /**
  31607. * Bind a list of vertex buffers to the webGL context
  31608. * @param vertexBuffers defines the list of vertex buffers to bind
  31609. * @param indexBuffer defines the index buffer to bind
  31610. * @param effect defines the effect associated with the vertex buffers
  31611. */
  31612. bindBuffers(vertexBuffers: {
  31613. [key: string]: Nullable<VertexBuffer>;
  31614. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31615. /**
  31616. * Unbind all instance attributes
  31617. */
  31618. unbindInstanceAttributes(): void;
  31619. /**
  31620. * Release and free the memory of a vertex array object
  31621. * @param vao defines the vertex array object to delete
  31622. */
  31623. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31624. /** @hidden */
  31625. _releaseBuffer(buffer: DataBuffer): boolean;
  31626. /**
  31627. * Creates a webGL buffer to use with instanciation
  31628. * @param capacity defines the size of the buffer
  31629. * @returns the webGL buffer
  31630. */
  31631. createInstancesBuffer(capacity: number): DataBuffer;
  31632. /**
  31633. * Delete a webGL buffer used with instanciation
  31634. * @param buffer defines the webGL buffer to delete
  31635. */
  31636. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31637. /**
  31638. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31639. * @param instancesBuffer defines the webGL buffer to update and bind
  31640. * @param data defines the data to store in the buffer
  31641. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31642. */
  31643. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31644. /**
  31645. * Apply all cached states (depth, culling, stencil and alpha)
  31646. */
  31647. applyStates(): void;
  31648. /**
  31649. * Send a draw order
  31650. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31651. * @param indexStart defines the starting index
  31652. * @param indexCount defines the number of index to draw
  31653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31654. */
  31655. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31656. /**
  31657. * Draw a list of points
  31658. * @param verticesStart defines the index of first vertex to draw
  31659. * @param verticesCount defines the count of vertices to draw
  31660. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31661. */
  31662. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31663. /**
  31664. * Draw a list of unindexed primitives
  31665. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31666. * @param verticesStart defines the index of first vertex to draw
  31667. * @param verticesCount defines the count of vertices to draw
  31668. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31669. */
  31670. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31671. /**
  31672. * Draw a list of indexed primitives
  31673. * @param fillMode defines the primitive to use
  31674. * @param indexStart defines the starting index
  31675. * @param indexCount defines the number of index to draw
  31676. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31677. */
  31678. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31679. /**
  31680. * Draw a list of unindexed primitives
  31681. * @param fillMode defines the primitive to use
  31682. * @param verticesStart defines the index of first vertex to draw
  31683. * @param verticesCount defines the count of vertices to draw
  31684. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31685. */
  31686. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31687. private _drawMode;
  31688. /** @hidden */
  31689. _releaseEffect(effect: Effect): void;
  31690. /** @hidden */
  31691. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31692. /**
  31693. * Create a new effect (used to store vertex/fragment shaders)
  31694. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31695. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31696. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31697. * @param samplers defines an array of string used to represent textures
  31698. * @param defines defines the string containing the defines to use to compile the shaders
  31699. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31700. * @param onCompiled defines a function to call when the effect creation is successful
  31701. * @param onError defines a function to call when the effect creation has failed
  31702. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31703. * @returns the new Effect
  31704. */
  31705. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31706. private _compileShader;
  31707. private _compileRawShader;
  31708. /**
  31709. * Directly creates a webGL program
  31710. * @param pipelineContext defines the pipeline context to attach to
  31711. * @param vertexCode defines the vertex shader code to use
  31712. * @param fragmentCode defines the fragment shader code to use
  31713. * @param context defines the webGL context to use (if not set, the current one will be used)
  31714. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31715. * @returns the new webGL program
  31716. */
  31717. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31718. /**
  31719. * Creates a webGL program
  31720. * @param pipelineContext defines the pipeline context to attach to
  31721. * @param vertexCode defines the vertex shader code to use
  31722. * @param fragmentCode defines the fragment shader code to use
  31723. * @param defines defines the string containing the defines to use to compile the shaders
  31724. * @param context defines the webGL context to use (if not set, the current one will be used)
  31725. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31726. * @returns the new webGL program
  31727. */
  31728. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31729. /**
  31730. * Creates a new pipeline context
  31731. * @returns the new pipeline
  31732. */
  31733. createPipelineContext(): WebGLPipelineContext;
  31734. private _createShaderProgram;
  31735. private _finalizePipelineContext;
  31736. /** @hidden */
  31737. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31738. /** @hidden */
  31739. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31740. /** @hidden */
  31741. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31742. /**
  31743. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31744. * @param pipelineContext defines the pipeline context to use
  31745. * @param uniformsNames defines the list of uniform names
  31746. * @returns an array of webGL uniform locations
  31747. */
  31748. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31749. /**
  31750. * Gets the lsit of active attributes for a given webGL program
  31751. * @param pipelineContext defines the pipeline context to use
  31752. * @param attributesNames defines the list of attribute names to get
  31753. * @returns an array of indices indicating the offset of each attribute
  31754. */
  31755. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31756. /**
  31757. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31758. * @param effect defines the effect to activate
  31759. */
  31760. enableEffect(effect: Nullable<Effect>): void;
  31761. /**
  31762. * Set the value of an uniform to an array of int32
  31763. * @param uniform defines the webGL uniform location where to store the value
  31764. * @param array defines the array of int32 to store
  31765. */
  31766. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31767. /**
  31768. * Set the value of an uniform to an array of int32 (stored as vec2)
  31769. * @param uniform defines the webGL uniform location where to store the value
  31770. * @param array defines the array of int32 to store
  31771. */
  31772. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31773. /**
  31774. * Set the value of an uniform to an array of int32 (stored as vec3)
  31775. * @param uniform defines the webGL uniform location where to store the value
  31776. * @param array defines the array of int32 to store
  31777. */
  31778. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31779. /**
  31780. * Set the value of an uniform to an array of int32 (stored as vec4)
  31781. * @param uniform defines the webGL uniform location where to store the value
  31782. * @param array defines the array of int32 to store
  31783. */
  31784. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31785. /**
  31786. * Set the value of an uniform to an array of float32
  31787. * @param uniform defines the webGL uniform location where to store the value
  31788. * @param array defines the array of float32 to store
  31789. */
  31790. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31791. /**
  31792. * Set the value of an uniform to an array of float32 (stored as vec2)
  31793. * @param uniform defines the webGL uniform location where to store the value
  31794. * @param array defines the array of float32 to store
  31795. */
  31796. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31797. /**
  31798. * Set the value of an uniform to an array of float32 (stored as vec3)
  31799. * @param uniform defines the webGL uniform location where to store the value
  31800. * @param array defines the array of float32 to store
  31801. */
  31802. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31803. /**
  31804. * Set the value of an uniform to an array of float32 (stored as vec4)
  31805. * @param uniform defines the webGL uniform location where to store the value
  31806. * @param array defines the array of float32 to store
  31807. */
  31808. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31809. /**
  31810. * Set the value of an uniform to an array of number
  31811. * @param uniform defines the webGL uniform location where to store the value
  31812. * @param array defines the array of number to store
  31813. */
  31814. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31815. /**
  31816. * Set the value of an uniform to an array of number (stored as vec2)
  31817. * @param uniform defines the webGL uniform location where to store the value
  31818. * @param array defines the array of number to store
  31819. */
  31820. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31821. /**
  31822. * Set the value of an uniform to an array of number (stored as vec3)
  31823. * @param uniform defines the webGL uniform location where to store the value
  31824. * @param array defines the array of number to store
  31825. */
  31826. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31827. /**
  31828. * Set the value of an uniform to an array of number (stored as vec4)
  31829. * @param uniform defines the webGL uniform location where to store the value
  31830. * @param array defines the array of number to store
  31831. */
  31832. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31833. /**
  31834. * Set the value of an uniform to an array of float32 (stored as matrices)
  31835. * @param uniform defines the webGL uniform location where to store the value
  31836. * @param matrices defines the array of float32 to store
  31837. */
  31838. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31839. /**
  31840. * Set the value of an uniform to a matrix (3x3)
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31843. */
  31844. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31845. /**
  31846. * Set the value of an uniform to a matrix (2x2)
  31847. * @param uniform defines the webGL uniform location where to store the value
  31848. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31849. */
  31850. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31851. /**
  31852. * Set the value of an uniform to a number (int)
  31853. * @param uniform defines the webGL uniform location where to store the value
  31854. * @param value defines the int number to store
  31855. */
  31856. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31857. /**
  31858. * Set the value of an uniform to a number (float)
  31859. * @param uniform defines the webGL uniform location where to store the value
  31860. * @param value defines the float number to store
  31861. */
  31862. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31863. /**
  31864. * Set the value of an uniform to a vec2
  31865. * @param uniform defines the webGL uniform location where to store the value
  31866. * @param x defines the 1st component of the value
  31867. * @param y defines the 2nd component of the value
  31868. */
  31869. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31870. /**
  31871. * Set the value of an uniform to a vec3
  31872. * @param uniform defines the webGL uniform location where to store the value
  31873. * @param x defines the 1st component of the value
  31874. * @param y defines the 2nd component of the value
  31875. * @param z defines the 3rd component of the value
  31876. */
  31877. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31878. /**
  31879. * Set the value of an uniform to a boolean
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param bool defines the boolean to store
  31882. */
  31883. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31884. /**
  31885. * Set the value of an uniform to a vec4
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param x defines the 1st component of the value
  31888. * @param y defines the 2nd component of the value
  31889. * @param z defines the 3rd component of the value
  31890. * @param w defines the 4th component of the value
  31891. */
  31892. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31893. /**
  31894. * Sets a Color4 on a uniform variable
  31895. * @param uniform defines the uniform location
  31896. * @param color4 defines the value to be set
  31897. */
  31898. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31899. /**
  31900. * Set various states to the webGL context
  31901. * @param culling defines backface culling state
  31902. * @param zOffset defines the value to apply to zOffset (0 by default)
  31903. * @param force defines if states must be applied even if cache is up to date
  31904. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31905. */
  31906. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31907. /**
  31908. * Set the z offset to apply to current rendering
  31909. * @param value defines the offset to apply
  31910. */
  31911. setZOffset(value: number): void;
  31912. /**
  31913. * Gets the current value of the zOffset
  31914. * @returns the current zOffset state
  31915. */
  31916. getZOffset(): number;
  31917. /**
  31918. * Enable or disable depth buffering
  31919. * @param enable defines the state to set
  31920. */
  31921. setDepthBuffer(enable: boolean): void;
  31922. /**
  31923. * Gets a boolean indicating if depth writing is enabled
  31924. * @returns the current depth writing state
  31925. */
  31926. getDepthWrite(): boolean;
  31927. /**
  31928. * Enable or disable depth writing
  31929. * @param enable defines the state to set
  31930. */
  31931. setDepthWrite(enable: boolean): void;
  31932. /**
  31933. * Enable or disable color writing
  31934. * @param enable defines the state to set
  31935. */
  31936. setColorWrite(enable: boolean): void;
  31937. /**
  31938. * Gets a boolean indicating if color writing is enabled
  31939. * @returns the current color writing state
  31940. */
  31941. getColorWrite(): boolean;
  31942. /**
  31943. * Sets alpha constants used by some alpha blending modes
  31944. * @param r defines the red component
  31945. * @param g defines the green component
  31946. * @param b defines the blue component
  31947. * @param a defines the alpha component
  31948. */
  31949. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31950. /**
  31951. * Sets the current alpha mode
  31952. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31953. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31954. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31955. */
  31956. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31957. /**
  31958. * Gets the current alpha mode
  31959. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31960. * @returns the current alpha mode
  31961. */
  31962. getAlphaMode(): number;
  31963. /**
  31964. * Clears the list of texture accessible through engine.
  31965. * This can help preventing texture load conflict due to name collision.
  31966. */
  31967. clearInternalTexturesCache(): void;
  31968. /**
  31969. * Force the entire cache to be cleared
  31970. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31971. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31972. */
  31973. wipeCaches(bruteForce?: boolean): void;
  31974. /**
  31975. * Set the compressed texture format to use, based on the formats you have, and the formats
  31976. * supported by the hardware / browser.
  31977. *
  31978. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31979. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31980. * to API arguments needed to compressed textures. This puts the burden on the container
  31981. * generator to house the arcane code for determining these for current & future formats.
  31982. *
  31983. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31984. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31985. *
  31986. * Note: The result of this call is not taken into account when a texture is base64.
  31987. *
  31988. * @param formatsAvailable defines the list of those format families you have created
  31989. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31990. *
  31991. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31992. * @returns The extension selected.
  31993. */
  31994. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31995. /** @hidden */
  31996. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31997. min: number;
  31998. mag: number;
  31999. };
  32000. /** @hidden */
  32001. _createTexture(): WebGLTexture;
  32002. /**
  32003. * Usually called from Texture.ts.
  32004. * Passed information to create a WebGLTexture
  32005. * @param urlArg defines a value which contains one of the following:
  32006. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32007. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32008. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32009. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32010. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32011. * @param scene needed for loading to the correct scene
  32012. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32013. * @param onLoad optional callback to be called upon successful completion
  32014. * @param onError optional callback to be called upon failure
  32015. * @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
  32016. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32017. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32018. * @param forcedExtension defines the extension to use to pick the right loader
  32019. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32020. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32021. */
  32022. 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>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32023. /**
  32024. * @hidden
  32025. * Rescales a texture
  32026. * @param source input texutre
  32027. * @param destination destination texture
  32028. * @param scene scene to use to render the resize
  32029. * @param internalFormat format to use when resizing
  32030. * @param onComplete callback to be called when resize has completed
  32031. */
  32032. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32033. private _unpackFlipYCached;
  32034. /**
  32035. * In case you are sharing the context with other applications, it might
  32036. * be interested to not cache the unpack flip y state to ensure a consistent
  32037. * value would be set.
  32038. */
  32039. enableUnpackFlipYCached: boolean;
  32040. /** @hidden */
  32041. _unpackFlipY(value: boolean): void;
  32042. /** @hidden */
  32043. _getUnpackAlignement(): number;
  32044. /**
  32045. * Creates a dynamic texture
  32046. * @param width defines the width of the texture
  32047. * @param height defines the height of the texture
  32048. * @param generateMipMaps defines if the engine should generate the mip levels
  32049. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32050. * @returns the dynamic texture inside an InternalTexture
  32051. */
  32052. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32053. /**
  32054. * Update the sampling mode of a given texture
  32055. * @param samplingMode defines the required sampling mode
  32056. * @param texture defines the texture to update
  32057. */
  32058. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32059. /**
  32060. * Update the content of a dynamic texture
  32061. * @param texture defines the texture to update
  32062. * @param canvas defines the canvas containing the source
  32063. * @param invertY defines if data must be stored with Y axis inverted
  32064. * @param premulAlpha defines if alpha is stored as premultiplied
  32065. * @param format defines the format of the data
  32066. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32067. */
  32068. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32069. /**
  32070. * Update a video texture
  32071. * @param texture defines the texture to update
  32072. * @param video defines the video element to use
  32073. * @param invertY defines if data must be stored with Y axis inverted
  32074. */
  32075. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32076. /**
  32077. * Updates a depth texture Comparison Mode and Function.
  32078. * If the comparison Function is equal to 0, the mode will be set to none.
  32079. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32080. * @param texture The texture to set the comparison function for
  32081. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32082. */
  32083. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32084. /** @hidden */
  32085. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32086. width: number;
  32087. height: number;
  32088. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32089. /**
  32090. * Creates a depth stencil texture.
  32091. * This is only available in WebGL 2 or with the depth texture extension available.
  32092. * @param size The size of face edge in the texture.
  32093. * @param options The options defining the texture.
  32094. * @returns The texture
  32095. */
  32096. createDepthStencilTexture(size: number | {
  32097. width: number;
  32098. height: number;
  32099. }, options: DepthTextureCreationOptions): InternalTexture;
  32100. /**
  32101. * Creates a depth stencil texture.
  32102. * This is only available in WebGL 2 or with the depth texture extension available.
  32103. * @param size The size of face edge in the texture.
  32104. * @param options The options defining the texture.
  32105. * @returns The texture
  32106. */
  32107. private _createDepthStencilTexture;
  32108. /**
  32109. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32110. * @param renderTarget The render target to set the frame buffer for
  32111. */
  32112. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32113. /**
  32114. * Creates a new render target texture
  32115. * @param size defines the size of the texture
  32116. * @param options defines the options used to create the texture
  32117. * @returns a new render target texture stored in an InternalTexture
  32118. */
  32119. createRenderTargetTexture(size: number | {
  32120. width: number;
  32121. height: number;
  32122. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32123. /** @hidden */
  32124. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32125. /**
  32126. * Updates the sample count of a render target texture
  32127. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32128. * @param texture defines the texture to update
  32129. * @param samples defines the sample count to set
  32130. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32131. */
  32132. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32133. /** @hidden */
  32134. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32135. /** @hidden */
  32136. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32137. /** @hidden */
  32138. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32139. /** @hidden */
  32140. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32141. /**
  32142. * @hidden
  32143. */
  32144. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32145. private _prepareWebGLTextureContinuation;
  32146. private _prepareWebGLTexture;
  32147. /** @hidden */
  32148. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32149. /** @hidden */
  32150. _releaseFramebufferObjects(texture: InternalTexture): void;
  32151. /** @hidden */
  32152. _releaseTexture(texture: InternalTexture): void;
  32153. private setProgram;
  32154. private _boundUniforms;
  32155. /**
  32156. * Binds an effect to the webGL context
  32157. * @param effect defines the effect to bind
  32158. */
  32159. bindSamplers(effect: Effect): void;
  32160. private _activateCurrentTexture;
  32161. /** @hidden */
  32162. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32163. /** @hidden */
  32164. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32165. /**
  32166. * Sets a texture to the webGL context from a postprocess
  32167. * @param channel defines the channel to use
  32168. * @param postProcess defines the source postprocess
  32169. */
  32170. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32171. /**
  32172. * Binds the output of the passed in post process to the texture channel specified
  32173. * @param channel The channel the texture should be bound to
  32174. * @param postProcess The post process which's output should be bound
  32175. */
  32176. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32177. /**
  32178. * Unbind all textures from the webGL context
  32179. */
  32180. unbindAllTextures(): void;
  32181. /**
  32182. * Sets a texture to the according uniform.
  32183. * @param channel The texture channel
  32184. * @param uniform The uniform to set
  32185. * @param texture The texture to apply
  32186. */
  32187. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32188. /**
  32189. * Sets a depth stencil texture from a render target to the according uniform.
  32190. * @param channel The texture channel
  32191. * @param uniform The uniform to set
  32192. * @param texture The render target texture containing the depth stencil texture to apply
  32193. */
  32194. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32195. private _bindSamplerUniformToChannel;
  32196. private _getTextureWrapMode;
  32197. private _setTexture;
  32198. /**
  32199. * Sets an array of texture to the webGL context
  32200. * @param channel defines the channel where the texture array must be set
  32201. * @param uniform defines the associated uniform location
  32202. * @param textures defines the array of textures to bind
  32203. */
  32204. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32205. /** @hidden */
  32206. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32207. private _setTextureParameterFloat;
  32208. private _setTextureParameterInteger;
  32209. /**
  32210. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32211. * @param x defines the x coordinate of the rectangle where pixels must be read
  32212. * @param y defines the y coordinate of the rectangle where pixels must be read
  32213. * @param width defines the width of the rectangle where pixels must be read
  32214. * @param height defines the height of the rectangle where pixels must be read
  32215. * @returns a Uint8Array containing RGBA colors
  32216. */
  32217. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32218. /**
  32219. * Add an externaly attached data from its key.
  32220. * This method call will fail and return false, if such key already exists.
  32221. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32222. * @param key the unique key that identifies the data
  32223. * @param data the data object to associate to the key for this Engine instance
  32224. * @return true if no such key were already present and the data was added successfully, false otherwise
  32225. */
  32226. addExternalData<T>(key: string, data: T): boolean;
  32227. /**
  32228. * Get an externaly attached data from its key
  32229. * @param key the unique key that identifies the data
  32230. * @return the associated data, if present (can be null), or undefined if not present
  32231. */
  32232. getExternalData<T>(key: string): T;
  32233. /**
  32234. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32235. * @param key the unique key that identifies the data
  32236. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32237. * @return the associated data, can be null if the factory returned null.
  32238. */
  32239. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32240. /**
  32241. * Remove an externaly attached data from the Engine instance
  32242. * @param key the unique key that identifies the data
  32243. * @return true if the data was successfully removed, false if it doesn't exist
  32244. */
  32245. removeExternalData(key: string): boolean;
  32246. /**
  32247. * Unbind all vertex attributes from the webGL context
  32248. */
  32249. unbindAllAttributes(): void;
  32250. /**
  32251. * 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
  32252. */
  32253. releaseEffects(): void;
  32254. /**
  32255. * Dispose and release all associated resources
  32256. */
  32257. dispose(): void;
  32258. /**
  32259. * Display the loading screen
  32260. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32261. */
  32262. displayLoadingUI(): void;
  32263. /**
  32264. * Hide the loading screen
  32265. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32266. */
  32267. hideLoadingUI(): void;
  32268. /**
  32269. * Gets the current loading screen object
  32270. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32271. */
  32272. /**
  32273. * Sets the current loading screen object
  32274. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32275. */
  32276. loadingScreen: ILoadingScreen;
  32277. /**
  32278. * Sets the current loading screen text
  32279. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32280. */
  32281. loadingUIText: string;
  32282. /**
  32283. * Sets the current loading screen background color
  32284. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32285. */
  32286. loadingUIBackgroundColor: string;
  32287. /**
  32288. * Attach a new callback raised when context lost event is fired
  32289. * @param callback defines the callback to call
  32290. */
  32291. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32292. /**
  32293. * Attach a new callback raised when context restored event is fired
  32294. * @param callback defines the callback to call
  32295. */
  32296. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32297. /**
  32298. * Gets the source code of the vertex shader associated with a specific webGL program
  32299. * @param program defines the program to use
  32300. * @returns a string containing the source code of the vertex shader associated with the program
  32301. */
  32302. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32303. /**
  32304. * Gets the source code of the fragment shader associated with a specific webGL program
  32305. * @param program defines the program to use
  32306. * @returns a string containing the source code of the fragment shader associated with the program
  32307. */
  32308. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32309. /**
  32310. * Get the current error code of the webGL context
  32311. * @returns the error code
  32312. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32313. */
  32314. getError(): number;
  32315. /**
  32316. * Gets the current framerate
  32317. * @returns a number representing the framerate
  32318. */
  32319. getFps(): number;
  32320. /**
  32321. * Gets the time spent between current and previous frame
  32322. * @returns a number representing the delta time in ms
  32323. */
  32324. getDeltaTime(): number;
  32325. private _measureFps;
  32326. /** @hidden */
  32327. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32328. private _canRenderToFloatFramebuffer;
  32329. private _canRenderToHalfFloatFramebuffer;
  32330. private _canRenderToFramebuffer;
  32331. /** @hidden */
  32332. _getWebGLTextureType(type: number): number;
  32333. /** @hidden */
  32334. _getInternalFormat(format: number): number;
  32335. /** @hidden */
  32336. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32337. /** @hidden */
  32338. _getRGBAMultiSampleBufferFormat(type: number): number;
  32339. /** @hidden */
  32340. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32341. /** @hidden */
  32342. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32343. /**
  32344. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32345. * @returns true if the engine can be created
  32346. * @ignorenaming
  32347. */
  32348. static isSupported(): boolean;
  32349. /**
  32350. * Find the next highest power of two.
  32351. * @param x Number to start search from.
  32352. * @return Next highest power of two.
  32353. */
  32354. static CeilingPOT(x: number): number;
  32355. /**
  32356. * Find the next lowest power of two.
  32357. * @param x Number to start search from.
  32358. * @return Next lowest power of two.
  32359. */
  32360. static FloorPOT(x: number): number;
  32361. /**
  32362. * Find the nearest power of two.
  32363. * @param x Number to start search from.
  32364. * @return Next nearest power of two.
  32365. */
  32366. static NearestPOT(x: number): number;
  32367. /**
  32368. * Get the closest exponent of two
  32369. * @param value defines the value to approximate
  32370. * @param max defines the maximum value to return
  32371. * @param mode defines how to define the closest value
  32372. * @returns closest exponent of two of the given value
  32373. */
  32374. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32375. /**
  32376. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32377. * @param func - the function to be called
  32378. * @param requester - the object that will request the next frame. Falls back to window.
  32379. * @returns frame number
  32380. */
  32381. static QueueNewFrame(func: () => void, requester?: any): number;
  32382. /**
  32383. * Ask the browser to promote the current element to pointerlock mode
  32384. * @param element defines the DOM element to promote
  32385. */
  32386. static _RequestPointerlock(element: HTMLElement): void;
  32387. /**
  32388. * Asks the browser to exit pointerlock mode
  32389. */
  32390. static _ExitPointerlock(): void;
  32391. /**
  32392. * Ask the browser to promote the current element to fullscreen rendering mode
  32393. * @param element defines the DOM element to promote
  32394. */
  32395. static _RequestFullscreen(element: HTMLElement): void;
  32396. /**
  32397. * Asks the browser to exit fullscreen mode
  32398. */
  32399. static _ExitFullscreen(): void;
  32400. }
  32401. }
  32402. declare module "babylonjs/Engines/engineStore" {
  32403. import { Nullable } from "babylonjs/types";
  32404. import { Engine } from "babylonjs/Engines/engine";
  32405. import { Scene } from "babylonjs/scene";
  32406. /**
  32407. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32408. * during the life time of the application.
  32409. */
  32410. export class EngineStore {
  32411. /** Gets the list of created engines */
  32412. static Instances: import("babylonjs/Engines/engine").Engine[];
  32413. /** @hidden */
  32414. static _LastCreatedScene: Nullable<Scene>;
  32415. /**
  32416. * Gets the latest created engine
  32417. */
  32418. static readonly LastCreatedEngine: Nullable<Engine>;
  32419. /**
  32420. * Gets the latest created scene
  32421. */
  32422. static readonly LastCreatedScene: Nullable<Scene>;
  32423. /**
  32424. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32425. * @ignorenaming
  32426. */
  32427. static UseFallbackTexture: boolean;
  32428. /**
  32429. * Texture content used if a texture cannot loaded
  32430. * @ignorenaming
  32431. */
  32432. static FallbackTexture: string;
  32433. }
  32434. }
  32435. declare module "babylonjs/Misc/promise" {
  32436. /**
  32437. * Helper class that provides a small promise polyfill
  32438. */
  32439. export class PromisePolyfill {
  32440. /**
  32441. * Static function used to check if the polyfill is required
  32442. * If this is the case then the function will inject the polyfill to window.Promise
  32443. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32444. */
  32445. static Apply(force?: boolean): void;
  32446. }
  32447. }
  32448. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32449. /**
  32450. * Interface for screenshot methods with describe argument called `size` as object with options
  32451. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32452. */
  32453. export interface IScreenshotSize {
  32454. /**
  32455. * number in pixels for canvas height
  32456. */
  32457. height?: number;
  32458. /**
  32459. * multiplier allowing render at a higher or lower resolution
  32460. * If value is defined then height and width will be ignored and taken from camera
  32461. */
  32462. precision?: number;
  32463. /**
  32464. * number in pixels for canvas width
  32465. */
  32466. width?: number;
  32467. }
  32468. }
  32469. declare module "babylonjs/Misc/tools" {
  32470. import { Nullable, float } from "babylonjs/types";
  32471. import { DomManagement } from "babylonjs/Misc/domManagement";
  32472. import { WebRequest } from "babylonjs/Misc/webRequest";
  32473. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32474. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32475. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32476. import { Camera } from "babylonjs/Cameras/camera";
  32477. import { Engine } from "babylonjs/Engines/engine";
  32478. interface IColor4Like {
  32479. r: float;
  32480. g: float;
  32481. b: float;
  32482. a: float;
  32483. }
  32484. /**
  32485. * Class containing a set of static utilities functions
  32486. */
  32487. export class Tools {
  32488. /**
  32489. * Gets or sets the base URL to use to load assets
  32490. */
  32491. static BaseUrl: string;
  32492. /**
  32493. * Enable/Disable Custom HTTP Request Headers globally.
  32494. * default = false
  32495. * @see CustomRequestHeaders
  32496. */
  32497. static UseCustomRequestHeaders: boolean;
  32498. /**
  32499. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32500. * i.e. when loading files, where the server/service expects an Authorization header
  32501. */
  32502. static CustomRequestHeaders: {
  32503. [key: string]: string;
  32504. };
  32505. /**
  32506. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32507. */
  32508. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32509. /**
  32510. * Default behaviour for cors in the application.
  32511. * It can be a string if the expected behavior is identical in the entire app.
  32512. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32513. */
  32514. static CorsBehavior: string | ((url: string | string[]) => string);
  32515. /**
  32516. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32517. * @ignorenaming
  32518. */
  32519. static UseFallbackTexture: boolean;
  32520. /**
  32521. * Use this object to register external classes like custom textures or material
  32522. * to allow the laoders to instantiate them
  32523. */
  32524. static RegisteredExternalClasses: {
  32525. [key: string]: Object;
  32526. };
  32527. /**
  32528. * Texture content used if a texture cannot loaded
  32529. * @ignorenaming
  32530. */
  32531. static fallbackTexture: string;
  32532. /**
  32533. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32534. * @param u defines the coordinate on X axis
  32535. * @param v defines the coordinate on Y axis
  32536. * @param width defines the width of the source data
  32537. * @param height defines the height of the source data
  32538. * @param pixels defines the source byte array
  32539. * @param color defines the output color
  32540. */
  32541. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32542. /**
  32543. * Interpolates between a and b via alpha
  32544. * @param a The lower value (returned when alpha = 0)
  32545. * @param b The upper value (returned when alpha = 1)
  32546. * @param alpha The interpolation-factor
  32547. * @return The mixed value
  32548. */
  32549. static Mix(a: number, b: number, alpha: number): number;
  32550. /**
  32551. * Tries to instantiate a new object from a given class name
  32552. * @param className defines the class name to instantiate
  32553. * @returns the new object or null if the system was not able to do the instantiation
  32554. */
  32555. static Instantiate(className: string): any;
  32556. /**
  32557. * Provides a slice function that will work even on IE
  32558. * @param data defines the array to slice
  32559. * @param start defines the start of the data (optional)
  32560. * @param end defines the end of the data (optional)
  32561. * @returns the new sliced array
  32562. */
  32563. static Slice<T>(data: T, start?: number, end?: number): T;
  32564. /**
  32565. * Polyfill for setImmediate
  32566. * @param action defines the action to execute after the current execution block
  32567. */
  32568. static SetImmediate(action: () => void): void;
  32569. /**
  32570. * Function indicating if a number is an exponent of 2
  32571. * @param value defines the value to test
  32572. * @returns true if the value is an exponent of 2
  32573. */
  32574. static IsExponentOfTwo(value: number): boolean;
  32575. private static _tmpFloatArray;
  32576. /**
  32577. * Returns the nearest 32-bit single precision float representation of a Number
  32578. * @param value A Number. If the parameter is of a different type, it will get converted
  32579. * to a number or to NaN if it cannot be converted
  32580. * @returns number
  32581. */
  32582. static FloatRound(value: number): number;
  32583. /**
  32584. * Extracts the filename from a path
  32585. * @param path defines the path to use
  32586. * @returns the filename
  32587. */
  32588. static GetFilename(path: string): string;
  32589. /**
  32590. * Extracts the "folder" part of a path (everything before the filename).
  32591. * @param uri The URI to extract the info from
  32592. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32593. * @returns The "folder" part of the path
  32594. */
  32595. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32596. /**
  32597. * Extracts text content from a DOM element hierarchy
  32598. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32599. */
  32600. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32601. /**
  32602. * Convert an angle in radians to degrees
  32603. * @param angle defines the angle to convert
  32604. * @returns the angle in degrees
  32605. */
  32606. static ToDegrees(angle: number): number;
  32607. /**
  32608. * Convert an angle in degrees to radians
  32609. * @param angle defines the angle to convert
  32610. * @returns the angle in radians
  32611. */
  32612. static ToRadians(angle: number): number;
  32613. /**
  32614. * Encode a buffer to a base64 string
  32615. * @param buffer defines the buffer to encode
  32616. * @returns the encoded string
  32617. */
  32618. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32619. /**
  32620. * Returns an array if obj is not an array
  32621. * @param obj defines the object to evaluate as an array
  32622. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32623. * @returns either obj directly if obj is an array or a new array containing obj
  32624. */
  32625. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32626. /**
  32627. * Gets the pointer prefix to use
  32628. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32629. */
  32630. static GetPointerPrefix(): string;
  32631. /**
  32632. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32633. * @param url define the url we are trying
  32634. * @param element define the dom element where to configure the cors policy
  32635. */
  32636. static SetCorsBehavior(url: string | string[], element: {
  32637. crossOrigin: string | null;
  32638. }): void;
  32639. /**
  32640. * Removes unwanted characters from an url
  32641. * @param url defines the url to clean
  32642. * @returns the cleaned url
  32643. */
  32644. static CleanUrl(url: string): string;
  32645. /**
  32646. * Gets or sets a function used to pre-process url before using them to load assets
  32647. */
  32648. static PreprocessUrl: (url: string) => string;
  32649. /**
  32650. * Loads an image as an HTMLImageElement.
  32651. * @param input url string, ArrayBuffer, or Blob to load
  32652. * @param onLoad callback called when the image successfully loads
  32653. * @param onError callback called when the image fails to load
  32654. * @param offlineProvider offline provider for caching
  32655. * @returns the HTMLImageElement of the loaded image
  32656. */
  32657. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32658. /**
  32659. * Loads a file
  32660. * @param url url string, ArrayBuffer, or Blob to load
  32661. * @param onSuccess callback called when the file successfully loads
  32662. * @param onProgress callback called while file is loading (if the server supports this mode)
  32663. * @param offlineProvider defines the offline provider for caching
  32664. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32665. * @param onError callback called when the file fails to load
  32666. * @returns a file request object
  32667. */
  32668. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32669. /**
  32670. * Loads a file from a url
  32671. * @param url the file url to load
  32672. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32673. */
  32674. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32675. /**
  32676. * Load a script (identified by an url). When the url returns, the
  32677. * content of this file is added into a new script element, attached to the DOM (body element)
  32678. * @param scriptUrl defines the url of the script to laod
  32679. * @param onSuccess defines the callback called when the script is loaded
  32680. * @param onError defines the callback to call if an error occurs
  32681. * @param scriptId defines the id of the script element
  32682. */
  32683. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32684. /**
  32685. * Load an asynchronous script (identified by an url). When the url returns, the
  32686. * content of this file is added into a new script element, attached to the DOM (body element)
  32687. * @param scriptUrl defines the url of the script to laod
  32688. * @param scriptId defines the id of the script element
  32689. * @returns a promise request object
  32690. */
  32691. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32692. /**
  32693. * Loads a file from a blob
  32694. * @param fileToLoad defines the blob to use
  32695. * @param callback defines the callback to call when data is loaded
  32696. * @param progressCallback defines the callback to call during loading process
  32697. * @returns a file request object
  32698. */
  32699. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32700. /**
  32701. * Loads a file
  32702. * @param fileToLoad defines the file to load
  32703. * @param callback defines the callback to call when data is loaded
  32704. * @param progressCallBack defines the callback to call during loading process
  32705. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32706. * @returns a file request object
  32707. */
  32708. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32709. /**
  32710. * Creates a data url from a given string content
  32711. * @param content defines the content to convert
  32712. * @returns the new data url link
  32713. */
  32714. static FileAsURL(content: string): string;
  32715. /**
  32716. * Format the given number to a specific decimal format
  32717. * @param value defines the number to format
  32718. * @param decimals defines the number of decimals to use
  32719. * @returns the formatted string
  32720. */
  32721. static Format(value: number, decimals?: number): string;
  32722. /**
  32723. * Tries to copy an object by duplicating every property
  32724. * @param source defines the source object
  32725. * @param destination defines the target object
  32726. * @param doNotCopyList defines a list of properties to avoid
  32727. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32728. */
  32729. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32730. /**
  32731. * Gets a boolean indicating if the given object has no own property
  32732. * @param obj defines the object to test
  32733. * @returns true if object has no own property
  32734. */
  32735. static IsEmpty(obj: any): boolean;
  32736. /**
  32737. * Function used to register events at window level
  32738. * @param windowElement defines the Window object to use
  32739. * @param events defines the events to register
  32740. */
  32741. static RegisterTopRootEvents(windowElement: Window, events: {
  32742. name: string;
  32743. handler: Nullable<(e: FocusEvent) => any>;
  32744. }[]): void;
  32745. /**
  32746. * Function used to unregister events from window level
  32747. * @param events defines the events to unregister
  32748. */
  32749. static UnregisterTopRootEvents(windowElement: Window, events: {
  32750. name: string;
  32751. handler: Nullable<(e: FocusEvent) => any>;
  32752. }[]): void;
  32753. /**
  32754. * @ignore
  32755. */
  32756. static _ScreenshotCanvas: HTMLCanvasElement;
  32757. /**
  32758. * Dumps the current bound framebuffer
  32759. * @param width defines the rendering width
  32760. * @param height defines the rendering height
  32761. * @param engine defines the hosting engine
  32762. * @param successCallback defines the callback triggered once the data are available
  32763. * @param mimeType defines the mime type of the result
  32764. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32765. */
  32766. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32767. /**
  32768. * Converts the canvas data to blob.
  32769. * This acts as a polyfill for browsers not supporting the to blob function.
  32770. * @param canvas Defines the canvas to extract the data from
  32771. * @param successCallback Defines the callback triggered once the data are available
  32772. * @param mimeType Defines the mime type of the result
  32773. */
  32774. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32775. /**
  32776. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32777. * @param successCallback defines the callback triggered once the data are available
  32778. * @param mimeType defines the mime type of the result
  32779. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32780. */
  32781. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32782. /**
  32783. * Downloads a blob in the browser
  32784. * @param blob defines the blob to download
  32785. * @param fileName defines the name of the downloaded file
  32786. */
  32787. static Download(blob: Blob, fileName: string): void;
  32788. /**
  32789. * Captures a screenshot of the current rendering
  32790. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32791. * @param engine defines the rendering engine
  32792. * @param camera defines the source camera
  32793. * @param size This parameter can be set to a single number or to an object with the
  32794. * following (optional) properties: precision, width, height. If a single number is passed,
  32795. * it will be used for both width and height. If an object is passed, the screenshot size
  32796. * will be derived from the parameters. The precision property is a multiplier allowing
  32797. * rendering at a higher or lower resolution
  32798. * @param successCallback defines the callback receives a single parameter which contains the
  32799. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32800. * src parameter of an <img> to display it
  32801. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32802. * Check your browser for supported MIME types
  32803. */
  32804. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32805. /**
  32806. * Captures a screenshot of the current rendering
  32807. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32808. * @param engine defines the rendering engine
  32809. * @param camera defines the source camera
  32810. * @param size This parameter can be set to a single number or to an object with the
  32811. * following (optional) properties: precision, width, height. If a single number is passed,
  32812. * it will be used for both width and height. If an object is passed, the screenshot size
  32813. * will be derived from the parameters. The precision property is a multiplier allowing
  32814. * rendering at a higher or lower resolution
  32815. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32816. * Check your browser for supported MIME types
  32817. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32818. * to the src parameter of an <img> to display it
  32819. */
  32820. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32821. /**
  32822. * Generates an image screenshot from the specified camera.
  32823. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32824. * @param engine The engine to use for rendering
  32825. * @param camera The camera to use for rendering
  32826. * @param size This parameter can be set to a single number or to an object with the
  32827. * following (optional) properties: precision, width, height. If a single number is passed,
  32828. * it will be used for both width and height. If an object is passed, the screenshot size
  32829. * will be derived from the parameters. The precision property is a multiplier allowing
  32830. * rendering at a higher or lower resolution
  32831. * @param successCallback The callback receives a single parameter which contains the
  32832. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32833. * src parameter of an <img> to display it
  32834. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32835. * Check your browser for supported MIME types
  32836. * @param samples Texture samples (default: 1)
  32837. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32838. * @param fileName A name for for the downloaded file.
  32839. */
  32840. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32841. /**
  32842. * Generates an image screenshot from the specified camera.
  32843. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32844. * @param engine The engine to use for rendering
  32845. * @param camera The camera to use for rendering
  32846. * @param size This parameter can be set to a single number or to an object with the
  32847. * following (optional) properties: precision, width, height. If a single number is passed,
  32848. * it will be used for both width and height. If an object is passed, the screenshot size
  32849. * will be derived from the parameters. The precision property is a multiplier allowing
  32850. * rendering at a higher or lower resolution
  32851. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32852. * Check your browser for supported MIME types
  32853. * @param samples Texture samples (default: 1)
  32854. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32855. * @param fileName A name for for the downloaded file.
  32856. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32857. * to the src parameter of an <img> to display it
  32858. */
  32859. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32860. /**
  32861. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32862. * Be aware Math.random() could cause collisions, but:
  32863. * "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"
  32864. * @returns a pseudo random id
  32865. */
  32866. static RandomId(): string;
  32867. /**
  32868. * Test if the given uri is a base64 string
  32869. * @param uri The uri to test
  32870. * @return True if the uri is a base64 string or false otherwise
  32871. */
  32872. static IsBase64(uri: string): boolean;
  32873. /**
  32874. * Decode the given base64 uri.
  32875. * @param uri The uri to decode
  32876. * @return The decoded base64 data.
  32877. */
  32878. static DecodeBase64(uri: string): ArrayBuffer;
  32879. /**
  32880. * Gets the absolute url.
  32881. * @param url the input url
  32882. * @return the absolute url
  32883. */
  32884. static GetAbsoluteUrl(url: string): string;
  32885. /**
  32886. * No log
  32887. */
  32888. static readonly NoneLogLevel: number;
  32889. /**
  32890. * Only message logs
  32891. */
  32892. static readonly MessageLogLevel: number;
  32893. /**
  32894. * Only warning logs
  32895. */
  32896. static readonly WarningLogLevel: number;
  32897. /**
  32898. * Only error logs
  32899. */
  32900. static readonly ErrorLogLevel: number;
  32901. /**
  32902. * All logs
  32903. */
  32904. static readonly AllLogLevel: number;
  32905. /**
  32906. * Gets a value indicating the number of loading errors
  32907. * @ignorenaming
  32908. */
  32909. static readonly errorsCount: number;
  32910. /**
  32911. * Callback called when a new log is added
  32912. */
  32913. static OnNewCacheEntry: (entry: string) => void;
  32914. /**
  32915. * Log a message to the console
  32916. * @param message defines the message to log
  32917. */
  32918. static Log(message: string): void;
  32919. /**
  32920. * Write a warning message to the console
  32921. * @param message defines the message to log
  32922. */
  32923. static Warn(message: string): void;
  32924. /**
  32925. * Write an error message to the console
  32926. * @param message defines the message to log
  32927. */
  32928. static Error(message: string): void;
  32929. /**
  32930. * Gets current log cache (list of logs)
  32931. */
  32932. static readonly LogCache: string;
  32933. /**
  32934. * Clears the log cache
  32935. */
  32936. static ClearLogCache(): void;
  32937. /**
  32938. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32939. */
  32940. static LogLevels: number;
  32941. /**
  32942. * Checks if the window object exists
  32943. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32944. */
  32945. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32946. /**
  32947. * No performance log
  32948. */
  32949. static readonly PerformanceNoneLogLevel: number;
  32950. /**
  32951. * Use user marks to log performance
  32952. */
  32953. static readonly PerformanceUserMarkLogLevel: number;
  32954. /**
  32955. * Log performance to the console
  32956. */
  32957. static readonly PerformanceConsoleLogLevel: number;
  32958. private static _performance;
  32959. /**
  32960. * Sets the current performance log level
  32961. */
  32962. static PerformanceLogLevel: number;
  32963. private static _StartPerformanceCounterDisabled;
  32964. private static _EndPerformanceCounterDisabled;
  32965. private static _StartUserMark;
  32966. private static _EndUserMark;
  32967. private static _StartPerformanceConsole;
  32968. private static _EndPerformanceConsole;
  32969. /**
  32970. * Starts a performance counter
  32971. */
  32972. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32973. /**
  32974. * Ends a specific performance coutner
  32975. */
  32976. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32977. /**
  32978. * Gets either window.performance.now() if supported or Date.now() else
  32979. */
  32980. static readonly Now: number;
  32981. /**
  32982. * This method will return the name of the class used to create the instance of the given object.
  32983. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32984. * @param object the object to get the class name from
  32985. * @param isType defines if the object is actually a type
  32986. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32987. */
  32988. static GetClassName(object: any, isType?: boolean): string;
  32989. /**
  32990. * Gets the first element of an array satisfying a given predicate
  32991. * @param array defines the array to browse
  32992. * @param predicate defines the predicate to use
  32993. * @returns null if not found or the element
  32994. */
  32995. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32996. /**
  32997. * This method will return the name of the full name of the class, including its owning module (if any).
  32998. * 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).
  32999. * @param object the object to get the class name from
  33000. * @param isType defines if the object is actually a type
  33001. * @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.
  33002. * @ignorenaming
  33003. */
  33004. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33005. /**
  33006. * Returns a promise that resolves after the given amount of time.
  33007. * @param delay Number of milliseconds to delay
  33008. * @returns Promise that resolves after the given amount of time
  33009. */
  33010. static DelayAsync(delay: number): Promise<void>;
  33011. }
  33012. /**
  33013. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33014. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33015. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33016. * @param name The name of the class, case should be preserved
  33017. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33018. */
  33019. export function className(name: string, module?: string): (target: Object) => void;
  33020. /**
  33021. * An implementation of a loop for asynchronous functions.
  33022. */
  33023. export class AsyncLoop {
  33024. /**
  33025. * Defines the number of iterations for the loop
  33026. */
  33027. iterations: number;
  33028. /**
  33029. * Defines the current index of the loop.
  33030. */
  33031. index: number;
  33032. private _done;
  33033. private _fn;
  33034. private _successCallback;
  33035. /**
  33036. * Constructor.
  33037. * @param iterations the number of iterations.
  33038. * @param func the function to run each iteration
  33039. * @param successCallback the callback that will be called upon succesful execution
  33040. * @param offset starting offset.
  33041. */
  33042. constructor(
  33043. /**
  33044. * Defines the number of iterations for the loop
  33045. */
  33046. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33047. /**
  33048. * Execute the next iteration. Must be called after the last iteration was finished.
  33049. */
  33050. executeNext(): void;
  33051. /**
  33052. * Break the loop and run the success callback.
  33053. */
  33054. breakLoop(): void;
  33055. /**
  33056. * Create and run an async loop.
  33057. * @param iterations the number of iterations.
  33058. * @param fn the function to run each iteration
  33059. * @param successCallback the callback that will be called upon succesful execution
  33060. * @param offset starting offset.
  33061. * @returns the created async loop object
  33062. */
  33063. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33064. /**
  33065. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33066. * @param iterations total number of iterations
  33067. * @param syncedIterations number of synchronous iterations in each async iteration.
  33068. * @param fn the function to call each iteration.
  33069. * @param callback a success call back that will be called when iterating stops.
  33070. * @param breakFunction a break condition (optional)
  33071. * @param timeout timeout settings for the setTimeout function. default - 0.
  33072. * @returns the created async loop object
  33073. */
  33074. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33075. }
  33076. }
  33077. declare module "babylonjs/Collisions/collisionCoordinator" {
  33078. import { Nullable } from "babylonjs/types";
  33079. import { Scene } from "babylonjs/scene";
  33080. import { Vector3 } from "babylonjs/Maths/math.vector";
  33081. import { Collider } from "babylonjs/Collisions/collider";
  33082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33083. /** @hidden */
  33084. export interface ICollisionCoordinator {
  33085. createCollider(): Collider;
  33086. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33087. init(scene: Scene): void;
  33088. }
  33089. /** @hidden */
  33090. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33091. private _scene;
  33092. private _scaledPosition;
  33093. private _scaledVelocity;
  33094. private _finalPosition;
  33095. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33096. createCollider(): Collider;
  33097. init(scene: Scene): void;
  33098. private _collideWithWorld;
  33099. }
  33100. }
  33101. declare module "babylonjs/Inputs/scene.inputManager" {
  33102. import { Nullable } from "babylonjs/types";
  33103. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33104. import { Vector2 } from "babylonjs/Maths/math.vector";
  33105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33106. import { Scene } from "babylonjs/scene";
  33107. /**
  33108. * Class used to manage all inputs for the scene.
  33109. */
  33110. export class InputManager {
  33111. /** The distance in pixel that you have to move to prevent some events */
  33112. static DragMovementThreshold: number;
  33113. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33114. static LongPressDelay: number;
  33115. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33116. static DoubleClickDelay: number;
  33117. /** If you need to check double click without raising a single click at first click, enable this flag */
  33118. static ExclusiveDoubleClickMode: boolean;
  33119. private _wheelEventName;
  33120. private _onPointerMove;
  33121. private _onPointerDown;
  33122. private _onPointerUp;
  33123. private _initClickEvent;
  33124. private _initActionManager;
  33125. private _delayedSimpleClick;
  33126. private _delayedSimpleClickTimeout;
  33127. private _previousDelayedSimpleClickTimeout;
  33128. private _meshPickProceed;
  33129. private _previousButtonPressed;
  33130. private _currentPickResult;
  33131. private _previousPickResult;
  33132. private _totalPointersPressed;
  33133. private _doubleClickOccured;
  33134. private _pointerOverMesh;
  33135. private _pickedDownMesh;
  33136. private _pickedUpMesh;
  33137. private _pointerX;
  33138. private _pointerY;
  33139. private _unTranslatedPointerX;
  33140. private _unTranslatedPointerY;
  33141. private _startingPointerPosition;
  33142. private _previousStartingPointerPosition;
  33143. private _startingPointerTime;
  33144. private _previousStartingPointerTime;
  33145. private _pointerCaptures;
  33146. private _onKeyDown;
  33147. private _onKeyUp;
  33148. private _onCanvasFocusObserver;
  33149. private _onCanvasBlurObserver;
  33150. private _scene;
  33151. /**
  33152. * Creates a new InputManager
  33153. * @param scene defines the hosting scene
  33154. */
  33155. constructor(scene: Scene);
  33156. /**
  33157. * Gets the mesh that is currently under the pointer
  33158. */
  33159. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33160. /**
  33161. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33162. */
  33163. readonly unTranslatedPointer: Vector2;
  33164. /**
  33165. * Gets or sets the current on-screen X position of the pointer
  33166. */
  33167. pointerX: number;
  33168. /**
  33169. * Gets or sets the current on-screen Y position of the pointer
  33170. */
  33171. pointerY: number;
  33172. private _updatePointerPosition;
  33173. private _processPointerMove;
  33174. private _setRayOnPointerInfo;
  33175. private _checkPrePointerObservable;
  33176. /**
  33177. * Use this method to simulate a pointer move on a mesh
  33178. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33179. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33180. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33181. */
  33182. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33183. /**
  33184. * Use this method to simulate a pointer down on a mesh
  33185. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33186. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33187. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33188. */
  33189. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33190. private _processPointerDown;
  33191. /** @hidden */
  33192. _isPointerSwiping(): boolean;
  33193. /**
  33194. * Use this method to simulate a pointer up on a mesh
  33195. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33196. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33197. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33198. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33199. */
  33200. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33201. private _processPointerUp;
  33202. /**
  33203. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33204. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33205. * @returns true if the pointer was captured
  33206. */
  33207. isPointerCaptured(pointerId?: number): boolean;
  33208. /**
  33209. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33210. * @param attachUp defines if you want to attach events to pointerup
  33211. * @param attachDown defines if you want to attach events to pointerdown
  33212. * @param attachMove defines if you want to attach events to pointermove
  33213. */
  33214. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33215. /**
  33216. * Detaches all event handlers
  33217. */
  33218. detachControl(): void;
  33219. /**
  33220. * Force the value of meshUnderPointer
  33221. * @param mesh defines the mesh to use
  33222. */
  33223. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33224. /**
  33225. * Gets the mesh under the pointer
  33226. * @returns a Mesh or null if no mesh is under the pointer
  33227. */
  33228. getPointerOverMesh(): Nullable<AbstractMesh>;
  33229. }
  33230. }
  33231. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33232. /**
  33233. * Helper class used to generate session unique ID
  33234. */
  33235. export class UniqueIdGenerator {
  33236. private static _UniqueIdCounter;
  33237. /**
  33238. * Gets an unique (relatively to the current scene) Id
  33239. */
  33240. static readonly UniqueId: number;
  33241. }
  33242. }
  33243. declare module "babylonjs/Animations/animationGroup" {
  33244. import { Animatable } from "babylonjs/Animations/animatable";
  33245. import { Animation } from "babylonjs/Animations/animation";
  33246. import { Scene, IDisposable } from "babylonjs/scene";
  33247. import { Observable } from "babylonjs/Misc/observable";
  33248. import { Nullable } from "babylonjs/types";
  33249. import "babylonjs/Animations/animatable";
  33250. /**
  33251. * This class defines the direct association between an animation and a target
  33252. */
  33253. export class TargetedAnimation {
  33254. /**
  33255. * Animation to perform
  33256. */
  33257. animation: Animation;
  33258. /**
  33259. * Target to animate
  33260. */
  33261. target: any;
  33262. /**
  33263. * Serialize the object
  33264. * @returns the JSON object representing the current entity
  33265. */
  33266. serialize(): any;
  33267. }
  33268. /**
  33269. * Use this class to create coordinated animations on multiple targets
  33270. */
  33271. export class AnimationGroup implements IDisposable {
  33272. /** The name of the animation group */
  33273. name: string;
  33274. private _scene;
  33275. private _targetedAnimations;
  33276. private _animatables;
  33277. private _from;
  33278. private _to;
  33279. private _isStarted;
  33280. private _isPaused;
  33281. private _speedRatio;
  33282. private _loopAnimation;
  33283. /**
  33284. * Gets or sets the unique id of the node
  33285. */
  33286. uniqueId: number;
  33287. /**
  33288. * This observable will notify when one animation have ended
  33289. */
  33290. onAnimationEndObservable: Observable<TargetedAnimation>;
  33291. /**
  33292. * Observer raised when one animation loops
  33293. */
  33294. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33295. /**
  33296. * This observable will notify when all animations have ended.
  33297. */
  33298. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33299. /**
  33300. * This observable will notify when all animations have paused.
  33301. */
  33302. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33303. /**
  33304. * This observable will notify when all animations are playing.
  33305. */
  33306. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33307. /**
  33308. * Gets the first frame
  33309. */
  33310. readonly from: number;
  33311. /**
  33312. * Gets the last frame
  33313. */
  33314. readonly to: number;
  33315. /**
  33316. * Define if the animations are started
  33317. */
  33318. readonly isStarted: boolean;
  33319. /**
  33320. * Gets a value indicating that the current group is playing
  33321. */
  33322. readonly isPlaying: boolean;
  33323. /**
  33324. * Gets or sets the speed ratio to use for all animations
  33325. */
  33326. /**
  33327. * Gets or sets the speed ratio to use for all animations
  33328. */
  33329. speedRatio: number;
  33330. /**
  33331. * Gets or sets if all animations should loop or not
  33332. */
  33333. loopAnimation: boolean;
  33334. /**
  33335. * Gets the targeted animations for this animation group
  33336. */
  33337. readonly targetedAnimations: Array<TargetedAnimation>;
  33338. /**
  33339. * returning the list of animatables controlled by this animation group.
  33340. */
  33341. readonly animatables: Array<Animatable>;
  33342. /**
  33343. * Instantiates a new Animation Group.
  33344. * This helps managing several animations at once.
  33345. * @see http://doc.babylonjs.com/how_to/group
  33346. * @param name Defines the name of the group
  33347. * @param scene Defines the scene the group belongs to
  33348. */
  33349. constructor(
  33350. /** The name of the animation group */
  33351. name: string, scene?: Nullable<Scene>);
  33352. /**
  33353. * Add an animation (with its target) in the group
  33354. * @param animation defines the animation we want to add
  33355. * @param target defines the target of the animation
  33356. * @returns the TargetedAnimation object
  33357. */
  33358. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33359. /**
  33360. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33361. * It can add constant keys at begin or end
  33362. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33363. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33364. * @returns the animation group
  33365. */
  33366. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33367. /**
  33368. * Start all animations on given targets
  33369. * @param loop defines if animations must loop
  33370. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33371. * @param from defines the from key (optional)
  33372. * @param to defines the to key (optional)
  33373. * @returns the current animation group
  33374. */
  33375. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33376. /**
  33377. * Pause all animations
  33378. * @returns the animation group
  33379. */
  33380. pause(): AnimationGroup;
  33381. /**
  33382. * Play all animations to initial state
  33383. * This function will start() the animations if they were not started or will restart() them if they were paused
  33384. * @param loop defines if animations must loop
  33385. * @returns the animation group
  33386. */
  33387. play(loop?: boolean): AnimationGroup;
  33388. /**
  33389. * Reset all animations to initial state
  33390. * @returns the animation group
  33391. */
  33392. reset(): AnimationGroup;
  33393. /**
  33394. * Restart animations from key 0
  33395. * @returns the animation group
  33396. */
  33397. restart(): AnimationGroup;
  33398. /**
  33399. * Stop all animations
  33400. * @returns the animation group
  33401. */
  33402. stop(): AnimationGroup;
  33403. /**
  33404. * Set animation weight for all animatables
  33405. * @param weight defines the weight to use
  33406. * @return the animationGroup
  33407. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33408. */
  33409. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33410. /**
  33411. * Synchronize and normalize all animatables with a source animatable
  33412. * @param root defines the root animatable to synchronize with
  33413. * @return the animationGroup
  33414. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33415. */
  33416. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33417. /**
  33418. * Goes to a specific frame in this animation group
  33419. * @param frame the frame number to go to
  33420. * @return the animationGroup
  33421. */
  33422. goToFrame(frame: number): AnimationGroup;
  33423. /**
  33424. * Dispose all associated resources
  33425. */
  33426. dispose(): void;
  33427. private _checkAnimationGroupEnded;
  33428. /**
  33429. * Clone the current animation group and returns a copy
  33430. * @param newName defines the name of the new group
  33431. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33432. * @returns the new aniamtion group
  33433. */
  33434. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33435. /**
  33436. * Serializes the animationGroup to an object
  33437. * @returns Serialized object
  33438. */
  33439. serialize(): any;
  33440. /**
  33441. * Returns a new AnimationGroup object parsed from the source provided.
  33442. * @param parsedAnimationGroup defines the source
  33443. * @param scene defines the scene that will receive the animationGroup
  33444. * @returns a new AnimationGroup
  33445. */
  33446. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33447. /**
  33448. * Returns the string "AnimationGroup"
  33449. * @returns "AnimationGroup"
  33450. */
  33451. getClassName(): string;
  33452. /**
  33453. * Creates a detailled string about the object
  33454. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33455. * @returns a string representing the object
  33456. */
  33457. toString(fullDetails?: boolean): string;
  33458. }
  33459. }
  33460. declare module "babylonjs/scene" {
  33461. import { Nullable } from "babylonjs/types";
  33462. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33463. import { Observable } from "babylonjs/Misc/observable";
  33464. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33465. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33466. import { Geometry } from "babylonjs/Meshes/geometry";
  33467. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33468. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33469. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33470. import { Mesh } from "babylonjs/Meshes/mesh";
  33471. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33472. import { Bone } from "babylonjs/Bones/bone";
  33473. import { Skeleton } from "babylonjs/Bones/skeleton";
  33474. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33475. import { Camera } from "babylonjs/Cameras/camera";
  33476. import { AbstractScene } from "babylonjs/abstractScene";
  33477. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33478. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33479. import { Material } from "babylonjs/Materials/material";
  33480. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33481. import { Effect } from "babylonjs/Materials/effect";
  33482. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33483. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33484. import { Light } from "babylonjs/Lights/light";
  33485. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33486. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33487. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33488. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33489. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33490. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33491. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33492. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33493. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33494. import { Engine } from "babylonjs/Engines/engine";
  33495. import { Node } from "babylonjs/node";
  33496. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33497. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33498. import { WebRequest } from "babylonjs/Misc/webRequest";
  33499. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33500. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33501. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33502. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33503. import { Plane } from "babylonjs/Maths/math.plane";
  33504. import { Ray } from "babylonjs/Culling/ray";
  33505. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33506. import { Animation } from "babylonjs/Animations/animation";
  33507. import { Animatable } from "babylonjs/Animations/animatable";
  33508. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33509. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33510. import { Collider } from "babylonjs/Collisions/collider";
  33511. /**
  33512. * Define an interface for all classes that will hold resources
  33513. */
  33514. export interface IDisposable {
  33515. /**
  33516. * Releases all held resources
  33517. */
  33518. dispose(): void;
  33519. }
  33520. /** Interface defining initialization parameters for Scene class */
  33521. export interface SceneOptions {
  33522. /**
  33523. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33524. * It will improve performance when the number of geometries becomes important.
  33525. */
  33526. useGeometryUniqueIdsMap?: boolean;
  33527. /**
  33528. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33529. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33530. */
  33531. useMaterialMeshMap?: boolean;
  33532. /**
  33533. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33534. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33535. */
  33536. useClonedMeshhMap?: boolean;
  33537. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33538. virtual?: boolean;
  33539. }
  33540. /**
  33541. * Represents a scene to be rendered by the engine.
  33542. * @see http://doc.babylonjs.com/features/scene
  33543. */
  33544. export class Scene extends AbstractScene implements IAnimatable {
  33545. /** The fog is deactivated */
  33546. static readonly FOGMODE_NONE: number;
  33547. /** The fog density is following an exponential function */
  33548. static readonly FOGMODE_EXP: number;
  33549. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33550. static readonly FOGMODE_EXP2: number;
  33551. /** The fog density is following a linear function. */
  33552. static readonly FOGMODE_LINEAR: number;
  33553. /**
  33554. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33555. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33556. */
  33557. static MinDeltaTime: number;
  33558. /**
  33559. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33560. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33561. */
  33562. static MaxDeltaTime: number;
  33563. /**
  33564. * Factory used to create the default material.
  33565. * @param name The name of the material to create
  33566. * @param scene The scene to create the material for
  33567. * @returns The default material
  33568. */
  33569. static DefaultMaterialFactory(scene: Scene): Material;
  33570. /**
  33571. * Factory used to create the a collision coordinator.
  33572. * @returns The collision coordinator
  33573. */
  33574. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33575. /** @hidden */
  33576. _inputManager: InputManager;
  33577. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33578. cameraToUseForPointers: Nullable<Camera>;
  33579. /** @hidden */
  33580. readonly _isScene: boolean;
  33581. /**
  33582. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33583. */
  33584. autoClear: boolean;
  33585. /**
  33586. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33587. */
  33588. autoClearDepthAndStencil: boolean;
  33589. /**
  33590. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33591. */
  33592. clearColor: Color4;
  33593. /**
  33594. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33595. */
  33596. ambientColor: Color3;
  33597. /**
  33598. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33599. * It should only be one of the following (if not the default embedded one):
  33600. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33601. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33602. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33603. * The material properties need to be setup according to the type of texture in use.
  33604. */
  33605. environmentBRDFTexture: BaseTexture;
  33606. /** @hidden */
  33607. protected _environmentTexture: Nullable<BaseTexture>;
  33608. /**
  33609. * Texture used in all pbr material as the reflection texture.
  33610. * As in the majority of the scene they are the same (exception for multi room and so on),
  33611. * this is easier to reference from here than from all the materials.
  33612. */
  33613. /**
  33614. * Texture used in all pbr material as the reflection texture.
  33615. * As in the majority of the scene they are the same (exception for multi room and so on),
  33616. * this is easier to set here than in all the materials.
  33617. */
  33618. environmentTexture: Nullable<BaseTexture>;
  33619. /** @hidden */
  33620. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33621. /**
  33622. * Default image processing configuration used either in the rendering
  33623. * Forward main pass or through the imageProcessingPostProcess if present.
  33624. * As in the majority of the scene they are the same (exception for multi camera),
  33625. * this is easier to reference from here than from all the materials and post process.
  33626. *
  33627. * No setter as we it is a shared configuration, you can set the values instead.
  33628. */
  33629. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33630. private _forceWireframe;
  33631. /**
  33632. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33633. */
  33634. forceWireframe: boolean;
  33635. private _forcePointsCloud;
  33636. /**
  33637. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33638. */
  33639. forcePointsCloud: boolean;
  33640. /**
  33641. * Gets or sets the active clipplane 1
  33642. */
  33643. clipPlane: Nullable<Plane>;
  33644. /**
  33645. * Gets or sets the active clipplane 2
  33646. */
  33647. clipPlane2: Nullable<Plane>;
  33648. /**
  33649. * Gets or sets the active clipplane 3
  33650. */
  33651. clipPlane3: Nullable<Plane>;
  33652. /**
  33653. * Gets or sets the active clipplane 4
  33654. */
  33655. clipPlane4: Nullable<Plane>;
  33656. /**
  33657. * Gets or sets a boolean indicating if animations are enabled
  33658. */
  33659. animationsEnabled: boolean;
  33660. private _animationPropertiesOverride;
  33661. /**
  33662. * Gets or sets the animation properties override
  33663. */
  33664. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33665. /**
  33666. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33667. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33668. */
  33669. useConstantAnimationDeltaTime: boolean;
  33670. /**
  33671. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33672. * Please note that it requires to run a ray cast through the scene on every frame
  33673. */
  33674. constantlyUpdateMeshUnderPointer: boolean;
  33675. /**
  33676. * Defines the HTML cursor to use when hovering over interactive elements
  33677. */
  33678. hoverCursor: string;
  33679. /**
  33680. * Defines the HTML default cursor to use (empty by default)
  33681. */
  33682. defaultCursor: string;
  33683. /**
  33684. * This is used to call preventDefault() on pointer down
  33685. * in order to block unwanted artifacts like system double clicks
  33686. */
  33687. preventDefaultOnPointerDown: boolean;
  33688. /**
  33689. * This is used to call preventDefault() on pointer up
  33690. * in order to block unwanted artifacts like system double clicks
  33691. */
  33692. preventDefaultOnPointerUp: boolean;
  33693. /**
  33694. * Gets or sets user defined metadata
  33695. */
  33696. metadata: any;
  33697. /**
  33698. * For internal use only. Please do not use.
  33699. */
  33700. reservedDataStore: any;
  33701. /**
  33702. * Gets the name of the plugin used to load this scene (null by default)
  33703. */
  33704. loadingPluginName: string;
  33705. /**
  33706. * Use this array to add regular expressions used to disable offline support for specific urls
  33707. */
  33708. disableOfflineSupportExceptionRules: RegExp[];
  33709. /**
  33710. * An event triggered when the scene is disposed.
  33711. */
  33712. onDisposeObservable: Observable<Scene>;
  33713. private _onDisposeObserver;
  33714. /** Sets a function to be executed when this scene is disposed. */
  33715. onDispose: () => void;
  33716. /**
  33717. * An event triggered before rendering the scene (right after animations and physics)
  33718. */
  33719. onBeforeRenderObservable: Observable<Scene>;
  33720. private _onBeforeRenderObserver;
  33721. /** Sets a function to be executed before rendering this scene */
  33722. beforeRender: Nullable<() => void>;
  33723. /**
  33724. * An event triggered after rendering the scene
  33725. */
  33726. onAfterRenderObservable: Observable<Scene>;
  33727. /**
  33728. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33729. */
  33730. onAfterRenderCameraObservable: Observable<Camera>;
  33731. private _onAfterRenderObserver;
  33732. /** Sets a function to be executed after rendering this scene */
  33733. afterRender: Nullable<() => void>;
  33734. /**
  33735. * An event triggered before animating the scene
  33736. */
  33737. onBeforeAnimationsObservable: Observable<Scene>;
  33738. /**
  33739. * An event triggered after animations processing
  33740. */
  33741. onAfterAnimationsObservable: Observable<Scene>;
  33742. /**
  33743. * An event triggered before draw calls are ready to be sent
  33744. */
  33745. onBeforeDrawPhaseObservable: Observable<Scene>;
  33746. /**
  33747. * An event triggered after draw calls have been sent
  33748. */
  33749. onAfterDrawPhaseObservable: Observable<Scene>;
  33750. /**
  33751. * An event triggered when the scene is ready
  33752. */
  33753. onReadyObservable: Observable<Scene>;
  33754. /**
  33755. * An event triggered before rendering a camera
  33756. */
  33757. onBeforeCameraRenderObservable: Observable<Camera>;
  33758. private _onBeforeCameraRenderObserver;
  33759. /** Sets a function to be executed before rendering a camera*/
  33760. beforeCameraRender: () => void;
  33761. /**
  33762. * An event triggered after rendering a camera
  33763. */
  33764. onAfterCameraRenderObservable: Observable<Camera>;
  33765. private _onAfterCameraRenderObserver;
  33766. /** Sets a function to be executed after rendering a camera*/
  33767. afterCameraRender: () => void;
  33768. /**
  33769. * An event triggered when active meshes evaluation is about to start
  33770. */
  33771. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33772. /**
  33773. * An event triggered when active meshes evaluation is done
  33774. */
  33775. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33776. /**
  33777. * An event triggered when particles rendering is about to start
  33778. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33779. */
  33780. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33781. /**
  33782. * An event triggered when particles rendering is done
  33783. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33784. */
  33785. onAfterParticlesRenderingObservable: Observable<Scene>;
  33786. /**
  33787. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33788. */
  33789. onDataLoadedObservable: Observable<Scene>;
  33790. /**
  33791. * An event triggered when a camera is created
  33792. */
  33793. onNewCameraAddedObservable: Observable<Camera>;
  33794. /**
  33795. * An event triggered when a camera is removed
  33796. */
  33797. onCameraRemovedObservable: Observable<Camera>;
  33798. /**
  33799. * An event triggered when a light is created
  33800. */
  33801. onNewLightAddedObservable: Observable<Light>;
  33802. /**
  33803. * An event triggered when a light is removed
  33804. */
  33805. onLightRemovedObservable: Observable<Light>;
  33806. /**
  33807. * An event triggered when a geometry is created
  33808. */
  33809. onNewGeometryAddedObservable: Observable<Geometry>;
  33810. /**
  33811. * An event triggered when a geometry is removed
  33812. */
  33813. onGeometryRemovedObservable: Observable<Geometry>;
  33814. /**
  33815. * An event triggered when a transform node is created
  33816. */
  33817. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33818. /**
  33819. * An event triggered when a transform node is removed
  33820. */
  33821. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33822. /**
  33823. * An event triggered when a mesh is created
  33824. */
  33825. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33826. /**
  33827. * An event triggered when a mesh is removed
  33828. */
  33829. onMeshRemovedObservable: Observable<AbstractMesh>;
  33830. /**
  33831. * An event triggered when a skeleton is created
  33832. */
  33833. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33834. /**
  33835. * An event triggered when a skeleton is removed
  33836. */
  33837. onSkeletonRemovedObservable: Observable<Skeleton>;
  33838. /**
  33839. * An event triggered when a material is created
  33840. */
  33841. onNewMaterialAddedObservable: Observable<Material>;
  33842. /**
  33843. * An event triggered when a material is removed
  33844. */
  33845. onMaterialRemovedObservable: Observable<Material>;
  33846. /**
  33847. * An event triggered when a texture is created
  33848. */
  33849. onNewTextureAddedObservable: Observable<BaseTexture>;
  33850. /**
  33851. * An event triggered when a texture is removed
  33852. */
  33853. onTextureRemovedObservable: Observable<BaseTexture>;
  33854. /**
  33855. * An event triggered when render targets are about to be rendered
  33856. * Can happen multiple times per frame.
  33857. */
  33858. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33859. /**
  33860. * An event triggered when render targets were rendered.
  33861. * Can happen multiple times per frame.
  33862. */
  33863. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33864. /**
  33865. * An event triggered before calculating deterministic simulation step
  33866. */
  33867. onBeforeStepObservable: Observable<Scene>;
  33868. /**
  33869. * An event triggered after calculating deterministic simulation step
  33870. */
  33871. onAfterStepObservable: Observable<Scene>;
  33872. /**
  33873. * An event triggered when the activeCamera property is updated
  33874. */
  33875. onActiveCameraChanged: Observable<Scene>;
  33876. /**
  33877. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33878. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33879. * 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)
  33880. */
  33881. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33882. /**
  33883. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33884. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33885. * 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)
  33886. */
  33887. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33888. /**
  33889. * This Observable will when a mesh has been imported into the scene.
  33890. */
  33891. onMeshImportedObservable: Observable<AbstractMesh>;
  33892. /**
  33893. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33894. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33895. */
  33896. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33897. /** @hidden */
  33898. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33899. /**
  33900. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33901. */
  33902. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33903. /**
  33904. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33905. */
  33906. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33907. /**
  33908. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33909. */
  33910. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33911. /** Callback called when a pointer move is detected */
  33912. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33913. /** Callback called when a pointer down is detected */
  33914. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33915. /** Callback called when a pointer up is detected */
  33916. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33917. /** Callback called when a pointer pick is detected */
  33918. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33919. /**
  33920. * 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).
  33921. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33922. */
  33923. onPrePointerObservable: Observable<PointerInfoPre>;
  33924. /**
  33925. * Observable event triggered each time an input event is received from the rendering canvas
  33926. */
  33927. onPointerObservable: Observable<PointerInfo>;
  33928. /**
  33929. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33930. */
  33931. readonly unTranslatedPointer: Vector2;
  33932. /**
  33933. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33934. */
  33935. static DragMovementThreshold: number;
  33936. /**
  33937. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33938. */
  33939. static LongPressDelay: number;
  33940. /**
  33941. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33942. */
  33943. static DoubleClickDelay: number;
  33944. /** If you need to check double click without raising a single click at first click, enable this flag */
  33945. static ExclusiveDoubleClickMode: boolean;
  33946. /** @hidden */
  33947. _mirroredCameraPosition: Nullable<Vector3>;
  33948. /**
  33949. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33950. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33951. */
  33952. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33953. /**
  33954. * Observable event triggered each time an keyboard event is received from the hosting window
  33955. */
  33956. onKeyboardObservable: Observable<KeyboardInfo>;
  33957. private _useRightHandedSystem;
  33958. /**
  33959. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33960. */
  33961. useRightHandedSystem: boolean;
  33962. private _timeAccumulator;
  33963. private _currentStepId;
  33964. private _currentInternalStep;
  33965. /**
  33966. * Sets the step Id used by deterministic lock step
  33967. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33968. * @param newStepId defines the step Id
  33969. */
  33970. setStepId(newStepId: number): void;
  33971. /**
  33972. * Gets the step Id used by deterministic lock step
  33973. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33974. * @returns the step Id
  33975. */
  33976. getStepId(): number;
  33977. /**
  33978. * Gets the internal step used by deterministic lock step
  33979. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33980. * @returns the internal step
  33981. */
  33982. getInternalStep(): number;
  33983. private _fogEnabled;
  33984. /**
  33985. * Gets or sets a boolean indicating if fog is enabled on this scene
  33986. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33987. * (Default is true)
  33988. */
  33989. fogEnabled: boolean;
  33990. private _fogMode;
  33991. /**
  33992. * Gets or sets the fog mode to use
  33993. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33994. * | mode | value |
  33995. * | --- | --- |
  33996. * | FOGMODE_NONE | 0 |
  33997. * | FOGMODE_EXP | 1 |
  33998. * | FOGMODE_EXP2 | 2 |
  33999. * | FOGMODE_LINEAR | 3 |
  34000. */
  34001. fogMode: number;
  34002. /**
  34003. * Gets or sets the fog color to use
  34004. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34005. * (Default is Color3(0.2, 0.2, 0.3))
  34006. */
  34007. fogColor: Color3;
  34008. /**
  34009. * Gets or sets the fog density to use
  34010. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34011. * (Default is 0.1)
  34012. */
  34013. fogDensity: number;
  34014. /**
  34015. * Gets or sets the fog start distance to use
  34016. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34017. * (Default is 0)
  34018. */
  34019. fogStart: number;
  34020. /**
  34021. * Gets or sets the fog end distance to use
  34022. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34023. * (Default is 1000)
  34024. */
  34025. fogEnd: number;
  34026. private _shadowsEnabled;
  34027. /**
  34028. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34029. */
  34030. shadowsEnabled: boolean;
  34031. private _lightsEnabled;
  34032. /**
  34033. * Gets or sets a boolean indicating if lights are enabled on this scene
  34034. */
  34035. lightsEnabled: boolean;
  34036. /** All of the active cameras added to this scene. */
  34037. activeCameras: Camera[];
  34038. /** @hidden */
  34039. _activeCamera: Nullable<Camera>;
  34040. /** Gets or sets the current active camera */
  34041. activeCamera: Nullable<Camera>;
  34042. private _defaultMaterial;
  34043. /** The default material used on meshes when no material is affected */
  34044. /** The default material used on meshes when no material is affected */
  34045. defaultMaterial: Material;
  34046. private _texturesEnabled;
  34047. /**
  34048. * Gets or sets a boolean indicating if textures are enabled on this scene
  34049. */
  34050. texturesEnabled: boolean;
  34051. /**
  34052. * Gets or sets a boolean indicating if particles are enabled on this scene
  34053. */
  34054. particlesEnabled: boolean;
  34055. /**
  34056. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34057. */
  34058. spritesEnabled: boolean;
  34059. private _skeletonsEnabled;
  34060. /**
  34061. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34062. */
  34063. skeletonsEnabled: boolean;
  34064. /**
  34065. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34066. */
  34067. lensFlaresEnabled: boolean;
  34068. /**
  34069. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34070. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34071. */
  34072. collisionsEnabled: boolean;
  34073. private _collisionCoordinator;
  34074. /** @hidden */
  34075. readonly collisionCoordinator: ICollisionCoordinator;
  34076. /**
  34077. * Defines the gravity applied to this scene (used only for collisions)
  34078. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34079. */
  34080. gravity: Vector3;
  34081. /**
  34082. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34083. */
  34084. postProcessesEnabled: boolean;
  34085. /**
  34086. * The list of postprocesses added to the scene
  34087. */
  34088. postProcesses: PostProcess[];
  34089. /**
  34090. * Gets the current postprocess manager
  34091. */
  34092. postProcessManager: PostProcessManager;
  34093. /**
  34094. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34095. */
  34096. renderTargetsEnabled: boolean;
  34097. /**
  34098. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34099. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34100. */
  34101. dumpNextRenderTargets: boolean;
  34102. /**
  34103. * The list of user defined render targets added to the scene
  34104. */
  34105. customRenderTargets: RenderTargetTexture[];
  34106. /**
  34107. * Defines if texture loading must be delayed
  34108. * If true, textures will only be loaded when they need to be rendered
  34109. */
  34110. useDelayedTextureLoading: boolean;
  34111. /**
  34112. * Gets the list of meshes imported to the scene through SceneLoader
  34113. */
  34114. importedMeshesFiles: String[];
  34115. /**
  34116. * Gets or sets a boolean indicating if probes are enabled on this scene
  34117. */
  34118. probesEnabled: boolean;
  34119. /**
  34120. * Gets or sets the current offline provider to use to store scene data
  34121. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34122. */
  34123. offlineProvider: IOfflineProvider;
  34124. /**
  34125. * Gets or sets the action manager associated with the scene
  34126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34127. */
  34128. actionManager: AbstractActionManager;
  34129. private _meshesForIntersections;
  34130. /**
  34131. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34132. */
  34133. proceduralTexturesEnabled: boolean;
  34134. private _engine;
  34135. private _totalVertices;
  34136. /** @hidden */
  34137. _activeIndices: PerfCounter;
  34138. /** @hidden */
  34139. _activeParticles: PerfCounter;
  34140. /** @hidden */
  34141. _activeBones: PerfCounter;
  34142. private _animationRatio;
  34143. /** @hidden */
  34144. _animationTimeLast: number;
  34145. /** @hidden */
  34146. _animationTime: number;
  34147. /**
  34148. * Gets or sets a general scale for animation speed
  34149. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34150. */
  34151. animationTimeScale: number;
  34152. /** @hidden */
  34153. _cachedMaterial: Nullable<Material>;
  34154. /** @hidden */
  34155. _cachedEffect: Nullable<Effect>;
  34156. /** @hidden */
  34157. _cachedVisibility: Nullable<number>;
  34158. private _renderId;
  34159. private _frameId;
  34160. private _executeWhenReadyTimeoutId;
  34161. private _intermediateRendering;
  34162. private _viewUpdateFlag;
  34163. private _projectionUpdateFlag;
  34164. /** @hidden */
  34165. _toBeDisposed: Nullable<IDisposable>[];
  34166. private _activeRequests;
  34167. /** @hidden */
  34168. _pendingData: any[];
  34169. private _isDisposed;
  34170. /**
  34171. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34172. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34173. */
  34174. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34175. private _activeMeshes;
  34176. private _processedMaterials;
  34177. private _renderTargets;
  34178. /** @hidden */
  34179. _activeParticleSystems: SmartArray<IParticleSystem>;
  34180. private _activeSkeletons;
  34181. private _softwareSkinnedMeshes;
  34182. private _renderingManager;
  34183. /** @hidden */
  34184. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34185. private _transformMatrix;
  34186. private _sceneUbo;
  34187. /** @hidden */
  34188. _viewMatrix: Matrix;
  34189. private _projectionMatrix;
  34190. /** @hidden */
  34191. _forcedViewPosition: Nullable<Vector3>;
  34192. /** @hidden */
  34193. _frustumPlanes: Plane[];
  34194. /**
  34195. * Gets the list of frustum planes (built from the active camera)
  34196. */
  34197. readonly frustumPlanes: Plane[];
  34198. /**
  34199. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34200. * This is useful if there are more lights that the maximum simulteanous authorized
  34201. */
  34202. requireLightSorting: boolean;
  34203. /** @hidden */
  34204. readonly useMaterialMeshMap: boolean;
  34205. /** @hidden */
  34206. readonly useClonedMeshhMap: boolean;
  34207. private _externalData;
  34208. private _uid;
  34209. /**
  34210. * @hidden
  34211. * Backing store of defined scene components.
  34212. */
  34213. _components: ISceneComponent[];
  34214. /**
  34215. * @hidden
  34216. * Backing store of defined scene components.
  34217. */
  34218. _serializableComponents: ISceneSerializableComponent[];
  34219. /**
  34220. * List of components to register on the next registration step.
  34221. */
  34222. private _transientComponents;
  34223. /**
  34224. * Registers the transient components if needed.
  34225. */
  34226. private _registerTransientComponents;
  34227. /**
  34228. * @hidden
  34229. * Add a component to the scene.
  34230. * Note that the ccomponent could be registered on th next frame if this is called after
  34231. * the register component stage.
  34232. * @param component Defines the component to add to the scene
  34233. */
  34234. _addComponent(component: ISceneComponent): void;
  34235. /**
  34236. * @hidden
  34237. * Gets a component from the scene.
  34238. * @param name defines the name of the component to retrieve
  34239. * @returns the component or null if not present
  34240. */
  34241. _getComponent(name: string): Nullable<ISceneComponent>;
  34242. /**
  34243. * @hidden
  34244. * Defines the actions happening before camera updates.
  34245. */
  34246. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34247. /**
  34248. * @hidden
  34249. * Defines the actions happening before clear the canvas.
  34250. */
  34251. _beforeClearStage: Stage<SimpleStageAction>;
  34252. /**
  34253. * @hidden
  34254. * Defines the actions when collecting render targets for the frame.
  34255. */
  34256. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34257. /**
  34258. * @hidden
  34259. * Defines the actions happening for one camera in the frame.
  34260. */
  34261. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34262. /**
  34263. * @hidden
  34264. * Defines the actions happening during the per mesh ready checks.
  34265. */
  34266. _isReadyForMeshStage: Stage<MeshStageAction>;
  34267. /**
  34268. * @hidden
  34269. * Defines the actions happening before evaluate active mesh checks.
  34270. */
  34271. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34272. /**
  34273. * @hidden
  34274. * Defines the actions happening during the evaluate sub mesh checks.
  34275. */
  34276. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34277. /**
  34278. * @hidden
  34279. * Defines the actions happening during the active mesh stage.
  34280. */
  34281. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34282. /**
  34283. * @hidden
  34284. * Defines the actions happening during the per camera render target step.
  34285. */
  34286. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34287. /**
  34288. * @hidden
  34289. * Defines the actions happening just before the active camera is drawing.
  34290. */
  34291. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34292. /**
  34293. * @hidden
  34294. * Defines the actions happening just before a render target is drawing.
  34295. */
  34296. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34297. /**
  34298. * @hidden
  34299. * Defines the actions happening just before a rendering group is drawing.
  34300. */
  34301. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34302. /**
  34303. * @hidden
  34304. * Defines the actions happening just before a mesh is drawing.
  34305. */
  34306. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34307. /**
  34308. * @hidden
  34309. * Defines the actions happening just after a mesh has been drawn.
  34310. */
  34311. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34312. /**
  34313. * @hidden
  34314. * Defines the actions happening just after a rendering group has been drawn.
  34315. */
  34316. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34317. /**
  34318. * @hidden
  34319. * Defines the actions happening just after the active camera has been drawn.
  34320. */
  34321. _afterCameraDrawStage: Stage<CameraStageAction>;
  34322. /**
  34323. * @hidden
  34324. * Defines the actions happening just after a render target has been drawn.
  34325. */
  34326. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34327. /**
  34328. * @hidden
  34329. * Defines the actions happening just after rendering all cameras and computing intersections.
  34330. */
  34331. _afterRenderStage: Stage<SimpleStageAction>;
  34332. /**
  34333. * @hidden
  34334. * Defines the actions happening when a pointer move event happens.
  34335. */
  34336. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34337. /**
  34338. * @hidden
  34339. * Defines the actions happening when a pointer down event happens.
  34340. */
  34341. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34342. /**
  34343. * @hidden
  34344. * Defines the actions happening when a pointer up event happens.
  34345. */
  34346. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34347. /**
  34348. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34349. */
  34350. private geometriesByUniqueId;
  34351. /**
  34352. * Creates a new Scene
  34353. * @param engine defines the engine to use to render this scene
  34354. * @param options defines the scene options
  34355. */
  34356. constructor(engine: Engine, options?: SceneOptions);
  34357. /**
  34358. * Gets a string idenfifying the name of the class
  34359. * @returns "Scene" string
  34360. */
  34361. getClassName(): string;
  34362. private _defaultMeshCandidates;
  34363. /**
  34364. * @hidden
  34365. */
  34366. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34367. private _defaultSubMeshCandidates;
  34368. /**
  34369. * @hidden
  34370. */
  34371. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34372. /**
  34373. * Sets the default candidate providers for the scene.
  34374. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34375. * and getCollidingSubMeshCandidates to their default function
  34376. */
  34377. setDefaultCandidateProviders(): void;
  34378. /**
  34379. * Gets the mesh that is currently under the pointer
  34380. */
  34381. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34382. /**
  34383. * Gets or sets the current on-screen X position of the pointer
  34384. */
  34385. pointerX: number;
  34386. /**
  34387. * Gets or sets the current on-screen Y position of the pointer
  34388. */
  34389. pointerY: number;
  34390. /**
  34391. * Gets the cached material (ie. the latest rendered one)
  34392. * @returns the cached material
  34393. */
  34394. getCachedMaterial(): Nullable<Material>;
  34395. /**
  34396. * Gets the cached effect (ie. the latest rendered one)
  34397. * @returns the cached effect
  34398. */
  34399. getCachedEffect(): Nullable<Effect>;
  34400. /**
  34401. * Gets the cached visibility state (ie. the latest rendered one)
  34402. * @returns the cached visibility state
  34403. */
  34404. getCachedVisibility(): Nullable<number>;
  34405. /**
  34406. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34407. * @param material defines the current material
  34408. * @param effect defines the current effect
  34409. * @param visibility defines the current visibility state
  34410. * @returns true if one parameter is not cached
  34411. */
  34412. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34413. /**
  34414. * Gets the engine associated with the scene
  34415. * @returns an Engine
  34416. */
  34417. getEngine(): Engine;
  34418. /**
  34419. * Gets the total number of vertices rendered per frame
  34420. * @returns the total number of vertices rendered per frame
  34421. */
  34422. getTotalVertices(): number;
  34423. /**
  34424. * Gets the performance counter for total vertices
  34425. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34426. */
  34427. readonly totalVerticesPerfCounter: PerfCounter;
  34428. /**
  34429. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34430. * @returns the total number of active indices rendered per frame
  34431. */
  34432. getActiveIndices(): number;
  34433. /**
  34434. * Gets the performance counter for active indices
  34435. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34436. */
  34437. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34438. /**
  34439. * Gets the total number of active particles rendered per frame
  34440. * @returns the total number of active particles rendered per frame
  34441. */
  34442. getActiveParticles(): number;
  34443. /**
  34444. * Gets the performance counter for active particles
  34445. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34446. */
  34447. readonly activeParticlesPerfCounter: PerfCounter;
  34448. /**
  34449. * Gets the total number of active bones rendered per frame
  34450. * @returns the total number of active bones rendered per frame
  34451. */
  34452. getActiveBones(): number;
  34453. /**
  34454. * Gets the performance counter for active bones
  34455. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34456. */
  34457. readonly activeBonesPerfCounter: PerfCounter;
  34458. /**
  34459. * Gets the array of active meshes
  34460. * @returns an array of AbstractMesh
  34461. */
  34462. getActiveMeshes(): SmartArray<AbstractMesh>;
  34463. /**
  34464. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34465. * @returns a number
  34466. */
  34467. getAnimationRatio(): number;
  34468. /**
  34469. * Gets an unique Id for the current render phase
  34470. * @returns a number
  34471. */
  34472. getRenderId(): number;
  34473. /**
  34474. * Gets an unique Id for the current frame
  34475. * @returns a number
  34476. */
  34477. getFrameId(): number;
  34478. /** Call this function if you want to manually increment the render Id*/
  34479. incrementRenderId(): void;
  34480. private _createUbo;
  34481. /**
  34482. * Use this method to simulate a pointer move on a mesh
  34483. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34484. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34485. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34486. * @returns the current scene
  34487. */
  34488. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34489. /**
  34490. * Use this method to simulate a pointer down on a mesh
  34491. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34492. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34493. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34494. * @returns the current scene
  34495. */
  34496. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34497. /**
  34498. * Use this method to simulate a pointer up on a mesh
  34499. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34500. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34501. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34502. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34503. * @returns the current scene
  34504. */
  34505. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34506. /**
  34507. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34508. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34509. * @returns true if the pointer was captured
  34510. */
  34511. isPointerCaptured(pointerId?: number): boolean;
  34512. /**
  34513. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34514. * @param attachUp defines if you want to attach events to pointerup
  34515. * @param attachDown defines if you want to attach events to pointerdown
  34516. * @param attachMove defines if you want to attach events to pointermove
  34517. */
  34518. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34519. /** Detaches all event handlers*/
  34520. detachControl(): void;
  34521. /**
  34522. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34523. * Delay loaded resources are not taking in account
  34524. * @return true if all required resources are ready
  34525. */
  34526. isReady(): boolean;
  34527. /** Resets all cached information relative to material (including effect and visibility) */
  34528. resetCachedMaterial(): void;
  34529. /**
  34530. * Registers a function to be called before every frame render
  34531. * @param func defines the function to register
  34532. */
  34533. registerBeforeRender(func: () => void): void;
  34534. /**
  34535. * Unregisters a function called before every frame render
  34536. * @param func defines the function to unregister
  34537. */
  34538. unregisterBeforeRender(func: () => void): void;
  34539. /**
  34540. * Registers a function to be called after every frame render
  34541. * @param func defines the function to register
  34542. */
  34543. registerAfterRender(func: () => void): void;
  34544. /**
  34545. * Unregisters a function called after every frame render
  34546. * @param func defines the function to unregister
  34547. */
  34548. unregisterAfterRender(func: () => void): void;
  34549. private _executeOnceBeforeRender;
  34550. /**
  34551. * The provided function will run before render once and will be disposed afterwards.
  34552. * A timeout delay can be provided so that the function will be executed in N ms.
  34553. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34554. * @param func The function to be executed.
  34555. * @param timeout optional delay in ms
  34556. */
  34557. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34558. /** @hidden */
  34559. _addPendingData(data: any): void;
  34560. /** @hidden */
  34561. _removePendingData(data: any): void;
  34562. /**
  34563. * Returns the number of items waiting to be loaded
  34564. * @returns the number of items waiting to be loaded
  34565. */
  34566. getWaitingItemsCount(): number;
  34567. /**
  34568. * Returns a boolean indicating if the scene is still loading data
  34569. */
  34570. readonly isLoading: boolean;
  34571. /**
  34572. * Registers a function to be executed when the scene is ready
  34573. * @param {Function} func - the function to be executed
  34574. */
  34575. executeWhenReady(func: () => void): void;
  34576. /**
  34577. * Returns a promise that resolves when the scene is ready
  34578. * @returns A promise that resolves when the scene is ready
  34579. */
  34580. whenReadyAsync(): Promise<void>;
  34581. /** @hidden */
  34582. _checkIsReady(): void;
  34583. /**
  34584. * Gets all animatable attached to the scene
  34585. */
  34586. readonly animatables: Animatable[];
  34587. /**
  34588. * Resets the last animation time frame.
  34589. * Useful to override when animations start running when loading a scene for the first time.
  34590. */
  34591. resetLastAnimationTimeFrame(): void;
  34592. /**
  34593. * Gets the current view matrix
  34594. * @returns a Matrix
  34595. */
  34596. getViewMatrix(): Matrix;
  34597. /**
  34598. * Gets the current projection matrix
  34599. * @returns a Matrix
  34600. */
  34601. getProjectionMatrix(): Matrix;
  34602. /**
  34603. * Gets the current transform matrix
  34604. * @returns a Matrix made of View * Projection
  34605. */
  34606. getTransformMatrix(): Matrix;
  34607. /**
  34608. * Sets the current transform matrix
  34609. * @param viewL defines the View matrix to use
  34610. * @param projectionL defines the Projection matrix to use
  34611. * @param viewR defines the right View matrix to use (if provided)
  34612. * @param projectionR defines the right Projection matrix to use (if provided)
  34613. */
  34614. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34615. /**
  34616. * Gets the uniform buffer used to store scene data
  34617. * @returns a UniformBuffer
  34618. */
  34619. getSceneUniformBuffer(): UniformBuffer;
  34620. /**
  34621. * Gets an unique (relatively to the current scene) Id
  34622. * @returns an unique number for the scene
  34623. */
  34624. getUniqueId(): number;
  34625. /**
  34626. * Add a mesh to the list of scene's meshes
  34627. * @param newMesh defines the mesh to add
  34628. * @param recursive if all child meshes should also be added to the scene
  34629. */
  34630. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34631. /**
  34632. * Remove a mesh for the list of scene's meshes
  34633. * @param toRemove defines the mesh to remove
  34634. * @param recursive if all child meshes should also be removed from the scene
  34635. * @returns the index where the mesh was in the mesh list
  34636. */
  34637. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34638. /**
  34639. * Add a transform node to the list of scene's transform nodes
  34640. * @param newTransformNode defines the transform node to add
  34641. */
  34642. addTransformNode(newTransformNode: TransformNode): void;
  34643. /**
  34644. * Remove a transform node for the list of scene's transform nodes
  34645. * @param toRemove defines the transform node to remove
  34646. * @returns the index where the transform node was in the transform node list
  34647. */
  34648. removeTransformNode(toRemove: TransformNode): number;
  34649. /**
  34650. * Remove a skeleton for the list of scene's skeletons
  34651. * @param toRemove defines the skeleton to remove
  34652. * @returns the index where the skeleton was in the skeleton list
  34653. */
  34654. removeSkeleton(toRemove: Skeleton): number;
  34655. /**
  34656. * Remove a morph target for the list of scene's morph targets
  34657. * @param toRemove defines the morph target to remove
  34658. * @returns the index where the morph target was in the morph target list
  34659. */
  34660. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34661. /**
  34662. * Remove a light for the list of scene's lights
  34663. * @param toRemove defines the light to remove
  34664. * @returns the index where the light was in the light list
  34665. */
  34666. removeLight(toRemove: Light): number;
  34667. /**
  34668. * Remove a camera for the list of scene's cameras
  34669. * @param toRemove defines the camera to remove
  34670. * @returns the index where the camera was in the camera list
  34671. */
  34672. removeCamera(toRemove: Camera): number;
  34673. /**
  34674. * Remove a particle system for the list of scene's particle systems
  34675. * @param toRemove defines the particle system to remove
  34676. * @returns the index where the particle system was in the particle system list
  34677. */
  34678. removeParticleSystem(toRemove: IParticleSystem): number;
  34679. /**
  34680. * Remove a animation for the list of scene's animations
  34681. * @param toRemove defines the animation to remove
  34682. * @returns the index where the animation was in the animation list
  34683. */
  34684. removeAnimation(toRemove: Animation): number;
  34685. /**
  34686. * Will stop the animation of the given target
  34687. * @param target - the target
  34688. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34689. * @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)
  34690. */
  34691. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34692. /**
  34693. * Removes the given animation group from this scene.
  34694. * @param toRemove The animation group to remove
  34695. * @returns The index of the removed animation group
  34696. */
  34697. removeAnimationGroup(toRemove: AnimationGroup): number;
  34698. /**
  34699. * Removes the given multi-material from this scene.
  34700. * @param toRemove The multi-material to remove
  34701. * @returns The index of the removed multi-material
  34702. */
  34703. removeMultiMaterial(toRemove: MultiMaterial): number;
  34704. /**
  34705. * Removes the given material from this scene.
  34706. * @param toRemove The material to remove
  34707. * @returns The index of the removed material
  34708. */
  34709. removeMaterial(toRemove: Material): number;
  34710. /**
  34711. * Removes the given action manager from this scene.
  34712. * @param toRemove The action manager to remove
  34713. * @returns The index of the removed action manager
  34714. */
  34715. removeActionManager(toRemove: AbstractActionManager): number;
  34716. /**
  34717. * Removes the given texture from this scene.
  34718. * @param toRemove The texture to remove
  34719. * @returns The index of the removed texture
  34720. */
  34721. removeTexture(toRemove: BaseTexture): number;
  34722. /**
  34723. * Adds the given light to this scene
  34724. * @param newLight The light to add
  34725. */
  34726. addLight(newLight: Light): void;
  34727. /**
  34728. * Sorts the list list based on light priorities
  34729. */
  34730. sortLightsByPriority(): void;
  34731. /**
  34732. * Adds the given camera to this scene
  34733. * @param newCamera The camera to add
  34734. */
  34735. addCamera(newCamera: Camera): void;
  34736. /**
  34737. * Adds the given skeleton to this scene
  34738. * @param newSkeleton The skeleton to add
  34739. */
  34740. addSkeleton(newSkeleton: Skeleton): void;
  34741. /**
  34742. * Adds the given particle system to this scene
  34743. * @param newParticleSystem The particle system to add
  34744. */
  34745. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34746. /**
  34747. * Adds the given animation to this scene
  34748. * @param newAnimation The animation to add
  34749. */
  34750. addAnimation(newAnimation: Animation): void;
  34751. /**
  34752. * Adds the given animation group to this scene.
  34753. * @param newAnimationGroup The animation group to add
  34754. */
  34755. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34756. /**
  34757. * Adds the given multi-material to this scene
  34758. * @param newMultiMaterial The multi-material to add
  34759. */
  34760. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34761. /**
  34762. * Adds the given material to this scene
  34763. * @param newMaterial The material to add
  34764. */
  34765. addMaterial(newMaterial: Material): void;
  34766. /**
  34767. * Adds the given morph target to this scene
  34768. * @param newMorphTargetManager The morph target to add
  34769. */
  34770. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34771. /**
  34772. * Adds the given geometry to this scene
  34773. * @param newGeometry The geometry to add
  34774. */
  34775. addGeometry(newGeometry: Geometry): void;
  34776. /**
  34777. * Adds the given action manager to this scene
  34778. * @param newActionManager The action manager to add
  34779. */
  34780. addActionManager(newActionManager: AbstractActionManager): void;
  34781. /**
  34782. * Adds the given texture to this scene.
  34783. * @param newTexture The texture to add
  34784. */
  34785. addTexture(newTexture: BaseTexture): void;
  34786. /**
  34787. * Switch active camera
  34788. * @param newCamera defines the new active camera
  34789. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34790. */
  34791. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34792. /**
  34793. * sets the active camera of the scene using its ID
  34794. * @param id defines the camera's ID
  34795. * @return the new active camera or null if none found.
  34796. */
  34797. setActiveCameraByID(id: string): Nullable<Camera>;
  34798. /**
  34799. * sets the active camera of the scene using its name
  34800. * @param name defines the camera's name
  34801. * @returns the new active camera or null if none found.
  34802. */
  34803. setActiveCameraByName(name: string): Nullable<Camera>;
  34804. /**
  34805. * get an animation group using its name
  34806. * @param name defines the material's name
  34807. * @return the animation group or null if none found.
  34808. */
  34809. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34810. /**
  34811. * Get a material using its unique id
  34812. * @param uniqueId defines the material's unique id
  34813. * @return the material or null if none found.
  34814. */
  34815. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34816. /**
  34817. * get a material using its id
  34818. * @param id defines the material's ID
  34819. * @return the material or null if none found.
  34820. */
  34821. getMaterialByID(id: string): Nullable<Material>;
  34822. /**
  34823. * Gets a the last added material using a given id
  34824. * @param id defines the material's ID
  34825. * @return the last material with the given id or null if none found.
  34826. */
  34827. getLastMaterialByID(id: string): Nullable<Material>;
  34828. /**
  34829. * Gets a material using its name
  34830. * @param name defines the material's name
  34831. * @return the material or null if none found.
  34832. */
  34833. getMaterialByName(name: string): Nullable<Material>;
  34834. /**
  34835. * Get a texture using its unique id
  34836. * @param uniqueId defines the texture's unique id
  34837. * @return the texture or null if none found.
  34838. */
  34839. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34840. /**
  34841. * Gets a camera using its id
  34842. * @param id defines the id to look for
  34843. * @returns the camera or null if not found
  34844. */
  34845. getCameraByID(id: string): Nullable<Camera>;
  34846. /**
  34847. * Gets a camera using its unique id
  34848. * @param uniqueId defines the unique id to look for
  34849. * @returns the camera or null if not found
  34850. */
  34851. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34852. /**
  34853. * Gets a camera using its name
  34854. * @param name defines the camera's name
  34855. * @return the camera or null if none found.
  34856. */
  34857. getCameraByName(name: string): Nullable<Camera>;
  34858. /**
  34859. * Gets a bone using its id
  34860. * @param id defines the bone's id
  34861. * @return the bone or null if not found
  34862. */
  34863. getBoneByID(id: string): Nullable<Bone>;
  34864. /**
  34865. * Gets a bone using its id
  34866. * @param name defines the bone's name
  34867. * @return the bone or null if not found
  34868. */
  34869. getBoneByName(name: string): Nullable<Bone>;
  34870. /**
  34871. * Gets a light node using its name
  34872. * @param name defines the the light's name
  34873. * @return the light or null if none found.
  34874. */
  34875. getLightByName(name: string): Nullable<Light>;
  34876. /**
  34877. * Gets a light node using its id
  34878. * @param id defines the light's id
  34879. * @return the light or null if none found.
  34880. */
  34881. getLightByID(id: string): Nullable<Light>;
  34882. /**
  34883. * Gets a light node using its scene-generated unique ID
  34884. * @param uniqueId defines the light's unique id
  34885. * @return the light or null if none found.
  34886. */
  34887. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34888. /**
  34889. * Gets a particle system by id
  34890. * @param id defines the particle system id
  34891. * @return the corresponding system or null if none found
  34892. */
  34893. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34894. /**
  34895. * Gets a geometry using its ID
  34896. * @param id defines the geometry's id
  34897. * @return the geometry or null if none found.
  34898. */
  34899. getGeometryByID(id: string): Nullable<Geometry>;
  34900. private _getGeometryByUniqueID;
  34901. /**
  34902. * Add a new geometry to this scene
  34903. * @param geometry defines the geometry to be added to the scene.
  34904. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34905. * @return a boolean defining if the geometry was added or not
  34906. */
  34907. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34908. /**
  34909. * Removes an existing geometry
  34910. * @param geometry defines the geometry to be removed from the scene
  34911. * @return a boolean defining if the geometry was removed or not
  34912. */
  34913. removeGeometry(geometry: Geometry): boolean;
  34914. /**
  34915. * Gets the list of geometries attached to the scene
  34916. * @returns an array of Geometry
  34917. */
  34918. getGeometries(): Geometry[];
  34919. /**
  34920. * Gets the first added mesh found of a given ID
  34921. * @param id defines the id to search for
  34922. * @return the mesh found or null if not found at all
  34923. */
  34924. getMeshByID(id: string): Nullable<AbstractMesh>;
  34925. /**
  34926. * Gets a list of meshes using their id
  34927. * @param id defines the id to search for
  34928. * @returns a list of meshes
  34929. */
  34930. getMeshesByID(id: string): Array<AbstractMesh>;
  34931. /**
  34932. * Gets the first added transform node found of a given ID
  34933. * @param id defines the id to search for
  34934. * @return the found transform node or null if not found at all.
  34935. */
  34936. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34937. /**
  34938. * Gets a transform node with its auto-generated unique id
  34939. * @param uniqueId efines the unique id to search for
  34940. * @return the found transform node or null if not found at all.
  34941. */
  34942. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34943. /**
  34944. * Gets a list of transform nodes using their id
  34945. * @param id defines the id to search for
  34946. * @returns a list of transform nodes
  34947. */
  34948. getTransformNodesByID(id: string): Array<TransformNode>;
  34949. /**
  34950. * Gets a mesh with its auto-generated unique id
  34951. * @param uniqueId defines the unique id to search for
  34952. * @return the found mesh or null if not found at all.
  34953. */
  34954. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34955. /**
  34956. * Gets a the last added mesh using a given id
  34957. * @param id defines the id to search for
  34958. * @return the found mesh or null if not found at all.
  34959. */
  34960. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34961. /**
  34962. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34963. * @param id defines the id to search for
  34964. * @return the found node or null if not found at all
  34965. */
  34966. getLastEntryByID(id: string): Nullable<Node>;
  34967. /**
  34968. * Gets a node (Mesh, Camera, Light) using a given id
  34969. * @param id defines the id to search for
  34970. * @return the found node or null if not found at all
  34971. */
  34972. getNodeByID(id: string): Nullable<Node>;
  34973. /**
  34974. * Gets a node (Mesh, Camera, Light) using a given name
  34975. * @param name defines the name to search for
  34976. * @return the found node or null if not found at all.
  34977. */
  34978. getNodeByName(name: string): Nullable<Node>;
  34979. /**
  34980. * Gets a mesh using a given name
  34981. * @param name defines the name to search for
  34982. * @return the found mesh or null if not found at all.
  34983. */
  34984. getMeshByName(name: string): Nullable<AbstractMesh>;
  34985. /**
  34986. * Gets a transform node using a given name
  34987. * @param name defines the name to search for
  34988. * @return the found transform node or null if not found at all.
  34989. */
  34990. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34991. /**
  34992. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34993. * @param id defines the id to search for
  34994. * @return the found skeleton or null if not found at all.
  34995. */
  34996. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34997. /**
  34998. * Gets a skeleton using a given auto generated unique id
  34999. * @param uniqueId defines the unique id to search for
  35000. * @return the found skeleton or null if not found at all.
  35001. */
  35002. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35003. /**
  35004. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35005. * @param id defines the id to search for
  35006. * @return the found skeleton or null if not found at all.
  35007. */
  35008. getSkeletonById(id: string): Nullable<Skeleton>;
  35009. /**
  35010. * Gets a skeleton using a given name
  35011. * @param name defines the name to search for
  35012. * @return the found skeleton or null if not found at all.
  35013. */
  35014. getSkeletonByName(name: string): Nullable<Skeleton>;
  35015. /**
  35016. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35017. * @param id defines the id to search for
  35018. * @return the found morph target manager or null if not found at all.
  35019. */
  35020. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35021. /**
  35022. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35023. * @param id defines the id to search for
  35024. * @return the found morph target or null if not found at all.
  35025. */
  35026. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35027. /**
  35028. * Gets a boolean indicating if the given mesh is active
  35029. * @param mesh defines the mesh to look for
  35030. * @returns true if the mesh is in the active list
  35031. */
  35032. isActiveMesh(mesh: AbstractMesh): boolean;
  35033. /**
  35034. * Return a unique id as a string which can serve as an identifier for the scene
  35035. */
  35036. readonly uid: string;
  35037. /**
  35038. * Add an externaly attached data from its key.
  35039. * This method call will fail and return false, if such key already exists.
  35040. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35041. * @param key the unique key that identifies the data
  35042. * @param data the data object to associate to the key for this Engine instance
  35043. * @return true if no such key were already present and the data was added successfully, false otherwise
  35044. */
  35045. addExternalData<T>(key: string, data: T): boolean;
  35046. /**
  35047. * Get an externaly attached data from its key
  35048. * @param key the unique key that identifies the data
  35049. * @return the associated data, if present (can be null), or undefined if not present
  35050. */
  35051. getExternalData<T>(key: string): Nullable<T>;
  35052. /**
  35053. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35054. * @param key the unique key that identifies the data
  35055. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35056. * @return the associated data, can be null if the factory returned null.
  35057. */
  35058. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35059. /**
  35060. * Remove an externaly attached data from the Engine instance
  35061. * @param key the unique key that identifies the data
  35062. * @return true if the data was successfully removed, false if it doesn't exist
  35063. */
  35064. removeExternalData(key: string): boolean;
  35065. private _evaluateSubMesh;
  35066. /**
  35067. * Clear the processed materials smart array preventing retention point in material dispose.
  35068. */
  35069. freeProcessedMaterials(): void;
  35070. private _preventFreeActiveMeshesAndRenderingGroups;
  35071. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35072. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35073. * when disposing several meshes in a row or a hierarchy of meshes.
  35074. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35075. */
  35076. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35077. /**
  35078. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35079. */
  35080. freeActiveMeshes(): void;
  35081. /**
  35082. * Clear the info related to rendering groups preventing retention points during dispose.
  35083. */
  35084. freeRenderingGroups(): void;
  35085. /** @hidden */
  35086. _isInIntermediateRendering(): boolean;
  35087. /**
  35088. * Lambda returning the list of potentially active meshes.
  35089. */
  35090. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35091. /**
  35092. * Lambda returning the list of potentially active sub meshes.
  35093. */
  35094. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35095. /**
  35096. * Lambda returning the list of potentially intersecting sub meshes.
  35097. */
  35098. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35099. /**
  35100. * Lambda returning the list of potentially colliding sub meshes.
  35101. */
  35102. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35103. private _activeMeshesFrozen;
  35104. /**
  35105. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35106. * @returns the current scene
  35107. */
  35108. freezeActiveMeshes(): Scene;
  35109. /**
  35110. * Use this function to restart evaluating active meshes on every frame
  35111. * @returns the current scene
  35112. */
  35113. unfreezeActiveMeshes(): Scene;
  35114. private _evaluateActiveMeshes;
  35115. private _activeMesh;
  35116. /**
  35117. * Update the transform matrix to update from the current active camera
  35118. * @param force defines a boolean used to force the update even if cache is up to date
  35119. */
  35120. updateTransformMatrix(force?: boolean): void;
  35121. private _bindFrameBuffer;
  35122. /** @hidden */
  35123. _allowPostProcessClearColor: boolean;
  35124. /** @hidden */
  35125. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35126. private _processSubCameras;
  35127. private _checkIntersections;
  35128. /** @hidden */
  35129. _advancePhysicsEngineStep(step: number): void;
  35130. /**
  35131. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35132. */
  35133. getDeterministicFrameTime: () => number;
  35134. /** @hidden */
  35135. _animate(): void;
  35136. /** Execute all animations (for a frame) */
  35137. animate(): void;
  35138. /**
  35139. * Render the scene
  35140. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35141. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35142. */
  35143. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35144. /**
  35145. * Freeze all materials
  35146. * A frozen material will not be updatable but should be faster to render
  35147. */
  35148. freezeMaterials(): void;
  35149. /**
  35150. * Unfreeze all materials
  35151. * A frozen material will not be updatable but should be faster to render
  35152. */
  35153. unfreezeMaterials(): void;
  35154. /**
  35155. * Releases all held ressources
  35156. */
  35157. dispose(): void;
  35158. /**
  35159. * Gets if the scene is already disposed
  35160. */
  35161. readonly isDisposed: boolean;
  35162. /**
  35163. * Call this function to reduce memory footprint of the scene.
  35164. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35165. */
  35166. clearCachedVertexData(): void;
  35167. /**
  35168. * This function will remove the local cached buffer data from texture.
  35169. * It will save memory but will prevent the texture from being rebuilt
  35170. */
  35171. cleanCachedTextureBuffer(): void;
  35172. /**
  35173. * Get the world extend vectors with an optional filter
  35174. *
  35175. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35176. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35177. */
  35178. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35179. min: Vector3;
  35180. max: Vector3;
  35181. };
  35182. /**
  35183. * Creates a ray that can be used to pick in the scene
  35184. * @param x defines the x coordinate of the origin (on-screen)
  35185. * @param y defines the y coordinate of the origin (on-screen)
  35186. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35187. * @param camera defines the camera to use for the picking
  35188. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35189. * @returns a Ray
  35190. */
  35191. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35192. /**
  35193. * Creates a ray that can be used to pick in the scene
  35194. * @param x defines the x coordinate of the origin (on-screen)
  35195. * @param y defines the y coordinate of the origin (on-screen)
  35196. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35197. * @param result defines the ray where to store the picking ray
  35198. * @param camera defines the camera to use for the picking
  35199. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35200. * @returns the current scene
  35201. */
  35202. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35203. /**
  35204. * Creates a ray that can be used to pick in the scene
  35205. * @param x defines the x coordinate of the origin (on-screen)
  35206. * @param y defines the y coordinate of the origin (on-screen)
  35207. * @param camera defines the camera to use for the picking
  35208. * @returns a Ray
  35209. */
  35210. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35211. /**
  35212. * Creates a ray that can be used to pick in the scene
  35213. * @param x defines the x coordinate of the origin (on-screen)
  35214. * @param y defines the y coordinate of the origin (on-screen)
  35215. * @param result defines the ray where to store the picking ray
  35216. * @param camera defines the camera to use for the picking
  35217. * @returns the current scene
  35218. */
  35219. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35220. /** Launch a ray to try to pick a mesh in the scene
  35221. * @param x position on screen
  35222. * @param y position on screen
  35223. * @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
  35224. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35225. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35226. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35227. * @returns a PickingInfo
  35228. */
  35229. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35230. /** Use the given ray to pick a mesh in the scene
  35231. * @param ray The ray to use to pick meshes
  35232. * @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
  35233. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35234. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35235. * @returns a PickingInfo
  35236. */
  35237. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35238. /**
  35239. * Launch a ray to try to pick a mesh in the scene
  35240. * @param x X position on screen
  35241. * @param y Y position on screen
  35242. * @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
  35243. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35244. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35245. * @returns an array of PickingInfo
  35246. */
  35247. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35248. /**
  35249. * Launch a ray to try to pick a mesh in the scene
  35250. * @param ray Ray to use
  35251. * @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
  35252. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35253. * @returns an array of PickingInfo
  35254. */
  35255. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35256. /**
  35257. * Force the value of meshUnderPointer
  35258. * @param mesh defines the mesh to use
  35259. */
  35260. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35261. /**
  35262. * Gets the mesh under the pointer
  35263. * @returns a Mesh or null if no mesh is under the pointer
  35264. */
  35265. getPointerOverMesh(): Nullable<AbstractMesh>;
  35266. /** @hidden */
  35267. _rebuildGeometries(): void;
  35268. /** @hidden */
  35269. _rebuildTextures(): void;
  35270. private _getByTags;
  35271. /**
  35272. * Get a list of meshes by tags
  35273. * @param tagsQuery defines the tags query to use
  35274. * @param forEach defines a predicate used to filter results
  35275. * @returns an array of Mesh
  35276. */
  35277. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35278. /**
  35279. * Get a list of cameras by tags
  35280. * @param tagsQuery defines the tags query to use
  35281. * @param forEach defines a predicate used to filter results
  35282. * @returns an array of Camera
  35283. */
  35284. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35285. /**
  35286. * Get a list of lights by tags
  35287. * @param tagsQuery defines the tags query to use
  35288. * @param forEach defines a predicate used to filter results
  35289. * @returns an array of Light
  35290. */
  35291. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35292. /**
  35293. * Get a list of materials by tags
  35294. * @param tagsQuery defines the tags query to use
  35295. * @param forEach defines a predicate used to filter results
  35296. * @returns an array of Material
  35297. */
  35298. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35299. /**
  35300. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35301. * This allowed control for front to back rendering or reversly depending of the special needs.
  35302. *
  35303. * @param renderingGroupId The rendering group id corresponding to its index
  35304. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35305. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35306. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35307. */
  35308. 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;
  35309. /**
  35310. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35311. *
  35312. * @param renderingGroupId The rendering group id corresponding to its index
  35313. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35314. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35315. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35316. */
  35317. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35318. /**
  35319. * Gets the current auto clear configuration for one rendering group of the rendering
  35320. * manager.
  35321. * @param index the rendering group index to get the information for
  35322. * @returns The auto clear setup for the requested rendering group
  35323. */
  35324. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35325. private _blockMaterialDirtyMechanism;
  35326. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35327. blockMaterialDirtyMechanism: boolean;
  35328. /**
  35329. * Will flag all materials as dirty to trigger new shader compilation
  35330. * @param flag defines the flag used to specify which material part must be marked as dirty
  35331. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35332. */
  35333. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35334. /** @hidden */
  35335. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35336. /** @hidden */
  35337. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35338. }
  35339. }
  35340. declare module "babylonjs/assetContainer" {
  35341. import { AbstractScene } from "babylonjs/abstractScene";
  35342. import { Scene } from "babylonjs/scene";
  35343. import { Mesh } from "babylonjs/Meshes/mesh";
  35344. /**
  35345. * Set of assets to keep when moving a scene into an asset container.
  35346. */
  35347. export class KeepAssets extends AbstractScene {
  35348. }
  35349. /**
  35350. * Container with a set of assets that can be added or removed from a scene.
  35351. */
  35352. export class AssetContainer extends AbstractScene {
  35353. /**
  35354. * The scene the AssetContainer belongs to.
  35355. */
  35356. scene: Scene;
  35357. /**
  35358. * Instantiates an AssetContainer.
  35359. * @param scene The scene the AssetContainer belongs to.
  35360. */
  35361. constructor(scene: Scene);
  35362. /**
  35363. * Adds all the assets from the container to the scene.
  35364. */
  35365. addAllToScene(): void;
  35366. /**
  35367. * Removes all the assets in the container from the scene
  35368. */
  35369. removeAllFromScene(): void;
  35370. /**
  35371. * Disposes all the assets in the container
  35372. */
  35373. dispose(): void;
  35374. private _moveAssets;
  35375. /**
  35376. * Removes all the assets contained in the scene and adds them to the container.
  35377. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35378. */
  35379. moveAllFromScene(keepAssets?: KeepAssets): void;
  35380. /**
  35381. * 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.
  35382. * @returns the root mesh
  35383. */
  35384. createRootMesh(): Mesh;
  35385. }
  35386. }
  35387. declare module "babylonjs/abstractScene" {
  35388. import { Scene } from "babylonjs/scene";
  35389. import { Nullable } from "babylonjs/types";
  35390. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35391. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35392. import { Geometry } from "babylonjs/Meshes/geometry";
  35393. import { Skeleton } from "babylonjs/Bones/skeleton";
  35394. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35395. import { AssetContainer } from "babylonjs/assetContainer";
  35396. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35397. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35398. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35399. import { Material } from "babylonjs/Materials/material";
  35400. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35401. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35402. import { Camera } from "babylonjs/Cameras/camera";
  35403. import { Light } from "babylonjs/Lights/light";
  35404. import { Node } from "babylonjs/node";
  35405. import { Animation } from "babylonjs/Animations/animation";
  35406. /**
  35407. * Defines how the parser contract is defined.
  35408. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35409. */
  35410. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35411. /**
  35412. * Defines how the individual parser contract is defined.
  35413. * These parser can parse an individual asset
  35414. */
  35415. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35416. /**
  35417. * Base class of the scene acting as a container for the different elements composing a scene.
  35418. * This class is dynamically extended by the different components of the scene increasing
  35419. * flexibility and reducing coupling
  35420. */
  35421. export abstract class AbstractScene {
  35422. /**
  35423. * Stores the list of available parsers in the application.
  35424. */
  35425. private static _BabylonFileParsers;
  35426. /**
  35427. * Stores the list of available individual parsers in the application.
  35428. */
  35429. private static _IndividualBabylonFileParsers;
  35430. /**
  35431. * Adds a parser in the list of available ones
  35432. * @param name Defines the name of the parser
  35433. * @param parser Defines the parser to add
  35434. */
  35435. static AddParser(name: string, parser: BabylonFileParser): void;
  35436. /**
  35437. * Gets a general parser from the list of avaialble ones
  35438. * @param name Defines the name of the parser
  35439. * @returns the requested parser or null
  35440. */
  35441. static GetParser(name: string): Nullable<BabylonFileParser>;
  35442. /**
  35443. * Adds n individual parser in the list of available ones
  35444. * @param name Defines the name of the parser
  35445. * @param parser Defines the parser to add
  35446. */
  35447. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35448. /**
  35449. * Gets an individual parser from the list of avaialble ones
  35450. * @param name Defines the name of the parser
  35451. * @returns the requested parser or null
  35452. */
  35453. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35454. /**
  35455. * Parser json data and populate both a scene and its associated container object
  35456. * @param jsonData Defines the data to parse
  35457. * @param scene Defines the scene to parse the data for
  35458. * @param container Defines the container attached to the parsing sequence
  35459. * @param rootUrl Defines the root url of the data
  35460. */
  35461. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35462. /**
  35463. * Gets the list of root nodes (ie. nodes with no parent)
  35464. */
  35465. rootNodes: Node[];
  35466. /** All of the cameras added to this scene
  35467. * @see http://doc.babylonjs.com/babylon101/cameras
  35468. */
  35469. cameras: Camera[];
  35470. /**
  35471. * All of the lights added to this scene
  35472. * @see http://doc.babylonjs.com/babylon101/lights
  35473. */
  35474. lights: Light[];
  35475. /**
  35476. * All of the (abstract) meshes added to this scene
  35477. */
  35478. meshes: AbstractMesh[];
  35479. /**
  35480. * The list of skeletons added to the scene
  35481. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35482. */
  35483. skeletons: Skeleton[];
  35484. /**
  35485. * All of the particle systems added to this scene
  35486. * @see http://doc.babylonjs.com/babylon101/particles
  35487. */
  35488. particleSystems: IParticleSystem[];
  35489. /**
  35490. * Gets a list of Animations associated with the scene
  35491. */
  35492. animations: Animation[];
  35493. /**
  35494. * All of the animation groups added to this scene
  35495. * @see http://doc.babylonjs.com/how_to/group
  35496. */
  35497. animationGroups: AnimationGroup[];
  35498. /**
  35499. * All of the multi-materials added to this scene
  35500. * @see http://doc.babylonjs.com/how_to/multi_materials
  35501. */
  35502. multiMaterials: MultiMaterial[];
  35503. /**
  35504. * All of the materials added to this scene
  35505. * In the context of a Scene, it is not supposed to be modified manually.
  35506. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35507. * Note also that the order of the Material wihin the array is not significant and might change.
  35508. * @see http://doc.babylonjs.com/babylon101/materials
  35509. */
  35510. materials: Material[];
  35511. /**
  35512. * The list of morph target managers added to the scene
  35513. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35514. */
  35515. morphTargetManagers: MorphTargetManager[];
  35516. /**
  35517. * The list of geometries used in the scene.
  35518. */
  35519. geometries: Geometry[];
  35520. /**
  35521. * All of the tranform nodes added to this scene
  35522. * In the context of a Scene, it is not supposed to be modified manually.
  35523. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35524. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35525. * @see http://doc.babylonjs.com/how_to/transformnode
  35526. */
  35527. transformNodes: TransformNode[];
  35528. /**
  35529. * ActionManagers available on the scene.
  35530. */
  35531. actionManagers: AbstractActionManager[];
  35532. /**
  35533. * Textures to keep.
  35534. */
  35535. textures: BaseTexture[];
  35536. /**
  35537. * Environment texture for the scene
  35538. */
  35539. environmentTexture: Nullable<BaseTexture>;
  35540. }
  35541. }
  35542. declare module "babylonjs/Audio/sound" {
  35543. import { Observable } from "babylonjs/Misc/observable";
  35544. import { Vector3 } from "babylonjs/Maths/math.vector";
  35545. import { Nullable } from "babylonjs/types";
  35546. import { Scene } from "babylonjs/scene";
  35547. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35548. /**
  35549. * Interface used to define options for Sound class
  35550. */
  35551. export interface ISoundOptions {
  35552. /**
  35553. * Does the sound autoplay once loaded.
  35554. */
  35555. autoplay?: boolean;
  35556. /**
  35557. * Does the sound loop after it finishes playing once.
  35558. */
  35559. loop?: boolean;
  35560. /**
  35561. * Sound's volume
  35562. */
  35563. volume?: number;
  35564. /**
  35565. * Is it a spatial sound?
  35566. */
  35567. spatialSound?: boolean;
  35568. /**
  35569. * Maximum distance to hear that sound
  35570. */
  35571. maxDistance?: number;
  35572. /**
  35573. * Uses user defined attenuation function
  35574. */
  35575. useCustomAttenuation?: boolean;
  35576. /**
  35577. * Define the roll off factor of spatial sounds.
  35578. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35579. */
  35580. rolloffFactor?: number;
  35581. /**
  35582. * Define the reference distance the sound should be heard perfectly.
  35583. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35584. */
  35585. refDistance?: number;
  35586. /**
  35587. * Define the distance attenuation model the sound will follow.
  35588. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35589. */
  35590. distanceModel?: string;
  35591. /**
  35592. * Defines the playback speed (1 by default)
  35593. */
  35594. playbackRate?: number;
  35595. /**
  35596. * Defines if the sound is from a streaming source
  35597. */
  35598. streaming?: boolean;
  35599. /**
  35600. * Defines an optional length (in seconds) inside the sound file
  35601. */
  35602. length?: number;
  35603. /**
  35604. * Defines an optional offset (in seconds) inside the sound file
  35605. */
  35606. offset?: number;
  35607. /**
  35608. * If true, URLs will not be required to state the audio file codec to use.
  35609. */
  35610. skipCodecCheck?: boolean;
  35611. }
  35612. /**
  35613. * Defines a sound that can be played in the application.
  35614. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35615. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35616. */
  35617. export class Sound {
  35618. /**
  35619. * The name of the sound in the scene.
  35620. */
  35621. name: string;
  35622. /**
  35623. * Does the sound autoplay once loaded.
  35624. */
  35625. autoplay: boolean;
  35626. /**
  35627. * Does the sound loop after it finishes playing once.
  35628. */
  35629. loop: boolean;
  35630. /**
  35631. * Does the sound use a custom attenuation curve to simulate the falloff
  35632. * happening when the source gets further away from the camera.
  35633. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35634. */
  35635. useCustomAttenuation: boolean;
  35636. /**
  35637. * The sound track id this sound belongs to.
  35638. */
  35639. soundTrackId: number;
  35640. /**
  35641. * Is this sound currently played.
  35642. */
  35643. isPlaying: boolean;
  35644. /**
  35645. * Is this sound currently paused.
  35646. */
  35647. isPaused: boolean;
  35648. /**
  35649. * Does this sound enables spatial sound.
  35650. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35651. */
  35652. spatialSound: boolean;
  35653. /**
  35654. * Define the reference distance the sound should be heard perfectly.
  35655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35656. */
  35657. refDistance: number;
  35658. /**
  35659. * Define the roll off factor of spatial sounds.
  35660. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35661. */
  35662. rolloffFactor: number;
  35663. /**
  35664. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35665. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35666. */
  35667. maxDistance: number;
  35668. /**
  35669. * Define the distance attenuation model the sound will follow.
  35670. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35671. */
  35672. distanceModel: string;
  35673. /**
  35674. * @hidden
  35675. * Back Compat
  35676. **/
  35677. onended: () => any;
  35678. /**
  35679. * Observable event when the current playing sound finishes.
  35680. */
  35681. onEndedObservable: Observable<Sound>;
  35682. private _panningModel;
  35683. private _playbackRate;
  35684. private _streaming;
  35685. private _startTime;
  35686. private _startOffset;
  35687. private _position;
  35688. /** @hidden */
  35689. _positionInEmitterSpace: boolean;
  35690. private _localDirection;
  35691. private _volume;
  35692. private _isReadyToPlay;
  35693. private _isDirectional;
  35694. private _readyToPlayCallback;
  35695. private _audioBuffer;
  35696. private _soundSource;
  35697. private _streamingSource;
  35698. private _soundPanner;
  35699. private _soundGain;
  35700. private _inputAudioNode;
  35701. private _outputAudioNode;
  35702. private _coneInnerAngle;
  35703. private _coneOuterAngle;
  35704. private _coneOuterGain;
  35705. private _scene;
  35706. private _connectedTransformNode;
  35707. private _customAttenuationFunction;
  35708. private _registerFunc;
  35709. private _isOutputConnected;
  35710. private _htmlAudioElement;
  35711. private _urlType;
  35712. private _length?;
  35713. private _offset?;
  35714. /** @hidden */
  35715. static _SceneComponentInitialization: (scene: Scene) => void;
  35716. /**
  35717. * Create a sound and attach it to a scene
  35718. * @param name Name of your sound
  35719. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35720. * @param scene defines the scene the sound belongs to
  35721. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35722. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35723. */
  35724. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35725. /**
  35726. * Release the sound and its associated resources
  35727. */
  35728. dispose(): void;
  35729. /**
  35730. * Gets if the sounds is ready to be played or not.
  35731. * @returns true if ready, otherwise false
  35732. */
  35733. isReady(): boolean;
  35734. private _soundLoaded;
  35735. /**
  35736. * Sets the data of the sound from an audiobuffer
  35737. * @param audioBuffer The audioBuffer containing the data
  35738. */
  35739. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35740. /**
  35741. * Updates the current sounds options such as maxdistance, loop...
  35742. * @param options A JSON object containing values named as the object properties
  35743. */
  35744. updateOptions(options: ISoundOptions): void;
  35745. private _createSpatialParameters;
  35746. private _updateSpatialParameters;
  35747. /**
  35748. * Switch the panning model to HRTF:
  35749. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35750. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35751. */
  35752. switchPanningModelToHRTF(): void;
  35753. /**
  35754. * Switch the panning model to Equal Power:
  35755. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35756. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35757. */
  35758. switchPanningModelToEqualPower(): void;
  35759. private _switchPanningModel;
  35760. /**
  35761. * Connect this sound to a sound track audio node like gain...
  35762. * @param soundTrackAudioNode the sound track audio node to connect to
  35763. */
  35764. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35765. /**
  35766. * Transform this sound into a directional source
  35767. * @param coneInnerAngle Size of the inner cone in degree
  35768. * @param coneOuterAngle Size of the outer cone in degree
  35769. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35770. */
  35771. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35772. /**
  35773. * Gets or sets the inner angle for the directional cone.
  35774. */
  35775. /**
  35776. * Gets or sets the inner angle for the directional cone.
  35777. */
  35778. directionalConeInnerAngle: number;
  35779. /**
  35780. * Gets or sets the outer angle for the directional cone.
  35781. */
  35782. /**
  35783. * Gets or sets the outer angle for the directional cone.
  35784. */
  35785. directionalConeOuterAngle: number;
  35786. /**
  35787. * Sets the position of the emitter if spatial sound is enabled
  35788. * @param newPosition Defines the new posisiton
  35789. */
  35790. setPosition(newPosition: Vector3): void;
  35791. /**
  35792. * Sets the local direction of the emitter if spatial sound is enabled
  35793. * @param newLocalDirection Defines the new local direction
  35794. */
  35795. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35796. private _updateDirection;
  35797. /** @hidden */
  35798. updateDistanceFromListener(): void;
  35799. /**
  35800. * Sets a new custom attenuation function for the sound.
  35801. * @param callback Defines the function used for the attenuation
  35802. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35803. */
  35804. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35805. /**
  35806. * Play the sound
  35807. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35808. * @param offset (optional) Start the sound at a specific time in seconds
  35809. * @param length (optional) Sound duration (in seconds)
  35810. */
  35811. play(time?: number, offset?: number, length?: number): void;
  35812. private _onended;
  35813. /**
  35814. * Stop the sound
  35815. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35816. */
  35817. stop(time?: number): void;
  35818. /**
  35819. * Put the sound in pause
  35820. */
  35821. pause(): void;
  35822. /**
  35823. * Sets a dedicated volume for this sounds
  35824. * @param newVolume Define the new volume of the sound
  35825. * @param time Define time for gradual change to new volume
  35826. */
  35827. setVolume(newVolume: number, time?: number): void;
  35828. /**
  35829. * Set the sound play back rate
  35830. * @param newPlaybackRate Define the playback rate the sound should be played at
  35831. */
  35832. setPlaybackRate(newPlaybackRate: number): void;
  35833. /**
  35834. * Gets the volume of the sound.
  35835. * @returns the volume of the sound
  35836. */
  35837. getVolume(): number;
  35838. /**
  35839. * Attach the sound to a dedicated mesh
  35840. * @param transformNode The transform node to connect the sound with
  35841. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35842. */
  35843. attachToMesh(transformNode: TransformNode): void;
  35844. /**
  35845. * Detach the sound from the previously attached mesh
  35846. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35847. */
  35848. detachFromMesh(): void;
  35849. private _onRegisterAfterWorldMatrixUpdate;
  35850. /**
  35851. * Clone the current sound in the scene.
  35852. * @returns the new sound clone
  35853. */
  35854. clone(): Nullable<Sound>;
  35855. /**
  35856. * Gets the current underlying audio buffer containing the data
  35857. * @returns the audio buffer
  35858. */
  35859. getAudioBuffer(): Nullable<AudioBuffer>;
  35860. /**
  35861. * Serializes the Sound in a JSON representation
  35862. * @returns the JSON representation of the sound
  35863. */
  35864. serialize(): any;
  35865. /**
  35866. * Parse a JSON representation of a sound to innstantiate in a given scene
  35867. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35868. * @param scene Define the scene the new parsed sound should be created in
  35869. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35870. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35871. * @returns the newly parsed sound
  35872. */
  35873. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35874. }
  35875. }
  35876. declare module "babylonjs/Actions/directAudioActions" {
  35877. import { Action } from "babylonjs/Actions/action";
  35878. import { Condition } from "babylonjs/Actions/condition";
  35879. import { Sound } from "babylonjs/Audio/sound";
  35880. /**
  35881. * This defines an action helpful to play a defined sound on a triggered action.
  35882. */
  35883. export class PlaySoundAction extends Action {
  35884. private _sound;
  35885. /**
  35886. * Instantiate the action
  35887. * @param triggerOptions defines the trigger options
  35888. * @param sound defines the sound to play
  35889. * @param condition defines the trigger related conditions
  35890. */
  35891. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35892. /** @hidden */
  35893. _prepare(): void;
  35894. /**
  35895. * Execute the action and play the sound.
  35896. */
  35897. execute(): void;
  35898. /**
  35899. * Serializes the actions and its related information.
  35900. * @param parent defines the object to serialize in
  35901. * @returns the serialized object
  35902. */
  35903. serialize(parent: any): any;
  35904. }
  35905. /**
  35906. * This defines an action helpful to stop a defined sound on a triggered action.
  35907. */
  35908. export class StopSoundAction extends Action {
  35909. private _sound;
  35910. /**
  35911. * Instantiate the action
  35912. * @param triggerOptions defines the trigger options
  35913. * @param sound defines the sound to stop
  35914. * @param condition defines the trigger related conditions
  35915. */
  35916. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35917. /** @hidden */
  35918. _prepare(): void;
  35919. /**
  35920. * Execute the action and stop the sound.
  35921. */
  35922. execute(): void;
  35923. /**
  35924. * Serializes the actions and its related information.
  35925. * @param parent defines the object to serialize in
  35926. * @returns the serialized object
  35927. */
  35928. serialize(parent: any): any;
  35929. }
  35930. }
  35931. declare module "babylonjs/Actions/interpolateValueAction" {
  35932. import { Action } from "babylonjs/Actions/action";
  35933. import { Condition } from "babylonjs/Actions/condition";
  35934. import { Observable } from "babylonjs/Misc/observable";
  35935. /**
  35936. * This defines an action responsible to change the value of a property
  35937. * by interpolating between its current value and the newly set one once triggered.
  35938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35939. */
  35940. export class InterpolateValueAction extends Action {
  35941. /**
  35942. * Defines the path of the property where the value should be interpolated
  35943. */
  35944. propertyPath: string;
  35945. /**
  35946. * Defines the target value at the end of the interpolation.
  35947. */
  35948. value: any;
  35949. /**
  35950. * Defines the time it will take for the property to interpolate to the value.
  35951. */
  35952. duration: number;
  35953. /**
  35954. * Defines if the other scene animations should be stopped when the action has been triggered
  35955. */
  35956. stopOtherAnimations?: boolean;
  35957. /**
  35958. * Defines a callback raised once the interpolation animation has been done.
  35959. */
  35960. onInterpolationDone?: () => void;
  35961. /**
  35962. * Observable triggered once the interpolation animation has been done.
  35963. */
  35964. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35965. private _target;
  35966. private _effectiveTarget;
  35967. private _property;
  35968. /**
  35969. * Instantiate the action
  35970. * @param triggerOptions defines the trigger options
  35971. * @param target defines the object containing the value to interpolate
  35972. * @param propertyPath defines the path to the property in the target object
  35973. * @param value defines the target value at the end of the interpolation
  35974. * @param duration deines the time it will take for the property to interpolate to the value.
  35975. * @param condition defines the trigger related conditions
  35976. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35977. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35978. */
  35979. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35980. /** @hidden */
  35981. _prepare(): void;
  35982. /**
  35983. * Execute the action starts the value interpolation.
  35984. */
  35985. execute(): void;
  35986. /**
  35987. * Serializes the actions and its related information.
  35988. * @param parent defines the object to serialize in
  35989. * @returns the serialized object
  35990. */
  35991. serialize(parent: any): any;
  35992. }
  35993. }
  35994. declare module "babylonjs/Actions/index" {
  35995. export * from "babylonjs/Actions/action";
  35996. export * from "babylonjs/Actions/actionEvent";
  35997. export * from "babylonjs/Actions/actionManager";
  35998. export * from "babylonjs/Actions/condition";
  35999. export * from "babylonjs/Actions/directActions";
  36000. export * from "babylonjs/Actions/directAudioActions";
  36001. export * from "babylonjs/Actions/interpolateValueAction";
  36002. }
  36003. declare module "babylonjs/Animations/index" {
  36004. export * from "babylonjs/Animations/animatable";
  36005. export * from "babylonjs/Animations/animation";
  36006. export * from "babylonjs/Animations/animationGroup";
  36007. export * from "babylonjs/Animations/animationPropertiesOverride";
  36008. export * from "babylonjs/Animations/easing";
  36009. export * from "babylonjs/Animations/runtimeAnimation";
  36010. export * from "babylonjs/Animations/animationEvent";
  36011. export * from "babylonjs/Animations/animationGroup";
  36012. export * from "babylonjs/Animations/animationKey";
  36013. export * from "babylonjs/Animations/animationRange";
  36014. export * from "babylonjs/Animations/animatable.interface";
  36015. }
  36016. declare module "babylonjs/Audio/soundTrack" {
  36017. import { Sound } from "babylonjs/Audio/sound";
  36018. import { Analyser } from "babylonjs/Audio/analyser";
  36019. import { Scene } from "babylonjs/scene";
  36020. /**
  36021. * Options allowed during the creation of a sound track.
  36022. */
  36023. export interface ISoundTrackOptions {
  36024. /**
  36025. * The volume the sound track should take during creation
  36026. */
  36027. volume?: number;
  36028. /**
  36029. * Define if the sound track is the main sound track of the scene
  36030. */
  36031. mainTrack?: boolean;
  36032. }
  36033. /**
  36034. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36035. * It will be also used in a future release to apply effects on a specific track.
  36036. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36037. */
  36038. export class SoundTrack {
  36039. /**
  36040. * The unique identifier of the sound track in the scene.
  36041. */
  36042. id: number;
  36043. /**
  36044. * The list of sounds included in the sound track.
  36045. */
  36046. soundCollection: Array<Sound>;
  36047. private _outputAudioNode;
  36048. private _scene;
  36049. private _isMainTrack;
  36050. private _connectedAnalyser;
  36051. private _options;
  36052. private _isInitialized;
  36053. /**
  36054. * Creates a new sound track.
  36055. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36056. * @param scene Define the scene the sound track belongs to
  36057. * @param options
  36058. */
  36059. constructor(scene: Scene, options?: ISoundTrackOptions);
  36060. private _initializeSoundTrackAudioGraph;
  36061. /**
  36062. * Release the sound track and its associated resources
  36063. */
  36064. dispose(): void;
  36065. /**
  36066. * Adds a sound to this sound track
  36067. * @param sound define the cound to add
  36068. * @ignoreNaming
  36069. */
  36070. AddSound(sound: Sound): void;
  36071. /**
  36072. * Removes a sound to this sound track
  36073. * @param sound define the cound to remove
  36074. * @ignoreNaming
  36075. */
  36076. RemoveSound(sound: Sound): void;
  36077. /**
  36078. * Set a global volume for the full sound track.
  36079. * @param newVolume Define the new volume of the sound track
  36080. */
  36081. setVolume(newVolume: number): void;
  36082. /**
  36083. * Switch the panning model to HRTF:
  36084. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36086. */
  36087. switchPanningModelToHRTF(): void;
  36088. /**
  36089. * Switch the panning model to Equal Power:
  36090. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36091. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36092. */
  36093. switchPanningModelToEqualPower(): void;
  36094. /**
  36095. * Connect the sound track to an audio analyser allowing some amazing
  36096. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36097. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36098. * @param analyser The analyser to connect to the engine
  36099. */
  36100. connectToAnalyser(analyser: Analyser): void;
  36101. }
  36102. }
  36103. declare module "babylonjs/Audio/audioSceneComponent" {
  36104. import { Sound } from "babylonjs/Audio/sound";
  36105. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36106. import { Nullable } from "babylonjs/types";
  36107. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36108. import { Scene } from "babylonjs/scene";
  36109. import { AbstractScene } from "babylonjs/abstractScene";
  36110. module "babylonjs/abstractScene" {
  36111. interface AbstractScene {
  36112. /**
  36113. * The list of sounds used in the scene.
  36114. */
  36115. sounds: Nullable<Array<Sound>>;
  36116. }
  36117. }
  36118. module "babylonjs/scene" {
  36119. interface Scene {
  36120. /**
  36121. * @hidden
  36122. * Backing field
  36123. */
  36124. _mainSoundTrack: SoundTrack;
  36125. /**
  36126. * The main sound track played by the scene.
  36127. * It cotains your primary collection of sounds.
  36128. */
  36129. mainSoundTrack: SoundTrack;
  36130. /**
  36131. * The list of sound tracks added to the scene
  36132. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36133. */
  36134. soundTracks: Nullable<Array<SoundTrack>>;
  36135. /**
  36136. * Gets a sound using a given name
  36137. * @param name defines the name to search for
  36138. * @return the found sound or null if not found at all.
  36139. */
  36140. getSoundByName(name: string): Nullable<Sound>;
  36141. /**
  36142. * Gets or sets if audio support is enabled
  36143. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36144. */
  36145. audioEnabled: boolean;
  36146. /**
  36147. * Gets or sets if audio will be output to headphones
  36148. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36149. */
  36150. headphone: boolean;
  36151. }
  36152. }
  36153. /**
  36154. * Defines the sound scene component responsible to manage any sounds
  36155. * in a given scene.
  36156. */
  36157. export class AudioSceneComponent implements ISceneSerializableComponent {
  36158. /**
  36159. * The component name helpfull to identify the component in the list of scene components.
  36160. */
  36161. readonly name: string;
  36162. /**
  36163. * The scene the component belongs to.
  36164. */
  36165. scene: Scene;
  36166. private _audioEnabled;
  36167. /**
  36168. * Gets whether audio is enabled or not.
  36169. * Please use related enable/disable method to switch state.
  36170. */
  36171. readonly audioEnabled: boolean;
  36172. private _headphone;
  36173. /**
  36174. * Gets whether audio is outputing to headphone or not.
  36175. * Please use the according Switch methods to change output.
  36176. */
  36177. readonly headphone: boolean;
  36178. /**
  36179. * Creates a new instance of the component for the given scene
  36180. * @param scene Defines the scene to register the component in
  36181. */
  36182. constructor(scene: Scene);
  36183. /**
  36184. * Registers the component in a given scene
  36185. */
  36186. register(): void;
  36187. /**
  36188. * Rebuilds the elements related to this component in case of
  36189. * context lost for instance.
  36190. */
  36191. rebuild(): void;
  36192. /**
  36193. * Serializes the component data to the specified json object
  36194. * @param serializationObject The object to serialize to
  36195. */
  36196. serialize(serializationObject: any): void;
  36197. /**
  36198. * Adds all the elements from the container to the scene
  36199. * @param container the container holding the elements
  36200. */
  36201. addFromContainer(container: AbstractScene): void;
  36202. /**
  36203. * Removes all the elements in the container from the scene
  36204. * @param container contains the elements to remove
  36205. * @param dispose if the removed element should be disposed (default: false)
  36206. */
  36207. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36208. /**
  36209. * Disposes the component and the associated ressources.
  36210. */
  36211. dispose(): void;
  36212. /**
  36213. * Disables audio in the associated scene.
  36214. */
  36215. disableAudio(): void;
  36216. /**
  36217. * Enables audio in the associated scene.
  36218. */
  36219. enableAudio(): void;
  36220. /**
  36221. * Switch audio to headphone output.
  36222. */
  36223. switchAudioModeForHeadphones(): void;
  36224. /**
  36225. * Switch audio to normal speakers.
  36226. */
  36227. switchAudioModeForNormalSpeakers(): void;
  36228. private _afterRender;
  36229. }
  36230. }
  36231. declare module "babylonjs/Audio/weightedsound" {
  36232. import { Sound } from "babylonjs/Audio/sound";
  36233. /**
  36234. * Wraps one or more Sound objects and selects one with random weight for playback.
  36235. */
  36236. export class WeightedSound {
  36237. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36238. loop: boolean;
  36239. private _coneInnerAngle;
  36240. private _coneOuterAngle;
  36241. private _volume;
  36242. /** A Sound is currently playing. */
  36243. isPlaying: boolean;
  36244. /** A Sound is currently paused. */
  36245. isPaused: boolean;
  36246. private _sounds;
  36247. private _weights;
  36248. private _currentIndex?;
  36249. /**
  36250. * Creates a new WeightedSound from the list of sounds given.
  36251. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36252. * @param sounds Array of Sounds that will be selected from.
  36253. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36254. */
  36255. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36256. /**
  36257. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36258. */
  36259. /**
  36260. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36261. */
  36262. directionalConeInnerAngle: number;
  36263. /**
  36264. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36265. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36266. */
  36267. /**
  36268. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36269. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36270. */
  36271. directionalConeOuterAngle: number;
  36272. /**
  36273. * Playback volume.
  36274. */
  36275. /**
  36276. * Playback volume.
  36277. */
  36278. volume: number;
  36279. private _onended;
  36280. /**
  36281. * Suspend playback
  36282. */
  36283. pause(): void;
  36284. /**
  36285. * Stop playback
  36286. */
  36287. stop(): void;
  36288. /**
  36289. * Start playback.
  36290. * @param startOffset Position the clip head at a specific time in seconds.
  36291. */
  36292. play(startOffset?: number): void;
  36293. }
  36294. }
  36295. declare module "babylonjs/Audio/index" {
  36296. export * from "babylonjs/Audio/analyser";
  36297. export * from "babylonjs/Audio/audioEngine";
  36298. export * from "babylonjs/Audio/audioSceneComponent";
  36299. export * from "babylonjs/Audio/sound";
  36300. export * from "babylonjs/Audio/soundTrack";
  36301. export * from "babylonjs/Audio/weightedsound";
  36302. }
  36303. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36304. import { Behavior } from "babylonjs/Behaviors/behavior";
  36305. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36306. import { BackEase } from "babylonjs/Animations/easing";
  36307. /**
  36308. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36309. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36310. */
  36311. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36312. /**
  36313. * Gets the name of the behavior.
  36314. */
  36315. readonly name: string;
  36316. /**
  36317. * The easing function used by animations
  36318. */
  36319. static EasingFunction: BackEase;
  36320. /**
  36321. * The easing mode used by animations
  36322. */
  36323. static EasingMode: number;
  36324. /**
  36325. * The duration of the animation, in milliseconds
  36326. */
  36327. transitionDuration: number;
  36328. /**
  36329. * Length of the distance animated by the transition when lower radius is reached
  36330. */
  36331. lowerRadiusTransitionRange: number;
  36332. /**
  36333. * Length of the distance animated by the transition when upper radius is reached
  36334. */
  36335. upperRadiusTransitionRange: number;
  36336. private _autoTransitionRange;
  36337. /**
  36338. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36339. */
  36340. /**
  36341. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36342. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36343. */
  36344. autoTransitionRange: boolean;
  36345. private _attachedCamera;
  36346. private _onAfterCheckInputsObserver;
  36347. private _onMeshTargetChangedObserver;
  36348. /**
  36349. * Initializes the behavior.
  36350. */
  36351. init(): void;
  36352. /**
  36353. * Attaches the behavior to its arc rotate camera.
  36354. * @param camera Defines the camera to attach the behavior to
  36355. */
  36356. attach(camera: ArcRotateCamera): void;
  36357. /**
  36358. * Detaches the behavior from its current arc rotate camera.
  36359. */
  36360. detach(): void;
  36361. private _radiusIsAnimating;
  36362. private _radiusBounceTransition;
  36363. private _animatables;
  36364. private _cachedWheelPrecision;
  36365. /**
  36366. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36367. * @param radiusLimit The limit to check against.
  36368. * @return Bool to indicate if at limit.
  36369. */
  36370. private _isRadiusAtLimit;
  36371. /**
  36372. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36373. * @param radiusDelta The delta by which to animate to. Can be negative.
  36374. */
  36375. private _applyBoundRadiusAnimation;
  36376. /**
  36377. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36378. */
  36379. protected _clearAnimationLocks(): void;
  36380. /**
  36381. * Stops and removes all animations that have been applied to the camera
  36382. */
  36383. stopAllAnimations(): void;
  36384. }
  36385. }
  36386. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36387. import { Behavior } from "babylonjs/Behaviors/behavior";
  36388. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36389. import { ExponentialEase } from "babylonjs/Animations/easing";
  36390. import { Nullable } from "babylonjs/types";
  36391. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36392. import { Vector3 } from "babylonjs/Maths/math.vector";
  36393. /**
  36394. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36395. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36396. */
  36397. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36398. /**
  36399. * Gets the name of the behavior.
  36400. */
  36401. readonly name: string;
  36402. private _mode;
  36403. private _radiusScale;
  36404. private _positionScale;
  36405. private _defaultElevation;
  36406. private _elevationReturnTime;
  36407. private _elevationReturnWaitTime;
  36408. private _zoomStopsAnimation;
  36409. private _framingTime;
  36410. /**
  36411. * The easing function used by animations
  36412. */
  36413. static EasingFunction: ExponentialEase;
  36414. /**
  36415. * The easing mode used by animations
  36416. */
  36417. static EasingMode: number;
  36418. /**
  36419. * Sets the current mode used by the behavior
  36420. */
  36421. /**
  36422. * Gets current mode used by the behavior.
  36423. */
  36424. mode: number;
  36425. /**
  36426. * Sets the scale applied to the radius (1 by default)
  36427. */
  36428. /**
  36429. * Gets the scale applied to the radius
  36430. */
  36431. radiusScale: number;
  36432. /**
  36433. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36434. */
  36435. /**
  36436. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36437. */
  36438. positionScale: number;
  36439. /**
  36440. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36441. * behaviour is triggered, in radians.
  36442. */
  36443. /**
  36444. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36445. * behaviour is triggered, in radians.
  36446. */
  36447. defaultElevation: number;
  36448. /**
  36449. * Sets the time (in milliseconds) taken to return to the default beta position.
  36450. * Negative value indicates camera should not return to default.
  36451. */
  36452. /**
  36453. * Gets the time (in milliseconds) taken to return to the default beta position.
  36454. * Negative value indicates camera should not return to default.
  36455. */
  36456. elevationReturnTime: number;
  36457. /**
  36458. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36459. */
  36460. /**
  36461. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36462. */
  36463. elevationReturnWaitTime: number;
  36464. /**
  36465. * Sets the flag that indicates if user zooming should stop animation.
  36466. */
  36467. /**
  36468. * Gets the flag that indicates if user zooming should stop animation.
  36469. */
  36470. zoomStopsAnimation: boolean;
  36471. /**
  36472. * Sets the transition time when framing the mesh, in milliseconds
  36473. */
  36474. /**
  36475. * Gets the transition time when framing the mesh, in milliseconds
  36476. */
  36477. framingTime: number;
  36478. /**
  36479. * Define if the behavior should automatically change the configured
  36480. * camera limits and sensibilities.
  36481. */
  36482. autoCorrectCameraLimitsAndSensibility: boolean;
  36483. private _onPrePointerObservableObserver;
  36484. private _onAfterCheckInputsObserver;
  36485. private _onMeshTargetChangedObserver;
  36486. private _attachedCamera;
  36487. private _isPointerDown;
  36488. private _lastInteractionTime;
  36489. /**
  36490. * Initializes the behavior.
  36491. */
  36492. init(): void;
  36493. /**
  36494. * Attaches the behavior to its arc rotate camera.
  36495. * @param camera Defines the camera to attach the behavior to
  36496. */
  36497. attach(camera: ArcRotateCamera): void;
  36498. /**
  36499. * Detaches the behavior from its current arc rotate camera.
  36500. */
  36501. detach(): void;
  36502. private _animatables;
  36503. private _betaIsAnimating;
  36504. private _betaTransition;
  36505. private _radiusTransition;
  36506. private _vectorTransition;
  36507. /**
  36508. * Targets the given mesh and updates zoom level accordingly.
  36509. * @param mesh The mesh to target.
  36510. * @param radius Optional. If a cached radius position already exists, overrides default.
  36511. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36512. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36513. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36514. */
  36515. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36516. /**
  36517. * Targets the given mesh with its children and updates zoom level accordingly.
  36518. * @param mesh The mesh to target.
  36519. * @param radius Optional. If a cached radius position already exists, overrides default.
  36520. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36521. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36522. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36523. */
  36524. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36525. /**
  36526. * Targets the given meshes with their children and updates zoom level accordingly.
  36527. * @param meshes The mesh to target.
  36528. * @param radius Optional. If a cached radius position already exists, overrides default.
  36529. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36530. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36531. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36532. */
  36533. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36534. /**
  36535. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36536. * @param minimumWorld Determines the smaller position of the bounding box extend
  36537. * @param maximumWorld Determines the bigger position of the bounding box extend
  36538. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36539. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36540. */
  36541. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36542. /**
  36543. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36544. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36545. * frustum width.
  36546. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36547. * to fully enclose the mesh in the viewing frustum.
  36548. */
  36549. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36550. /**
  36551. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36552. * is automatically returned to its default position (expected to be above ground plane).
  36553. */
  36554. private _maintainCameraAboveGround;
  36555. /**
  36556. * Returns the frustum slope based on the canvas ratio and camera FOV
  36557. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36558. */
  36559. private _getFrustumSlope;
  36560. /**
  36561. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36562. */
  36563. private _clearAnimationLocks;
  36564. /**
  36565. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36566. */
  36567. private _applyUserInteraction;
  36568. /**
  36569. * Stops and removes all animations that have been applied to the camera
  36570. */
  36571. stopAllAnimations(): void;
  36572. /**
  36573. * Gets a value indicating if the user is moving the camera
  36574. */
  36575. readonly isUserIsMoving: boolean;
  36576. /**
  36577. * The camera can move all the way towards the mesh.
  36578. */
  36579. static IgnoreBoundsSizeMode: number;
  36580. /**
  36581. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36582. */
  36583. static FitFrustumSidesMode: number;
  36584. }
  36585. }
  36586. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36587. import { Nullable } from "babylonjs/types";
  36588. import { Camera } from "babylonjs/Cameras/camera";
  36589. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36590. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36591. /**
  36592. * Base class for Camera Pointer Inputs.
  36593. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36594. * for example usage.
  36595. */
  36596. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36597. /**
  36598. * Defines the camera the input is attached to.
  36599. */
  36600. abstract camera: Camera;
  36601. /**
  36602. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36603. */
  36604. protected _altKey: boolean;
  36605. protected _ctrlKey: boolean;
  36606. protected _metaKey: boolean;
  36607. protected _shiftKey: boolean;
  36608. /**
  36609. * Which mouse buttons were pressed at time of last mouse event.
  36610. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36611. */
  36612. protected _buttonsPressed: number;
  36613. /**
  36614. * Defines the buttons associated with the input to handle camera move.
  36615. */
  36616. buttons: number[];
  36617. /**
  36618. * Attach the input controls to a specific dom element to get the input from.
  36619. * @param element Defines the element the controls should be listened from
  36620. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36621. */
  36622. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36623. /**
  36624. * Detach the current controls from the specified dom element.
  36625. * @param element Defines the element to stop listening the inputs from
  36626. */
  36627. detachControl(element: Nullable<HTMLElement>): void;
  36628. /**
  36629. * Gets the class name of the current input.
  36630. * @returns the class name
  36631. */
  36632. getClassName(): string;
  36633. /**
  36634. * Get the friendly name associated with the input class.
  36635. * @returns the input friendly name
  36636. */
  36637. getSimpleName(): string;
  36638. /**
  36639. * Called on pointer POINTERDOUBLETAP event.
  36640. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36641. */
  36642. protected onDoubleTap(type: string): void;
  36643. /**
  36644. * Called on pointer POINTERMOVE event if only a single touch is active.
  36645. * Override this method to provide functionality.
  36646. */
  36647. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36648. /**
  36649. * Called on pointer POINTERMOVE event if multiple touches are active.
  36650. * Override this method to provide functionality.
  36651. */
  36652. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36653. /**
  36654. * Called on JS contextmenu event.
  36655. * Override this method to provide functionality.
  36656. */
  36657. protected onContextMenu(evt: PointerEvent): void;
  36658. /**
  36659. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36660. * press.
  36661. * Override this method to provide functionality.
  36662. */
  36663. protected onButtonDown(evt: PointerEvent): void;
  36664. /**
  36665. * Called each time a new POINTERUP event occurs. Ie, for each button
  36666. * release.
  36667. * Override this method to provide functionality.
  36668. */
  36669. protected onButtonUp(evt: PointerEvent): void;
  36670. /**
  36671. * Called when window becomes inactive.
  36672. * Override this method to provide functionality.
  36673. */
  36674. protected onLostFocus(): void;
  36675. private _pointerInput;
  36676. private _observer;
  36677. private _onLostFocus;
  36678. private pointA;
  36679. private pointB;
  36680. }
  36681. }
  36682. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36683. import { Nullable } from "babylonjs/types";
  36684. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36685. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36686. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36687. /**
  36688. * Manage the pointers inputs to control an arc rotate camera.
  36689. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36690. */
  36691. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36692. /**
  36693. * Defines the camera the input is attached to.
  36694. */
  36695. camera: ArcRotateCamera;
  36696. /**
  36697. * Gets the class name of the current input.
  36698. * @returns the class name
  36699. */
  36700. getClassName(): string;
  36701. /**
  36702. * Defines the buttons associated with the input to handle camera move.
  36703. */
  36704. buttons: number[];
  36705. /**
  36706. * Defines the pointer angular sensibility along the X axis or how fast is
  36707. * the camera rotating.
  36708. */
  36709. angularSensibilityX: number;
  36710. /**
  36711. * Defines the pointer angular sensibility along the Y axis or how fast is
  36712. * the camera rotating.
  36713. */
  36714. angularSensibilityY: number;
  36715. /**
  36716. * Defines the pointer pinch precision or how fast is the camera zooming.
  36717. */
  36718. pinchPrecision: number;
  36719. /**
  36720. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36721. * from 0.
  36722. * It defines the percentage of current camera.radius to use as delta when
  36723. * pinch zoom is used.
  36724. */
  36725. pinchDeltaPercentage: number;
  36726. /**
  36727. * Defines the pointer panning sensibility or how fast is the camera moving.
  36728. */
  36729. panningSensibility: number;
  36730. /**
  36731. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36732. */
  36733. multiTouchPanning: boolean;
  36734. /**
  36735. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36736. * zoom (pinch) through multitouch.
  36737. */
  36738. multiTouchPanAndZoom: boolean;
  36739. /**
  36740. * Revers pinch action direction.
  36741. */
  36742. pinchInwards: boolean;
  36743. private _isPanClick;
  36744. private _twoFingerActivityCount;
  36745. private _isPinching;
  36746. /**
  36747. * Called on pointer POINTERMOVE event if only a single touch is active.
  36748. */
  36749. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36750. /**
  36751. * Called on pointer POINTERDOUBLETAP event.
  36752. */
  36753. protected onDoubleTap(type: string): void;
  36754. /**
  36755. * Called on pointer POINTERMOVE event if multiple touches are active.
  36756. */
  36757. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36758. /**
  36759. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36760. * press.
  36761. */
  36762. protected onButtonDown(evt: PointerEvent): void;
  36763. /**
  36764. * Called each time a new POINTERUP event occurs. Ie, for each button
  36765. * release.
  36766. */
  36767. protected onButtonUp(evt: PointerEvent): void;
  36768. /**
  36769. * Called when window becomes inactive.
  36770. */
  36771. protected onLostFocus(): void;
  36772. }
  36773. }
  36774. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36775. import { Nullable } from "babylonjs/types";
  36776. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36777. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36778. /**
  36779. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36780. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36781. */
  36782. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36783. /**
  36784. * Defines the camera the input is attached to.
  36785. */
  36786. camera: ArcRotateCamera;
  36787. /**
  36788. * Defines the list of key codes associated with the up action (increase alpha)
  36789. */
  36790. keysUp: number[];
  36791. /**
  36792. * Defines the list of key codes associated with the down action (decrease alpha)
  36793. */
  36794. keysDown: number[];
  36795. /**
  36796. * Defines the list of key codes associated with the left action (increase beta)
  36797. */
  36798. keysLeft: number[];
  36799. /**
  36800. * Defines the list of key codes associated with the right action (decrease beta)
  36801. */
  36802. keysRight: number[];
  36803. /**
  36804. * Defines the list of key codes associated with the reset action.
  36805. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36806. */
  36807. keysReset: number[];
  36808. /**
  36809. * Defines the panning sensibility of the inputs.
  36810. * (How fast is the camera paning)
  36811. */
  36812. panningSensibility: number;
  36813. /**
  36814. * Defines the zooming sensibility of the inputs.
  36815. * (How fast is the camera zooming)
  36816. */
  36817. zoomingSensibility: number;
  36818. /**
  36819. * Defines wether maintaining the alt key down switch the movement mode from
  36820. * orientation to zoom.
  36821. */
  36822. useAltToZoom: boolean;
  36823. /**
  36824. * Rotation speed of the camera
  36825. */
  36826. angularSpeed: number;
  36827. private _keys;
  36828. private _ctrlPressed;
  36829. private _altPressed;
  36830. private _onCanvasBlurObserver;
  36831. private _onKeyboardObserver;
  36832. private _engine;
  36833. private _scene;
  36834. /**
  36835. * Attach the input controls to a specific dom element to get the input from.
  36836. * @param element Defines the element the controls should be listened from
  36837. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36838. */
  36839. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36840. /**
  36841. * Detach the current controls from the specified dom element.
  36842. * @param element Defines the element to stop listening the inputs from
  36843. */
  36844. detachControl(element: Nullable<HTMLElement>): void;
  36845. /**
  36846. * Update the current camera state depending on the inputs that have been used this frame.
  36847. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36848. */
  36849. checkInputs(): void;
  36850. /**
  36851. * Gets the class name of the current intput.
  36852. * @returns the class name
  36853. */
  36854. getClassName(): string;
  36855. /**
  36856. * Get the friendly name associated with the input class.
  36857. * @returns the input friendly name
  36858. */
  36859. getSimpleName(): string;
  36860. }
  36861. }
  36862. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36863. import { Nullable } from "babylonjs/types";
  36864. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36865. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36866. /**
  36867. * Manage the mouse wheel inputs to control an arc rotate camera.
  36868. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36869. */
  36870. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36871. /**
  36872. * Defines the camera the input is attached to.
  36873. */
  36874. camera: ArcRotateCamera;
  36875. /**
  36876. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36877. */
  36878. wheelPrecision: number;
  36879. /**
  36880. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36881. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36882. */
  36883. wheelDeltaPercentage: number;
  36884. private _wheel;
  36885. private _observer;
  36886. private computeDeltaFromMouseWheelLegacyEvent;
  36887. /**
  36888. * Attach the input controls to a specific dom element to get the input from.
  36889. * @param element Defines the element the controls should be listened from
  36890. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36891. */
  36892. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36893. /**
  36894. * Detach the current controls from the specified dom element.
  36895. * @param element Defines the element to stop listening the inputs from
  36896. */
  36897. detachControl(element: Nullable<HTMLElement>): void;
  36898. /**
  36899. * Gets the class name of the current intput.
  36900. * @returns the class name
  36901. */
  36902. getClassName(): string;
  36903. /**
  36904. * Get the friendly name associated with the input class.
  36905. * @returns the input friendly name
  36906. */
  36907. getSimpleName(): string;
  36908. }
  36909. }
  36910. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36911. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36912. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36913. /**
  36914. * Default Inputs manager for the ArcRotateCamera.
  36915. * It groups all the default supported inputs for ease of use.
  36916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36917. */
  36918. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36919. /**
  36920. * Instantiates a new ArcRotateCameraInputsManager.
  36921. * @param camera Defines the camera the inputs belong to
  36922. */
  36923. constructor(camera: ArcRotateCamera);
  36924. /**
  36925. * Add mouse wheel input support to the input manager.
  36926. * @returns the current input manager
  36927. */
  36928. addMouseWheel(): ArcRotateCameraInputsManager;
  36929. /**
  36930. * Add pointers input support to the input manager.
  36931. * @returns the current input manager
  36932. */
  36933. addPointers(): ArcRotateCameraInputsManager;
  36934. /**
  36935. * Add keyboard input support to the input manager.
  36936. * @returns the current input manager
  36937. */
  36938. addKeyboard(): ArcRotateCameraInputsManager;
  36939. }
  36940. }
  36941. declare module "babylonjs/Cameras/arcRotateCamera" {
  36942. import { Observable } from "babylonjs/Misc/observable";
  36943. import { Nullable } from "babylonjs/types";
  36944. import { Scene } from "babylonjs/scene";
  36945. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36947. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36948. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36949. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36950. import { Camera } from "babylonjs/Cameras/camera";
  36951. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36952. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36953. import { Collider } from "babylonjs/Collisions/collider";
  36954. /**
  36955. * This represents an orbital type of camera.
  36956. *
  36957. * 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.
  36958. * 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.
  36959. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36960. */
  36961. export class ArcRotateCamera extends TargetCamera {
  36962. /**
  36963. * Defines the rotation angle of the camera along the longitudinal axis.
  36964. */
  36965. alpha: number;
  36966. /**
  36967. * Defines the rotation angle of the camera along the latitudinal axis.
  36968. */
  36969. beta: number;
  36970. /**
  36971. * Defines the radius of the camera from it s target point.
  36972. */
  36973. radius: number;
  36974. protected _target: Vector3;
  36975. protected _targetHost: Nullable<AbstractMesh>;
  36976. /**
  36977. * Defines the target point of the camera.
  36978. * The camera looks towards it form the radius distance.
  36979. */
  36980. target: Vector3;
  36981. /**
  36982. * Define the current local position of the camera in the scene
  36983. */
  36984. position: Vector3;
  36985. protected _upVector: Vector3;
  36986. protected _upToYMatrix: Matrix;
  36987. protected _YToUpMatrix: Matrix;
  36988. /**
  36989. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36990. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36991. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36992. */
  36993. upVector: Vector3;
  36994. /**
  36995. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36996. */
  36997. setMatUp(): void;
  36998. /**
  36999. * Current inertia value on the longitudinal axis.
  37000. * The bigger this number the longer it will take for the camera to stop.
  37001. */
  37002. inertialAlphaOffset: number;
  37003. /**
  37004. * Current inertia value on the latitudinal axis.
  37005. * The bigger this number the longer it will take for the camera to stop.
  37006. */
  37007. inertialBetaOffset: number;
  37008. /**
  37009. * Current inertia value on the radius axis.
  37010. * The bigger this number the longer it will take for the camera to stop.
  37011. */
  37012. inertialRadiusOffset: number;
  37013. /**
  37014. * Minimum allowed angle on the longitudinal axis.
  37015. * This can help limiting how the Camera is able to move in the scene.
  37016. */
  37017. lowerAlphaLimit: Nullable<number>;
  37018. /**
  37019. * Maximum allowed angle on the longitudinal axis.
  37020. * This can help limiting how the Camera is able to move in the scene.
  37021. */
  37022. upperAlphaLimit: Nullable<number>;
  37023. /**
  37024. * Minimum allowed angle on the latitudinal axis.
  37025. * This can help limiting how the Camera is able to move in the scene.
  37026. */
  37027. lowerBetaLimit: number;
  37028. /**
  37029. * Maximum allowed angle on the latitudinal axis.
  37030. * This can help limiting how the Camera is able to move in the scene.
  37031. */
  37032. upperBetaLimit: number;
  37033. /**
  37034. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37035. * This can help limiting how the Camera is able to move in the scene.
  37036. */
  37037. lowerRadiusLimit: Nullable<number>;
  37038. /**
  37039. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37040. * This can help limiting how the Camera is able to move in the scene.
  37041. */
  37042. upperRadiusLimit: Nullable<number>;
  37043. /**
  37044. * Defines the current inertia value used during panning of the camera along the X axis.
  37045. */
  37046. inertialPanningX: number;
  37047. /**
  37048. * Defines the current inertia value used during panning of the camera along the Y axis.
  37049. */
  37050. inertialPanningY: number;
  37051. /**
  37052. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37053. * Basically if your fingers moves away from more than this distance you will be considered
  37054. * in pinch mode.
  37055. */
  37056. pinchToPanMaxDistance: number;
  37057. /**
  37058. * Defines the maximum distance the camera can pan.
  37059. * This could help keeping the cammera always in your scene.
  37060. */
  37061. panningDistanceLimit: Nullable<number>;
  37062. /**
  37063. * Defines the target of the camera before paning.
  37064. */
  37065. panningOriginTarget: Vector3;
  37066. /**
  37067. * Defines the value of the inertia used during panning.
  37068. * 0 would mean stop inertia and one would mean no decelleration at all.
  37069. */
  37070. panningInertia: number;
  37071. /**
  37072. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37073. */
  37074. angularSensibilityX: number;
  37075. /**
  37076. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37077. */
  37078. angularSensibilityY: number;
  37079. /**
  37080. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37081. */
  37082. pinchPrecision: number;
  37083. /**
  37084. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37085. * It will be used instead of pinchDeltaPrecision if different from 0.
  37086. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37087. */
  37088. pinchDeltaPercentage: number;
  37089. /**
  37090. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37091. */
  37092. panningSensibility: number;
  37093. /**
  37094. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37095. */
  37096. keysUp: number[];
  37097. /**
  37098. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37099. */
  37100. keysDown: number[];
  37101. /**
  37102. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37103. */
  37104. keysLeft: number[];
  37105. /**
  37106. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37107. */
  37108. keysRight: number[];
  37109. /**
  37110. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37111. */
  37112. wheelPrecision: number;
  37113. /**
  37114. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37115. * It will be used instead of pinchDeltaPrecision if different from 0.
  37116. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37117. */
  37118. wheelDeltaPercentage: number;
  37119. /**
  37120. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37121. */
  37122. zoomOnFactor: number;
  37123. /**
  37124. * Defines a screen offset for the camera position.
  37125. */
  37126. targetScreenOffset: Vector2;
  37127. /**
  37128. * Allows the camera to be completely reversed.
  37129. * If false the camera can not arrive upside down.
  37130. */
  37131. allowUpsideDown: boolean;
  37132. /**
  37133. * Define if double tap/click is used to restore the previously saved state of the camera.
  37134. */
  37135. useInputToRestoreState: boolean;
  37136. /** @hidden */
  37137. _viewMatrix: Matrix;
  37138. /** @hidden */
  37139. _useCtrlForPanning: boolean;
  37140. /** @hidden */
  37141. _panningMouseButton: number;
  37142. /**
  37143. * Defines the input associated to the camera.
  37144. */
  37145. inputs: ArcRotateCameraInputsManager;
  37146. /** @hidden */
  37147. _reset: () => void;
  37148. /**
  37149. * Defines the allowed panning axis.
  37150. */
  37151. panningAxis: Vector3;
  37152. protected _localDirection: Vector3;
  37153. protected _transformedDirection: Vector3;
  37154. private _bouncingBehavior;
  37155. /**
  37156. * Gets the bouncing behavior of the camera if it has been enabled.
  37157. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37158. */
  37159. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37160. /**
  37161. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37162. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37163. */
  37164. useBouncingBehavior: boolean;
  37165. private _framingBehavior;
  37166. /**
  37167. * Gets the framing behavior of the camera if it has been enabled.
  37168. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37169. */
  37170. readonly framingBehavior: Nullable<FramingBehavior>;
  37171. /**
  37172. * Defines if the framing behavior of the camera is enabled on the camera.
  37173. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37174. */
  37175. useFramingBehavior: boolean;
  37176. private _autoRotationBehavior;
  37177. /**
  37178. * Gets the auto rotation behavior of the camera if it has been enabled.
  37179. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37180. */
  37181. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37182. /**
  37183. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37184. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37185. */
  37186. useAutoRotationBehavior: boolean;
  37187. /**
  37188. * Observable triggered when the mesh target has been changed on the camera.
  37189. */
  37190. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37191. /**
  37192. * Event raised when the camera is colliding with a mesh.
  37193. */
  37194. onCollide: (collidedMesh: AbstractMesh) => void;
  37195. /**
  37196. * Defines whether the camera should check collision with the objects oh the scene.
  37197. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37198. */
  37199. checkCollisions: boolean;
  37200. /**
  37201. * Defines the collision radius of the camera.
  37202. * This simulates a sphere around the camera.
  37203. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37204. */
  37205. collisionRadius: Vector3;
  37206. protected _collider: Collider;
  37207. protected _previousPosition: Vector3;
  37208. protected _collisionVelocity: Vector3;
  37209. protected _newPosition: Vector3;
  37210. protected _previousAlpha: number;
  37211. protected _previousBeta: number;
  37212. protected _previousRadius: number;
  37213. protected _collisionTriggered: boolean;
  37214. protected _targetBoundingCenter: Nullable<Vector3>;
  37215. private _computationVector;
  37216. /**
  37217. * Instantiates a new ArcRotateCamera in a given scene
  37218. * @param name Defines the name of the camera
  37219. * @param alpha Defines the camera rotation along the logitudinal axis
  37220. * @param beta Defines the camera rotation along the latitudinal axis
  37221. * @param radius Defines the camera distance from its target
  37222. * @param target Defines the camera target
  37223. * @param scene Defines the scene the camera belongs to
  37224. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37225. */
  37226. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37227. /** @hidden */
  37228. _initCache(): void;
  37229. /** @hidden */
  37230. _updateCache(ignoreParentClass?: boolean): void;
  37231. protected _getTargetPosition(): Vector3;
  37232. private _storedAlpha;
  37233. private _storedBeta;
  37234. private _storedRadius;
  37235. private _storedTarget;
  37236. /**
  37237. * Stores the current state of the camera (alpha, beta, radius and target)
  37238. * @returns the camera itself
  37239. */
  37240. storeState(): Camera;
  37241. /**
  37242. * @hidden
  37243. * Restored camera state. You must call storeState() first
  37244. */
  37245. _restoreStateValues(): boolean;
  37246. /** @hidden */
  37247. _isSynchronizedViewMatrix(): boolean;
  37248. /**
  37249. * Attached controls to the current camera.
  37250. * @param element Defines the element the controls should be listened from
  37251. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37252. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37253. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37254. */
  37255. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37256. /**
  37257. * Detach the current controls from the camera.
  37258. * The camera will stop reacting to inputs.
  37259. * @param element Defines the element to stop listening the inputs from
  37260. */
  37261. detachControl(element: HTMLElement): void;
  37262. /** @hidden */
  37263. _checkInputs(): void;
  37264. protected _checkLimits(): void;
  37265. /**
  37266. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37267. */
  37268. rebuildAnglesAndRadius(): void;
  37269. /**
  37270. * Use a position to define the current camera related information like aplha, beta and radius
  37271. * @param position Defines the position to set the camera at
  37272. */
  37273. setPosition(position: Vector3): void;
  37274. /**
  37275. * Defines the target the camera should look at.
  37276. * This will automatically adapt alpha beta and radius to fit within the new target.
  37277. * @param target Defines the new target as a Vector or a mesh
  37278. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37279. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37280. */
  37281. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37282. /** @hidden */
  37283. _getViewMatrix(): Matrix;
  37284. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37285. /**
  37286. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37287. * @param meshes Defines the mesh to zoom on
  37288. * @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)
  37289. */
  37290. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37291. /**
  37292. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37293. * The target will be changed but the radius
  37294. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37295. * @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)
  37296. */
  37297. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37298. min: Vector3;
  37299. max: Vector3;
  37300. distance: number;
  37301. }, doNotUpdateMaxZ?: boolean): void;
  37302. /**
  37303. * @override
  37304. * Override Camera.createRigCamera
  37305. */
  37306. createRigCamera(name: string, cameraIndex: number): Camera;
  37307. /**
  37308. * @hidden
  37309. * @override
  37310. * Override Camera._updateRigCameras
  37311. */
  37312. _updateRigCameras(): void;
  37313. /**
  37314. * Destroy the camera and release the current resources hold by it.
  37315. */
  37316. dispose(): void;
  37317. /**
  37318. * Gets the current object class name.
  37319. * @return the class name
  37320. */
  37321. getClassName(): string;
  37322. }
  37323. }
  37324. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37325. import { Behavior } from "babylonjs/Behaviors/behavior";
  37326. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37327. /**
  37328. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37329. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37330. */
  37331. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37332. /**
  37333. * Gets the name of the behavior.
  37334. */
  37335. readonly name: string;
  37336. private _zoomStopsAnimation;
  37337. private _idleRotationSpeed;
  37338. private _idleRotationWaitTime;
  37339. private _idleRotationSpinupTime;
  37340. /**
  37341. * Sets the flag that indicates if user zooming should stop animation.
  37342. */
  37343. /**
  37344. * Gets the flag that indicates if user zooming should stop animation.
  37345. */
  37346. zoomStopsAnimation: boolean;
  37347. /**
  37348. * Sets the default speed at which the camera rotates around the model.
  37349. */
  37350. /**
  37351. * Gets the default speed at which the camera rotates around the model.
  37352. */
  37353. idleRotationSpeed: number;
  37354. /**
  37355. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37356. */
  37357. /**
  37358. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37359. */
  37360. idleRotationWaitTime: number;
  37361. /**
  37362. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37363. */
  37364. /**
  37365. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37366. */
  37367. idleRotationSpinupTime: number;
  37368. /**
  37369. * Gets a value indicating if the camera is currently rotating because of this behavior
  37370. */
  37371. readonly rotationInProgress: boolean;
  37372. private _onPrePointerObservableObserver;
  37373. private _onAfterCheckInputsObserver;
  37374. private _attachedCamera;
  37375. private _isPointerDown;
  37376. private _lastFrameTime;
  37377. private _lastInteractionTime;
  37378. private _cameraRotationSpeed;
  37379. /**
  37380. * Initializes the behavior.
  37381. */
  37382. init(): void;
  37383. /**
  37384. * Attaches the behavior to its arc rotate camera.
  37385. * @param camera Defines the camera to attach the behavior to
  37386. */
  37387. attach(camera: ArcRotateCamera): void;
  37388. /**
  37389. * Detaches the behavior from its current arc rotate camera.
  37390. */
  37391. detach(): void;
  37392. /**
  37393. * Returns true if user is scrolling.
  37394. * @return true if user is scrolling.
  37395. */
  37396. private _userIsZooming;
  37397. private _lastFrameRadius;
  37398. private _shouldAnimationStopForInteraction;
  37399. /**
  37400. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37401. */
  37402. private _applyUserInteraction;
  37403. private _userIsMoving;
  37404. }
  37405. }
  37406. declare module "babylonjs/Behaviors/Cameras/index" {
  37407. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37408. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37409. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37410. }
  37411. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37412. import { Mesh } from "babylonjs/Meshes/mesh";
  37413. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37414. import { Behavior } from "babylonjs/Behaviors/behavior";
  37415. /**
  37416. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37417. */
  37418. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37419. private ui;
  37420. /**
  37421. * The name of the behavior
  37422. */
  37423. name: string;
  37424. /**
  37425. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37426. */
  37427. distanceAwayFromFace: number;
  37428. /**
  37429. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37430. */
  37431. distanceAwayFromBottomOfFace: number;
  37432. private _faceVectors;
  37433. private _target;
  37434. private _scene;
  37435. private _onRenderObserver;
  37436. private _tmpMatrix;
  37437. private _tmpVector;
  37438. /**
  37439. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37440. * @param ui The transform node that should be attched to the mesh
  37441. */
  37442. constructor(ui: TransformNode);
  37443. /**
  37444. * Initializes the behavior
  37445. */
  37446. init(): void;
  37447. private _closestFace;
  37448. private _zeroVector;
  37449. private _lookAtTmpMatrix;
  37450. private _lookAtToRef;
  37451. /**
  37452. * Attaches the AttachToBoxBehavior to the passed in mesh
  37453. * @param target The mesh that the specified node will be attached to
  37454. */
  37455. attach(target: Mesh): void;
  37456. /**
  37457. * Detaches the behavior from the mesh
  37458. */
  37459. detach(): void;
  37460. }
  37461. }
  37462. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37463. import { Behavior } from "babylonjs/Behaviors/behavior";
  37464. import { Mesh } from "babylonjs/Meshes/mesh";
  37465. /**
  37466. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37467. */
  37468. export class FadeInOutBehavior implements Behavior<Mesh> {
  37469. /**
  37470. * Time in milliseconds to delay before fading in (Default: 0)
  37471. */
  37472. delay: number;
  37473. /**
  37474. * Time in milliseconds for the mesh to fade in (Default: 300)
  37475. */
  37476. fadeInTime: number;
  37477. private _millisecondsPerFrame;
  37478. private _hovered;
  37479. private _hoverValue;
  37480. private _ownerNode;
  37481. /**
  37482. * Instatiates the FadeInOutBehavior
  37483. */
  37484. constructor();
  37485. /**
  37486. * The name of the behavior
  37487. */
  37488. readonly name: string;
  37489. /**
  37490. * Initializes the behavior
  37491. */
  37492. init(): void;
  37493. /**
  37494. * Attaches the fade behavior on the passed in mesh
  37495. * @param ownerNode The mesh that will be faded in/out once attached
  37496. */
  37497. attach(ownerNode: Mesh): void;
  37498. /**
  37499. * Detaches the behavior from the mesh
  37500. */
  37501. detach(): void;
  37502. /**
  37503. * Triggers the mesh to begin fading in or out
  37504. * @param value if the object should fade in or out (true to fade in)
  37505. */
  37506. fadeIn(value: boolean): void;
  37507. private _update;
  37508. private _setAllVisibility;
  37509. }
  37510. }
  37511. declare module "babylonjs/Misc/pivotTools" {
  37512. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37513. /**
  37514. * Class containing a set of static utilities functions for managing Pivots
  37515. * @hidden
  37516. */
  37517. export class PivotTools {
  37518. private static _PivotCached;
  37519. private static _OldPivotPoint;
  37520. private static _PivotTranslation;
  37521. private static _PivotTmpVector;
  37522. /** @hidden */
  37523. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37524. /** @hidden */
  37525. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37526. }
  37527. }
  37528. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37529. import { Scene } from "babylonjs/scene";
  37530. import { Vector4 } from "babylonjs/Maths/math.vector";
  37531. import { Mesh } from "babylonjs/Meshes/mesh";
  37532. import { Nullable } from "babylonjs/types";
  37533. import { Plane } from "babylonjs/Maths/math.plane";
  37534. /**
  37535. * Class containing static functions to help procedurally build meshes
  37536. */
  37537. export class PlaneBuilder {
  37538. /**
  37539. * Creates a plane mesh
  37540. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37541. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37542. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37544. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37546. * @param name defines the name of the mesh
  37547. * @param options defines the options used to create the mesh
  37548. * @param scene defines the hosting scene
  37549. * @returns the plane mesh
  37550. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37551. */
  37552. static CreatePlane(name: string, options: {
  37553. size?: number;
  37554. width?: number;
  37555. height?: number;
  37556. sideOrientation?: number;
  37557. frontUVs?: Vector4;
  37558. backUVs?: Vector4;
  37559. updatable?: boolean;
  37560. sourcePlane?: Plane;
  37561. }, scene?: Nullable<Scene>): Mesh;
  37562. }
  37563. }
  37564. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37565. import { Behavior } from "babylonjs/Behaviors/behavior";
  37566. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37567. import { Observable } from "babylonjs/Misc/observable";
  37568. import { Vector3 } from "babylonjs/Maths/math.vector";
  37569. import { Ray } from "babylonjs/Culling/ray";
  37570. import "babylonjs/Meshes/Builders/planeBuilder";
  37571. /**
  37572. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37573. */
  37574. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37575. private static _AnyMouseID;
  37576. /**
  37577. * Abstract mesh the behavior is set on
  37578. */
  37579. attachedNode: AbstractMesh;
  37580. private _dragPlane;
  37581. private _scene;
  37582. private _pointerObserver;
  37583. private _beforeRenderObserver;
  37584. private static _planeScene;
  37585. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37586. /**
  37587. * 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)
  37588. */
  37589. maxDragAngle: number;
  37590. /**
  37591. * @hidden
  37592. */
  37593. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37594. /**
  37595. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37596. */
  37597. currentDraggingPointerID: number;
  37598. /**
  37599. * The last position where the pointer hit the drag plane in world space
  37600. */
  37601. lastDragPosition: Vector3;
  37602. /**
  37603. * If the behavior is currently in a dragging state
  37604. */
  37605. dragging: boolean;
  37606. /**
  37607. * 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)
  37608. */
  37609. dragDeltaRatio: number;
  37610. /**
  37611. * If the drag plane orientation should be updated during the dragging (Default: true)
  37612. */
  37613. updateDragPlane: boolean;
  37614. private _debugMode;
  37615. private _moving;
  37616. /**
  37617. * Fires each time the attached mesh is dragged with the pointer
  37618. * * delta between last drag position and current drag position in world space
  37619. * * dragDistance along the drag axis
  37620. * * dragPlaneNormal normal of the current drag plane used during the drag
  37621. * * dragPlanePoint in world space where the drag intersects the drag plane
  37622. */
  37623. onDragObservable: Observable<{
  37624. delta: Vector3;
  37625. dragPlanePoint: Vector3;
  37626. dragPlaneNormal: Vector3;
  37627. dragDistance: number;
  37628. pointerId: number;
  37629. }>;
  37630. /**
  37631. * Fires each time a drag begins (eg. mouse down on mesh)
  37632. */
  37633. onDragStartObservable: Observable<{
  37634. dragPlanePoint: Vector3;
  37635. pointerId: number;
  37636. }>;
  37637. /**
  37638. * Fires each time a drag ends (eg. mouse release after drag)
  37639. */
  37640. onDragEndObservable: Observable<{
  37641. dragPlanePoint: Vector3;
  37642. pointerId: number;
  37643. }>;
  37644. /**
  37645. * If the attached mesh should be moved when dragged
  37646. */
  37647. moveAttached: boolean;
  37648. /**
  37649. * If the drag behavior will react to drag events (Default: true)
  37650. */
  37651. enabled: boolean;
  37652. /**
  37653. * If pointer events should start and release the drag (Default: true)
  37654. */
  37655. startAndReleaseDragOnPointerEvents: boolean;
  37656. /**
  37657. * If camera controls should be detached during the drag
  37658. */
  37659. detachCameraControls: boolean;
  37660. /**
  37661. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37662. */
  37663. useObjectOrienationForDragging: boolean;
  37664. private _options;
  37665. /**
  37666. * Creates a pointer drag behavior that can be attached to a mesh
  37667. * @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)
  37668. */
  37669. constructor(options?: {
  37670. dragAxis?: Vector3;
  37671. dragPlaneNormal?: Vector3;
  37672. });
  37673. /**
  37674. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37675. */
  37676. validateDrag: (targetPosition: Vector3) => boolean;
  37677. /**
  37678. * The name of the behavior
  37679. */
  37680. readonly name: string;
  37681. /**
  37682. * Initializes the behavior
  37683. */
  37684. init(): void;
  37685. private _tmpVector;
  37686. private _alternatePickedPoint;
  37687. private _worldDragAxis;
  37688. private _targetPosition;
  37689. private _attachedElement;
  37690. /**
  37691. * Attaches the drag behavior the passed in mesh
  37692. * @param ownerNode The mesh that will be dragged around once attached
  37693. */
  37694. attach(ownerNode: AbstractMesh): void;
  37695. /**
  37696. * Force relase the drag action by code.
  37697. */
  37698. releaseDrag(): void;
  37699. private _startDragRay;
  37700. private _lastPointerRay;
  37701. /**
  37702. * Simulates the start of a pointer drag event on the behavior
  37703. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37704. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37705. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37706. */
  37707. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37708. private _startDrag;
  37709. private _dragDelta;
  37710. private _moveDrag;
  37711. private _pickWithRayOnDragPlane;
  37712. private _pointA;
  37713. private _pointB;
  37714. private _pointC;
  37715. private _lineA;
  37716. private _lineB;
  37717. private _localAxis;
  37718. private _lookAt;
  37719. private _updateDragPlanePosition;
  37720. /**
  37721. * Detaches the behavior from the mesh
  37722. */
  37723. detach(): void;
  37724. }
  37725. }
  37726. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37727. import { Mesh } from "babylonjs/Meshes/mesh";
  37728. import { Behavior } from "babylonjs/Behaviors/behavior";
  37729. /**
  37730. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37731. */
  37732. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37733. private _dragBehaviorA;
  37734. private _dragBehaviorB;
  37735. private _startDistance;
  37736. private _initialScale;
  37737. private _targetScale;
  37738. private _ownerNode;
  37739. private _sceneRenderObserver;
  37740. /**
  37741. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37742. */
  37743. constructor();
  37744. /**
  37745. * The name of the behavior
  37746. */
  37747. readonly name: string;
  37748. /**
  37749. * Initializes the behavior
  37750. */
  37751. init(): void;
  37752. private _getCurrentDistance;
  37753. /**
  37754. * Attaches the scale behavior the passed in mesh
  37755. * @param ownerNode The mesh that will be scaled around once attached
  37756. */
  37757. attach(ownerNode: Mesh): void;
  37758. /**
  37759. * Detaches the behavior from the mesh
  37760. */
  37761. detach(): void;
  37762. }
  37763. }
  37764. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37765. import { Behavior } from "babylonjs/Behaviors/behavior";
  37766. import { Mesh } from "babylonjs/Meshes/mesh";
  37767. import { Observable } from "babylonjs/Misc/observable";
  37768. /**
  37769. * 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
  37770. */
  37771. export class SixDofDragBehavior implements Behavior<Mesh> {
  37772. private static _virtualScene;
  37773. private _ownerNode;
  37774. private _sceneRenderObserver;
  37775. private _scene;
  37776. private _targetPosition;
  37777. private _virtualOriginMesh;
  37778. private _virtualDragMesh;
  37779. private _pointerObserver;
  37780. private _moving;
  37781. private _startingOrientation;
  37782. /**
  37783. * 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)
  37784. */
  37785. private zDragFactor;
  37786. /**
  37787. * If the object should rotate to face the drag origin
  37788. */
  37789. rotateDraggedObject: boolean;
  37790. /**
  37791. * If the behavior is currently in a dragging state
  37792. */
  37793. dragging: boolean;
  37794. /**
  37795. * 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)
  37796. */
  37797. dragDeltaRatio: number;
  37798. /**
  37799. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37800. */
  37801. currentDraggingPointerID: number;
  37802. /**
  37803. * If camera controls should be detached during the drag
  37804. */
  37805. detachCameraControls: boolean;
  37806. /**
  37807. * Fires each time a drag starts
  37808. */
  37809. onDragStartObservable: Observable<{}>;
  37810. /**
  37811. * Fires each time a drag ends (eg. mouse release after drag)
  37812. */
  37813. onDragEndObservable: Observable<{}>;
  37814. /**
  37815. * 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
  37816. */
  37817. constructor();
  37818. /**
  37819. * The name of the behavior
  37820. */
  37821. readonly name: string;
  37822. /**
  37823. * Initializes the behavior
  37824. */
  37825. init(): void;
  37826. /**
  37827. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37828. */
  37829. private readonly _pointerCamera;
  37830. /**
  37831. * Attaches the scale behavior the passed in mesh
  37832. * @param ownerNode The mesh that will be scaled around once attached
  37833. */
  37834. attach(ownerNode: Mesh): void;
  37835. /**
  37836. * Detaches the behavior from the mesh
  37837. */
  37838. detach(): void;
  37839. }
  37840. }
  37841. declare module "babylonjs/Behaviors/Meshes/index" {
  37842. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37843. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37844. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37845. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37846. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37847. }
  37848. declare module "babylonjs/Behaviors/index" {
  37849. export * from "babylonjs/Behaviors/behavior";
  37850. export * from "babylonjs/Behaviors/Cameras/index";
  37851. export * from "babylonjs/Behaviors/Meshes/index";
  37852. }
  37853. declare module "babylonjs/Bones/boneIKController" {
  37854. import { Bone } from "babylonjs/Bones/bone";
  37855. import { Vector3 } from "babylonjs/Maths/math.vector";
  37856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37857. import { Nullable } from "babylonjs/types";
  37858. /**
  37859. * Class used to apply inverse kinematics to bones
  37860. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37861. */
  37862. export class BoneIKController {
  37863. private static _tmpVecs;
  37864. private static _tmpQuat;
  37865. private static _tmpMats;
  37866. /**
  37867. * Gets or sets the target mesh
  37868. */
  37869. targetMesh: AbstractMesh;
  37870. /** Gets or sets the mesh used as pole */
  37871. poleTargetMesh: AbstractMesh;
  37872. /**
  37873. * Gets or sets the bone used as pole
  37874. */
  37875. poleTargetBone: Nullable<Bone>;
  37876. /**
  37877. * Gets or sets the target position
  37878. */
  37879. targetPosition: Vector3;
  37880. /**
  37881. * Gets or sets the pole target position
  37882. */
  37883. poleTargetPosition: Vector3;
  37884. /**
  37885. * Gets or sets the pole target local offset
  37886. */
  37887. poleTargetLocalOffset: Vector3;
  37888. /**
  37889. * Gets or sets the pole angle
  37890. */
  37891. poleAngle: number;
  37892. /**
  37893. * Gets or sets the mesh associated with the controller
  37894. */
  37895. mesh: AbstractMesh;
  37896. /**
  37897. * 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)
  37898. */
  37899. slerpAmount: number;
  37900. private _bone1Quat;
  37901. private _bone1Mat;
  37902. private _bone2Ang;
  37903. private _bone1;
  37904. private _bone2;
  37905. private _bone1Length;
  37906. private _bone2Length;
  37907. private _maxAngle;
  37908. private _maxReach;
  37909. private _rightHandedSystem;
  37910. private _bendAxis;
  37911. private _slerping;
  37912. private _adjustRoll;
  37913. /**
  37914. * Gets or sets maximum allowed angle
  37915. */
  37916. maxAngle: number;
  37917. /**
  37918. * Creates a new BoneIKController
  37919. * @param mesh defines the mesh to control
  37920. * @param bone defines the bone to control
  37921. * @param options defines options to set up the controller
  37922. */
  37923. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37924. targetMesh?: AbstractMesh;
  37925. poleTargetMesh?: AbstractMesh;
  37926. poleTargetBone?: Bone;
  37927. poleTargetLocalOffset?: Vector3;
  37928. poleAngle?: number;
  37929. bendAxis?: Vector3;
  37930. maxAngle?: number;
  37931. slerpAmount?: number;
  37932. });
  37933. private _setMaxAngle;
  37934. /**
  37935. * Force the controller to update the bones
  37936. */
  37937. update(): void;
  37938. }
  37939. }
  37940. declare module "babylonjs/Bones/boneLookController" {
  37941. import { Vector3 } from "babylonjs/Maths/math.vector";
  37942. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37943. import { Bone } from "babylonjs/Bones/bone";
  37944. import { Space } from "babylonjs/Maths/math.axis";
  37945. /**
  37946. * Class used to make a bone look toward a point in space
  37947. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37948. */
  37949. export class BoneLookController {
  37950. private static _tmpVecs;
  37951. private static _tmpQuat;
  37952. private static _tmpMats;
  37953. /**
  37954. * The target Vector3 that the bone will look at
  37955. */
  37956. target: Vector3;
  37957. /**
  37958. * The mesh that the bone is attached to
  37959. */
  37960. mesh: AbstractMesh;
  37961. /**
  37962. * The bone that will be looking to the target
  37963. */
  37964. bone: Bone;
  37965. /**
  37966. * The up axis of the coordinate system that is used when the bone is rotated
  37967. */
  37968. upAxis: Vector3;
  37969. /**
  37970. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37971. */
  37972. upAxisSpace: Space;
  37973. /**
  37974. * Used to make an adjustment to the yaw of the bone
  37975. */
  37976. adjustYaw: number;
  37977. /**
  37978. * Used to make an adjustment to the pitch of the bone
  37979. */
  37980. adjustPitch: number;
  37981. /**
  37982. * Used to make an adjustment to the roll of the bone
  37983. */
  37984. adjustRoll: number;
  37985. /**
  37986. * 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)
  37987. */
  37988. slerpAmount: number;
  37989. private _minYaw;
  37990. private _maxYaw;
  37991. private _minPitch;
  37992. private _maxPitch;
  37993. private _minYawSin;
  37994. private _minYawCos;
  37995. private _maxYawSin;
  37996. private _maxYawCos;
  37997. private _midYawConstraint;
  37998. private _minPitchTan;
  37999. private _maxPitchTan;
  38000. private _boneQuat;
  38001. private _slerping;
  38002. private _transformYawPitch;
  38003. private _transformYawPitchInv;
  38004. private _firstFrameSkipped;
  38005. private _yawRange;
  38006. private _fowardAxis;
  38007. /**
  38008. * Gets or sets the minimum yaw angle that the bone can look to
  38009. */
  38010. minYaw: number;
  38011. /**
  38012. * Gets or sets the maximum yaw angle that the bone can look to
  38013. */
  38014. maxYaw: number;
  38015. /**
  38016. * Gets or sets the minimum pitch angle that the bone can look to
  38017. */
  38018. minPitch: number;
  38019. /**
  38020. * Gets or sets the maximum pitch angle that the bone can look to
  38021. */
  38022. maxPitch: number;
  38023. /**
  38024. * Create a BoneLookController
  38025. * @param mesh the mesh that the bone belongs to
  38026. * @param bone the bone that will be looking to the target
  38027. * @param target the target Vector3 to look at
  38028. * @param options optional settings:
  38029. * * maxYaw: the maximum angle the bone will yaw to
  38030. * * minYaw: the minimum angle the bone will yaw to
  38031. * * maxPitch: the maximum angle the bone will pitch to
  38032. * * minPitch: the minimum angle the bone will yaw to
  38033. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38034. * * upAxis: the up axis of the coordinate system
  38035. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38036. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38037. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38038. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38039. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38040. * * adjustRoll: used to make an adjustment to the roll of the bone
  38041. **/
  38042. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38043. maxYaw?: number;
  38044. minYaw?: number;
  38045. maxPitch?: number;
  38046. minPitch?: number;
  38047. slerpAmount?: number;
  38048. upAxis?: Vector3;
  38049. upAxisSpace?: Space;
  38050. yawAxis?: Vector3;
  38051. pitchAxis?: Vector3;
  38052. adjustYaw?: number;
  38053. adjustPitch?: number;
  38054. adjustRoll?: number;
  38055. });
  38056. /**
  38057. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38058. */
  38059. update(): void;
  38060. private _getAngleDiff;
  38061. private _getAngleBetween;
  38062. private _isAngleBetween;
  38063. }
  38064. }
  38065. declare module "babylonjs/Bones/index" {
  38066. export * from "babylonjs/Bones/bone";
  38067. export * from "babylonjs/Bones/boneIKController";
  38068. export * from "babylonjs/Bones/boneLookController";
  38069. export * from "babylonjs/Bones/skeleton";
  38070. }
  38071. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38072. import { Nullable } from "babylonjs/types";
  38073. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38074. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38075. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38076. /**
  38077. * Manage the gamepad inputs to control an arc rotate camera.
  38078. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38079. */
  38080. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38081. /**
  38082. * Defines the camera the input is attached to.
  38083. */
  38084. camera: ArcRotateCamera;
  38085. /**
  38086. * Defines the gamepad the input is gathering event from.
  38087. */
  38088. gamepad: Nullable<Gamepad>;
  38089. /**
  38090. * Defines the gamepad rotation sensiblity.
  38091. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38092. */
  38093. gamepadRotationSensibility: number;
  38094. /**
  38095. * Defines the gamepad move sensiblity.
  38096. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38097. */
  38098. gamepadMoveSensibility: number;
  38099. private _onGamepadConnectedObserver;
  38100. private _onGamepadDisconnectedObserver;
  38101. /**
  38102. * Attach the input controls to a specific dom element to get the input from.
  38103. * @param element Defines the element the controls should be listened from
  38104. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38105. */
  38106. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38107. /**
  38108. * Detach the current controls from the specified dom element.
  38109. * @param element Defines the element to stop listening the inputs from
  38110. */
  38111. detachControl(element: Nullable<HTMLElement>): void;
  38112. /**
  38113. * Update the current camera state depending on the inputs that have been used this frame.
  38114. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38115. */
  38116. checkInputs(): void;
  38117. /**
  38118. * Gets the class name of the current intput.
  38119. * @returns the class name
  38120. */
  38121. getClassName(): string;
  38122. /**
  38123. * Get the friendly name associated with the input class.
  38124. * @returns the input friendly name
  38125. */
  38126. getSimpleName(): string;
  38127. }
  38128. }
  38129. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38130. import { Nullable } from "babylonjs/types";
  38131. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38132. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38133. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38134. interface ArcRotateCameraInputsManager {
  38135. /**
  38136. * Add orientation input support to the input manager.
  38137. * @returns the current input manager
  38138. */
  38139. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38140. }
  38141. }
  38142. /**
  38143. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38144. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38145. */
  38146. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38147. /**
  38148. * Defines the camera the input is attached to.
  38149. */
  38150. camera: ArcRotateCamera;
  38151. /**
  38152. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38153. */
  38154. alphaCorrection: number;
  38155. /**
  38156. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38157. */
  38158. gammaCorrection: number;
  38159. private _alpha;
  38160. private _gamma;
  38161. private _dirty;
  38162. private _deviceOrientationHandler;
  38163. /**
  38164. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38165. */
  38166. constructor();
  38167. /**
  38168. * Attach the input controls to a specific dom element to get the input from.
  38169. * @param element Defines the element the controls should be listened from
  38170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38171. */
  38172. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38173. /** @hidden */
  38174. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38175. /**
  38176. * Update the current camera state depending on the inputs that have been used this frame.
  38177. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38178. */
  38179. checkInputs(): void;
  38180. /**
  38181. * Detach the current controls from the specified dom element.
  38182. * @param element Defines the element to stop listening the inputs from
  38183. */
  38184. detachControl(element: Nullable<HTMLElement>): void;
  38185. /**
  38186. * Gets the class name of the current intput.
  38187. * @returns the class name
  38188. */
  38189. getClassName(): string;
  38190. /**
  38191. * Get the friendly name associated with the input class.
  38192. * @returns the input friendly name
  38193. */
  38194. getSimpleName(): string;
  38195. }
  38196. }
  38197. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38198. import { Nullable } from "babylonjs/types";
  38199. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38200. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38201. /**
  38202. * Listen to mouse events to control the camera.
  38203. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38204. */
  38205. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38206. /**
  38207. * Defines the camera the input is attached to.
  38208. */
  38209. camera: FlyCamera;
  38210. /**
  38211. * Defines if touch is enabled. (Default is true.)
  38212. */
  38213. touchEnabled: boolean;
  38214. /**
  38215. * Defines the buttons associated with the input to handle camera rotation.
  38216. */
  38217. buttons: number[];
  38218. /**
  38219. * Assign buttons for Yaw control.
  38220. */
  38221. buttonsYaw: number[];
  38222. /**
  38223. * Assign buttons for Pitch control.
  38224. */
  38225. buttonsPitch: number[];
  38226. /**
  38227. * Assign buttons for Roll control.
  38228. */
  38229. buttonsRoll: number[];
  38230. /**
  38231. * Detect if any button is being pressed while mouse is moved.
  38232. * -1 = Mouse locked.
  38233. * 0 = Left button.
  38234. * 1 = Middle Button.
  38235. * 2 = Right Button.
  38236. */
  38237. activeButton: number;
  38238. /**
  38239. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38240. * Higher values reduce its sensitivity.
  38241. */
  38242. angularSensibility: number;
  38243. private _mousemoveCallback;
  38244. private _observer;
  38245. private _rollObserver;
  38246. private previousPosition;
  38247. private noPreventDefault;
  38248. private element;
  38249. /**
  38250. * Listen to mouse events to control the camera.
  38251. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38252. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38253. */
  38254. constructor(touchEnabled?: boolean);
  38255. /**
  38256. * Attach the mouse control to the HTML DOM element.
  38257. * @param element Defines the element that listens to the input events.
  38258. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38259. */
  38260. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38261. /**
  38262. * Detach the current controls from the specified dom element.
  38263. * @param element Defines the element to stop listening the inputs from
  38264. */
  38265. detachControl(element: Nullable<HTMLElement>): void;
  38266. /**
  38267. * Gets the class name of the current input.
  38268. * @returns the class name.
  38269. */
  38270. getClassName(): string;
  38271. /**
  38272. * Get the friendly name associated with the input class.
  38273. * @returns the input's friendly name.
  38274. */
  38275. getSimpleName(): string;
  38276. private _pointerInput;
  38277. private _onMouseMove;
  38278. /**
  38279. * Rotate camera by mouse offset.
  38280. */
  38281. private rotateCamera;
  38282. }
  38283. }
  38284. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38285. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38286. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38287. /**
  38288. * Default Inputs manager for the FlyCamera.
  38289. * It groups all the default supported inputs for ease of use.
  38290. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38291. */
  38292. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38293. /**
  38294. * Instantiates a new FlyCameraInputsManager.
  38295. * @param camera Defines the camera the inputs belong to.
  38296. */
  38297. constructor(camera: FlyCamera);
  38298. /**
  38299. * Add keyboard input support to the input manager.
  38300. * @returns the new FlyCameraKeyboardMoveInput().
  38301. */
  38302. addKeyboard(): FlyCameraInputsManager;
  38303. /**
  38304. * Add mouse input support to the input manager.
  38305. * @param touchEnabled Enable touch screen support.
  38306. * @returns the new FlyCameraMouseInput().
  38307. */
  38308. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38309. }
  38310. }
  38311. declare module "babylonjs/Cameras/flyCamera" {
  38312. import { Scene } from "babylonjs/scene";
  38313. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38314. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38315. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38316. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38317. /**
  38318. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38319. * such as in a 3D Space Shooter or a Flight Simulator.
  38320. */
  38321. export class FlyCamera extends TargetCamera {
  38322. /**
  38323. * Define the collision ellipsoid of the camera.
  38324. * This is helpful for simulating a camera body, like a player's body.
  38325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38326. */
  38327. ellipsoid: Vector3;
  38328. /**
  38329. * Define an offset for the position of the ellipsoid around the camera.
  38330. * This can be helpful if the camera is attached away from the player's body center,
  38331. * such as at its head.
  38332. */
  38333. ellipsoidOffset: Vector3;
  38334. /**
  38335. * Enable or disable collisions of the camera with the rest of the scene objects.
  38336. */
  38337. checkCollisions: boolean;
  38338. /**
  38339. * Enable or disable gravity on the camera.
  38340. */
  38341. applyGravity: boolean;
  38342. /**
  38343. * Define the current direction the camera is moving to.
  38344. */
  38345. cameraDirection: Vector3;
  38346. /**
  38347. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38348. * This overrides and empties cameraRotation.
  38349. */
  38350. rotationQuaternion: Quaternion;
  38351. /**
  38352. * Track Roll to maintain the wanted Rolling when looking around.
  38353. */
  38354. _trackRoll: number;
  38355. /**
  38356. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38357. */
  38358. rollCorrect: number;
  38359. /**
  38360. * Mimic a banked turn, Rolling the camera when Yawing.
  38361. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38362. */
  38363. bankedTurn: boolean;
  38364. /**
  38365. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38366. */
  38367. bankedTurnLimit: number;
  38368. /**
  38369. * Value of 0 disables the banked Roll.
  38370. * Value of 1 is equal to the Yaw angle in radians.
  38371. */
  38372. bankedTurnMultiplier: number;
  38373. /**
  38374. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38375. */
  38376. inputs: FlyCameraInputsManager;
  38377. /**
  38378. * Gets the input sensibility for mouse input.
  38379. * Higher values reduce sensitivity.
  38380. */
  38381. /**
  38382. * Sets the input sensibility for a mouse input.
  38383. * Higher values reduce sensitivity.
  38384. */
  38385. angularSensibility: number;
  38386. /**
  38387. * Get the keys for camera movement forward.
  38388. */
  38389. /**
  38390. * Set the keys for camera movement forward.
  38391. */
  38392. keysForward: number[];
  38393. /**
  38394. * Get the keys for camera movement backward.
  38395. */
  38396. keysBackward: number[];
  38397. /**
  38398. * Get the keys for camera movement up.
  38399. */
  38400. /**
  38401. * Set the keys for camera movement up.
  38402. */
  38403. keysUp: number[];
  38404. /**
  38405. * Get the keys for camera movement down.
  38406. */
  38407. /**
  38408. * Set the keys for camera movement down.
  38409. */
  38410. keysDown: number[];
  38411. /**
  38412. * Get the keys for camera movement left.
  38413. */
  38414. /**
  38415. * Set the keys for camera movement left.
  38416. */
  38417. keysLeft: number[];
  38418. /**
  38419. * Set the keys for camera movement right.
  38420. */
  38421. /**
  38422. * Set the keys for camera movement right.
  38423. */
  38424. keysRight: number[];
  38425. /**
  38426. * Event raised when the camera collides with a mesh in the scene.
  38427. */
  38428. onCollide: (collidedMesh: AbstractMesh) => void;
  38429. private _collider;
  38430. private _needMoveForGravity;
  38431. private _oldPosition;
  38432. private _diffPosition;
  38433. private _newPosition;
  38434. /** @hidden */
  38435. _localDirection: Vector3;
  38436. /** @hidden */
  38437. _transformedDirection: Vector3;
  38438. /**
  38439. * Instantiates a FlyCamera.
  38440. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38441. * such as in a 3D Space Shooter or a Flight Simulator.
  38442. * @param name Define the name of the camera in the scene.
  38443. * @param position Define the starting position of the camera in the scene.
  38444. * @param scene Define the scene the camera belongs to.
  38445. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38446. */
  38447. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38448. /**
  38449. * Attach a control to the HTML DOM element.
  38450. * @param element Defines the element that listens to the input events.
  38451. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38452. */
  38453. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38454. /**
  38455. * Detach a control from the HTML DOM element.
  38456. * The camera will stop reacting to that input.
  38457. * @param element Defines the element that listens to the input events.
  38458. */
  38459. detachControl(element: HTMLElement): void;
  38460. private _collisionMask;
  38461. /**
  38462. * Get the mask that the camera ignores in collision events.
  38463. */
  38464. /**
  38465. * Set the mask that the camera ignores in collision events.
  38466. */
  38467. collisionMask: number;
  38468. /** @hidden */
  38469. _collideWithWorld(displacement: Vector3): void;
  38470. /** @hidden */
  38471. private _onCollisionPositionChange;
  38472. /** @hidden */
  38473. _checkInputs(): void;
  38474. /** @hidden */
  38475. _decideIfNeedsToMove(): boolean;
  38476. /** @hidden */
  38477. _updatePosition(): void;
  38478. /**
  38479. * Restore the Roll to its target value at the rate specified.
  38480. * @param rate - Higher means slower restoring.
  38481. * @hidden
  38482. */
  38483. restoreRoll(rate: number): void;
  38484. /**
  38485. * Destroy the camera and release the current resources held by it.
  38486. */
  38487. dispose(): void;
  38488. /**
  38489. * Get the current object class name.
  38490. * @returns the class name.
  38491. */
  38492. getClassName(): string;
  38493. }
  38494. }
  38495. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38496. import { Nullable } from "babylonjs/types";
  38497. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38498. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38499. /**
  38500. * Listen to keyboard events to control the camera.
  38501. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38502. */
  38503. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38504. /**
  38505. * Defines the camera the input is attached to.
  38506. */
  38507. camera: FlyCamera;
  38508. /**
  38509. * The list of keyboard keys used to control the forward move of the camera.
  38510. */
  38511. keysForward: number[];
  38512. /**
  38513. * The list of keyboard keys used to control the backward move of the camera.
  38514. */
  38515. keysBackward: number[];
  38516. /**
  38517. * The list of keyboard keys used to control the forward move of the camera.
  38518. */
  38519. keysUp: number[];
  38520. /**
  38521. * The list of keyboard keys used to control the backward move of the camera.
  38522. */
  38523. keysDown: number[];
  38524. /**
  38525. * The list of keyboard keys used to control the right strafe move of the camera.
  38526. */
  38527. keysRight: number[];
  38528. /**
  38529. * The list of keyboard keys used to control the left strafe move of the camera.
  38530. */
  38531. keysLeft: number[];
  38532. private _keys;
  38533. private _onCanvasBlurObserver;
  38534. private _onKeyboardObserver;
  38535. private _engine;
  38536. private _scene;
  38537. /**
  38538. * Attach the input controls to a specific dom element to get the input from.
  38539. * @param element Defines the element the controls should be listened from
  38540. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38541. */
  38542. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38543. /**
  38544. * Detach the current controls from the specified dom element.
  38545. * @param element Defines the element to stop listening the inputs from
  38546. */
  38547. detachControl(element: Nullable<HTMLElement>): void;
  38548. /**
  38549. * Gets the class name of the current intput.
  38550. * @returns the class name
  38551. */
  38552. getClassName(): string;
  38553. /** @hidden */
  38554. _onLostFocus(e: FocusEvent): void;
  38555. /**
  38556. * Get the friendly name associated with the input class.
  38557. * @returns the input friendly name
  38558. */
  38559. getSimpleName(): string;
  38560. /**
  38561. * Update the current camera state depending on the inputs that have been used this frame.
  38562. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38563. */
  38564. checkInputs(): void;
  38565. }
  38566. }
  38567. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38568. import { Nullable } from "babylonjs/types";
  38569. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38570. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38571. /**
  38572. * Manage the mouse wheel inputs to control a follow camera.
  38573. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38574. */
  38575. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38576. /**
  38577. * Defines the camera the input is attached to.
  38578. */
  38579. camera: FollowCamera;
  38580. /**
  38581. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38582. */
  38583. axisControlRadius: boolean;
  38584. /**
  38585. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38586. */
  38587. axisControlHeight: boolean;
  38588. /**
  38589. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38590. */
  38591. axisControlRotation: boolean;
  38592. /**
  38593. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38594. * relation to mouseWheel events.
  38595. */
  38596. wheelPrecision: number;
  38597. /**
  38598. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38599. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38600. */
  38601. wheelDeltaPercentage: number;
  38602. private _wheel;
  38603. private _observer;
  38604. /**
  38605. * Attach the input controls to a specific dom element to get the input from.
  38606. * @param element Defines the element the controls should be listened from
  38607. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38608. */
  38609. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38610. /**
  38611. * Detach the current controls from the specified dom element.
  38612. * @param element Defines the element to stop listening the inputs from
  38613. */
  38614. detachControl(element: Nullable<HTMLElement>): void;
  38615. /**
  38616. * Gets the class name of the current intput.
  38617. * @returns the class name
  38618. */
  38619. getClassName(): string;
  38620. /**
  38621. * Get the friendly name associated with the input class.
  38622. * @returns the input friendly name
  38623. */
  38624. getSimpleName(): string;
  38625. }
  38626. }
  38627. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38628. import { Nullable } from "babylonjs/types";
  38629. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38630. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38631. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38632. /**
  38633. * Manage the pointers inputs to control an follow camera.
  38634. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38635. */
  38636. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38637. /**
  38638. * Defines the camera the input is attached to.
  38639. */
  38640. camera: FollowCamera;
  38641. /**
  38642. * Gets the class name of the current input.
  38643. * @returns the class name
  38644. */
  38645. getClassName(): string;
  38646. /**
  38647. * Defines the pointer angular sensibility along the X axis or how fast is
  38648. * the camera rotating.
  38649. * A negative number will reverse the axis direction.
  38650. */
  38651. angularSensibilityX: number;
  38652. /**
  38653. * Defines the pointer angular sensibility along the Y axis or how fast is
  38654. * the camera rotating.
  38655. * A negative number will reverse the axis direction.
  38656. */
  38657. angularSensibilityY: number;
  38658. /**
  38659. * Defines the pointer pinch precision or how fast is the camera zooming.
  38660. * A negative number will reverse the axis direction.
  38661. */
  38662. pinchPrecision: number;
  38663. /**
  38664. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38665. * from 0.
  38666. * It defines the percentage of current camera.radius to use as delta when
  38667. * pinch zoom is used.
  38668. */
  38669. pinchDeltaPercentage: number;
  38670. /**
  38671. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38672. */
  38673. axisXControlRadius: boolean;
  38674. /**
  38675. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38676. */
  38677. axisXControlHeight: boolean;
  38678. /**
  38679. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38680. */
  38681. axisXControlRotation: boolean;
  38682. /**
  38683. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38684. */
  38685. axisYControlRadius: boolean;
  38686. /**
  38687. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38688. */
  38689. axisYControlHeight: boolean;
  38690. /**
  38691. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38692. */
  38693. axisYControlRotation: boolean;
  38694. /**
  38695. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38696. */
  38697. axisPinchControlRadius: boolean;
  38698. /**
  38699. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38700. */
  38701. axisPinchControlHeight: boolean;
  38702. /**
  38703. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38704. */
  38705. axisPinchControlRotation: boolean;
  38706. /**
  38707. * Log error messages if basic misconfiguration has occurred.
  38708. */
  38709. warningEnable: boolean;
  38710. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38711. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38712. private _warningCounter;
  38713. private _warning;
  38714. }
  38715. }
  38716. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38717. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38718. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38719. /**
  38720. * Default Inputs manager for the FollowCamera.
  38721. * It groups all the default supported inputs for ease of use.
  38722. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38723. */
  38724. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38725. /**
  38726. * Instantiates a new FollowCameraInputsManager.
  38727. * @param camera Defines the camera the inputs belong to
  38728. */
  38729. constructor(camera: FollowCamera);
  38730. /**
  38731. * Add keyboard input support to the input manager.
  38732. * @returns the current input manager
  38733. */
  38734. addKeyboard(): FollowCameraInputsManager;
  38735. /**
  38736. * Add mouse wheel input support to the input manager.
  38737. * @returns the current input manager
  38738. */
  38739. addMouseWheel(): FollowCameraInputsManager;
  38740. /**
  38741. * Add pointers input support to the input manager.
  38742. * @returns the current input manager
  38743. */
  38744. addPointers(): FollowCameraInputsManager;
  38745. /**
  38746. * Add orientation input support to the input manager.
  38747. * @returns the current input manager
  38748. */
  38749. addVRDeviceOrientation(): FollowCameraInputsManager;
  38750. }
  38751. }
  38752. declare module "babylonjs/Cameras/followCamera" {
  38753. import { Nullable } from "babylonjs/types";
  38754. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38755. import { Scene } from "babylonjs/scene";
  38756. import { Vector3 } from "babylonjs/Maths/math.vector";
  38757. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38758. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38759. /**
  38760. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38761. * an arc rotate version arcFollowCamera are available.
  38762. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38763. */
  38764. export class FollowCamera extends TargetCamera {
  38765. /**
  38766. * Distance the follow camera should follow an object at
  38767. */
  38768. radius: number;
  38769. /**
  38770. * Minimum allowed distance of the camera to the axis of rotation
  38771. * (The camera can not get closer).
  38772. * This can help limiting how the Camera is able to move in the scene.
  38773. */
  38774. lowerRadiusLimit: Nullable<number>;
  38775. /**
  38776. * Maximum allowed distance of the camera to the axis of rotation
  38777. * (The camera can not get further).
  38778. * This can help limiting how the Camera is able to move in the scene.
  38779. */
  38780. upperRadiusLimit: Nullable<number>;
  38781. /**
  38782. * Define a rotation offset between the camera and the object it follows
  38783. */
  38784. rotationOffset: number;
  38785. /**
  38786. * Minimum allowed angle to camera position relative to target object.
  38787. * This can help limiting how the Camera is able to move in the scene.
  38788. */
  38789. lowerRotationOffsetLimit: Nullable<number>;
  38790. /**
  38791. * Maximum allowed angle to camera position relative to target object.
  38792. * This can help limiting how the Camera is able to move in the scene.
  38793. */
  38794. upperRotationOffsetLimit: Nullable<number>;
  38795. /**
  38796. * Define a height offset between the camera and the object it follows.
  38797. * It can help following an object from the top (like a car chaing a plane)
  38798. */
  38799. heightOffset: number;
  38800. /**
  38801. * Minimum allowed height of camera position relative to target object.
  38802. * This can help limiting how the Camera is able to move in the scene.
  38803. */
  38804. lowerHeightOffsetLimit: Nullable<number>;
  38805. /**
  38806. * Maximum allowed height of camera position relative to target object.
  38807. * This can help limiting how the Camera is able to move in the scene.
  38808. */
  38809. upperHeightOffsetLimit: Nullable<number>;
  38810. /**
  38811. * Define how fast the camera can accelerate to follow it s target.
  38812. */
  38813. cameraAcceleration: number;
  38814. /**
  38815. * Define the speed limit of the camera following an object.
  38816. */
  38817. maxCameraSpeed: number;
  38818. /**
  38819. * Define the target of the camera.
  38820. */
  38821. lockedTarget: Nullable<AbstractMesh>;
  38822. /**
  38823. * Defines the input associated with the camera.
  38824. */
  38825. inputs: FollowCameraInputsManager;
  38826. /**
  38827. * Instantiates the follow camera.
  38828. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38829. * @param name Define the name of the camera in the scene
  38830. * @param position Define the position of the camera
  38831. * @param scene Define the scene the camera belong to
  38832. * @param lockedTarget Define the target of the camera
  38833. */
  38834. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38835. private _follow;
  38836. /**
  38837. * Attached controls to the current camera.
  38838. * @param element Defines the element the controls should be listened from
  38839. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38840. */
  38841. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38842. /**
  38843. * Detach the current controls from the camera.
  38844. * The camera will stop reacting to inputs.
  38845. * @param element Defines the element to stop listening the inputs from
  38846. */
  38847. detachControl(element: HTMLElement): void;
  38848. /** @hidden */
  38849. _checkInputs(): void;
  38850. private _checkLimits;
  38851. /**
  38852. * Gets the camera class name.
  38853. * @returns the class name
  38854. */
  38855. getClassName(): string;
  38856. }
  38857. /**
  38858. * Arc Rotate version of the follow camera.
  38859. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38860. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38861. */
  38862. export class ArcFollowCamera extends TargetCamera {
  38863. /** The longitudinal angle of the camera */
  38864. alpha: number;
  38865. /** The latitudinal angle of the camera */
  38866. beta: number;
  38867. /** The radius of the camera from its target */
  38868. radius: number;
  38869. /** Define the camera target (the messh it should follow) */
  38870. target: Nullable<AbstractMesh>;
  38871. private _cartesianCoordinates;
  38872. /**
  38873. * Instantiates a new ArcFollowCamera
  38874. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38875. * @param name Define the name of the camera
  38876. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38877. * @param beta Define the rotation angle of the camera around the elevation axis
  38878. * @param radius Define the radius of the camera from its target point
  38879. * @param target Define the target of the camera
  38880. * @param scene Define the scene the camera belongs to
  38881. */
  38882. constructor(name: string,
  38883. /** The longitudinal angle of the camera */
  38884. alpha: number,
  38885. /** The latitudinal angle of the camera */
  38886. beta: number,
  38887. /** The radius of the camera from its target */
  38888. radius: number,
  38889. /** Define the camera target (the messh it should follow) */
  38890. target: Nullable<AbstractMesh>, scene: Scene);
  38891. private _follow;
  38892. /** @hidden */
  38893. _checkInputs(): void;
  38894. /**
  38895. * Returns the class name of the object.
  38896. * It is mostly used internally for serialization purposes.
  38897. */
  38898. getClassName(): string;
  38899. }
  38900. }
  38901. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38902. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38903. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38904. import { Nullable } from "babylonjs/types";
  38905. /**
  38906. * Manage the keyboard inputs to control the movement of a follow camera.
  38907. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38908. */
  38909. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38910. /**
  38911. * Defines the camera the input is attached to.
  38912. */
  38913. camera: FollowCamera;
  38914. /**
  38915. * Defines the list of key codes associated with the up action (increase heightOffset)
  38916. */
  38917. keysHeightOffsetIncr: number[];
  38918. /**
  38919. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38920. */
  38921. keysHeightOffsetDecr: number[];
  38922. /**
  38923. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38924. */
  38925. keysHeightOffsetModifierAlt: boolean;
  38926. /**
  38927. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38928. */
  38929. keysHeightOffsetModifierCtrl: boolean;
  38930. /**
  38931. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38932. */
  38933. keysHeightOffsetModifierShift: boolean;
  38934. /**
  38935. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38936. */
  38937. keysRotationOffsetIncr: number[];
  38938. /**
  38939. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38940. */
  38941. keysRotationOffsetDecr: number[];
  38942. /**
  38943. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38944. */
  38945. keysRotationOffsetModifierAlt: boolean;
  38946. /**
  38947. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38948. */
  38949. keysRotationOffsetModifierCtrl: boolean;
  38950. /**
  38951. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38952. */
  38953. keysRotationOffsetModifierShift: boolean;
  38954. /**
  38955. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38956. */
  38957. keysRadiusIncr: number[];
  38958. /**
  38959. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38960. */
  38961. keysRadiusDecr: number[];
  38962. /**
  38963. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38964. */
  38965. keysRadiusModifierAlt: boolean;
  38966. /**
  38967. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38968. */
  38969. keysRadiusModifierCtrl: boolean;
  38970. /**
  38971. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38972. */
  38973. keysRadiusModifierShift: boolean;
  38974. /**
  38975. * Defines the rate of change of heightOffset.
  38976. */
  38977. heightSensibility: number;
  38978. /**
  38979. * Defines the rate of change of rotationOffset.
  38980. */
  38981. rotationSensibility: number;
  38982. /**
  38983. * Defines the rate of change of radius.
  38984. */
  38985. radiusSensibility: number;
  38986. private _keys;
  38987. private _ctrlPressed;
  38988. private _altPressed;
  38989. private _shiftPressed;
  38990. private _onCanvasBlurObserver;
  38991. private _onKeyboardObserver;
  38992. private _engine;
  38993. private _scene;
  38994. /**
  38995. * Attach the input controls to a specific dom element to get the input from.
  38996. * @param element Defines the element the controls should be listened from
  38997. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38998. */
  38999. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39000. /**
  39001. * Detach the current controls from the specified dom element.
  39002. * @param element Defines the element to stop listening the inputs from
  39003. */
  39004. detachControl(element: Nullable<HTMLElement>): void;
  39005. /**
  39006. * Update the current camera state depending on the inputs that have been used this frame.
  39007. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39008. */
  39009. checkInputs(): void;
  39010. /**
  39011. * Gets the class name of the current input.
  39012. * @returns the class name
  39013. */
  39014. getClassName(): string;
  39015. /**
  39016. * Get the friendly name associated with the input class.
  39017. * @returns the input friendly name
  39018. */
  39019. getSimpleName(): string;
  39020. /**
  39021. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39022. * allow modification of the heightOffset value.
  39023. */
  39024. private _modifierHeightOffset;
  39025. /**
  39026. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39027. * allow modification of the rotationOffset value.
  39028. */
  39029. private _modifierRotationOffset;
  39030. /**
  39031. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39032. * allow modification of the radius value.
  39033. */
  39034. private _modifierRadius;
  39035. }
  39036. }
  39037. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39038. import { Nullable } from "babylonjs/types";
  39039. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39040. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39041. import { Observable } from "babylonjs/Misc/observable";
  39042. module "babylonjs/Cameras/freeCameraInputsManager" {
  39043. interface FreeCameraInputsManager {
  39044. /**
  39045. * @hidden
  39046. */
  39047. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39048. /**
  39049. * Add orientation input support to the input manager.
  39050. * @returns the current input manager
  39051. */
  39052. addDeviceOrientation(): FreeCameraInputsManager;
  39053. }
  39054. }
  39055. /**
  39056. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39057. * Screen rotation is taken into account.
  39058. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39059. */
  39060. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39061. private _camera;
  39062. private _screenOrientationAngle;
  39063. private _constantTranform;
  39064. private _screenQuaternion;
  39065. private _alpha;
  39066. private _beta;
  39067. private _gamma;
  39068. /**
  39069. * Can be used to detect if a device orientation sensor is availible on a device
  39070. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39071. * @returns a promise that will resolve on orientation change
  39072. */
  39073. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39074. /**
  39075. * @hidden
  39076. */
  39077. _onDeviceOrientationChangedObservable: Observable<void>;
  39078. /**
  39079. * Instantiates a new input
  39080. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39081. */
  39082. constructor();
  39083. /**
  39084. * Define the camera controlled by the input.
  39085. */
  39086. camera: FreeCamera;
  39087. /**
  39088. * Attach the input controls to a specific dom element to get the input from.
  39089. * @param element Defines the element the controls should be listened from
  39090. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39091. */
  39092. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39093. private _orientationChanged;
  39094. private _deviceOrientation;
  39095. /**
  39096. * Detach the current controls from the specified dom element.
  39097. * @param element Defines the element to stop listening the inputs from
  39098. */
  39099. detachControl(element: Nullable<HTMLElement>): void;
  39100. /**
  39101. * Update the current camera state depending on the inputs that have been used this frame.
  39102. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39103. */
  39104. checkInputs(): void;
  39105. /**
  39106. * Gets the class name of the current intput.
  39107. * @returns the class name
  39108. */
  39109. getClassName(): string;
  39110. /**
  39111. * Get the friendly name associated with the input class.
  39112. * @returns the input friendly name
  39113. */
  39114. getSimpleName(): string;
  39115. }
  39116. }
  39117. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39118. import { Nullable } from "babylonjs/types";
  39119. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39120. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39121. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39122. /**
  39123. * Manage the gamepad inputs to control a free camera.
  39124. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39125. */
  39126. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39127. /**
  39128. * Define the camera the input is attached to.
  39129. */
  39130. camera: FreeCamera;
  39131. /**
  39132. * Define the Gamepad controlling the input
  39133. */
  39134. gamepad: Nullable<Gamepad>;
  39135. /**
  39136. * Defines the gamepad rotation sensiblity.
  39137. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39138. */
  39139. gamepadAngularSensibility: number;
  39140. /**
  39141. * Defines the gamepad move sensiblity.
  39142. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39143. */
  39144. gamepadMoveSensibility: number;
  39145. private _onGamepadConnectedObserver;
  39146. private _onGamepadDisconnectedObserver;
  39147. private _cameraTransform;
  39148. private _deltaTransform;
  39149. private _vector3;
  39150. private _vector2;
  39151. /**
  39152. * Attach the input controls to a specific dom element to get the input from.
  39153. * @param element Defines the element the controls should be listened from
  39154. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39155. */
  39156. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39157. /**
  39158. * Detach the current controls from the specified dom element.
  39159. * @param element Defines the element to stop listening the inputs from
  39160. */
  39161. detachControl(element: Nullable<HTMLElement>): void;
  39162. /**
  39163. * Update the current camera state depending on the inputs that have been used this frame.
  39164. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39165. */
  39166. checkInputs(): void;
  39167. /**
  39168. * Gets the class name of the current intput.
  39169. * @returns the class name
  39170. */
  39171. getClassName(): string;
  39172. /**
  39173. * Get the friendly name associated with the input class.
  39174. * @returns the input friendly name
  39175. */
  39176. getSimpleName(): string;
  39177. }
  39178. }
  39179. declare module "babylonjs/Misc/virtualJoystick" {
  39180. import { Nullable } from "babylonjs/types";
  39181. import { Vector3 } from "babylonjs/Maths/math.vector";
  39182. /**
  39183. * Defines the potential axis of a Joystick
  39184. */
  39185. export enum JoystickAxis {
  39186. /** X axis */
  39187. X = 0,
  39188. /** Y axis */
  39189. Y = 1,
  39190. /** Z axis */
  39191. Z = 2
  39192. }
  39193. /**
  39194. * Class used to define virtual joystick (used in touch mode)
  39195. */
  39196. export class VirtualJoystick {
  39197. /**
  39198. * Gets or sets a boolean indicating that left and right values must be inverted
  39199. */
  39200. reverseLeftRight: boolean;
  39201. /**
  39202. * Gets or sets a boolean indicating that up and down values must be inverted
  39203. */
  39204. reverseUpDown: boolean;
  39205. /**
  39206. * Gets the offset value for the position (ie. the change of the position value)
  39207. */
  39208. deltaPosition: Vector3;
  39209. /**
  39210. * Gets a boolean indicating if the virtual joystick was pressed
  39211. */
  39212. pressed: boolean;
  39213. /**
  39214. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39215. */
  39216. static Canvas: Nullable<HTMLCanvasElement>;
  39217. private static _globalJoystickIndex;
  39218. private static vjCanvasContext;
  39219. private static vjCanvasWidth;
  39220. private static vjCanvasHeight;
  39221. private static halfWidth;
  39222. private _action;
  39223. private _axisTargetedByLeftAndRight;
  39224. private _axisTargetedByUpAndDown;
  39225. private _joystickSensibility;
  39226. private _inversedSensibility;
  39227. private _joystickPointerID;
  39228. private _joystickColor;
  39229. private _joystickPointerPos;
  39230. private _joystickPreviousPointerPos;
  39231. private _joystickPointerStartPos;
  39232. private _deltaJoystickVector;
  39233. private _leftJoystick;
  39234. private _touches;
  39235. private _onPointerDownHandlerRef;
  39236. private _onPointerMoveHandlerRef;
  39237. private _onPointerUpHandlerRef;
  39238. private _onResize;
  39239. /**
  39240. * Creates a new virtual joystick
  39241. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39242. */
  39243. constructor(leftJoystick?: boolean);
  39244. /**
  39245. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39246. * @param newJoystickSensibility defines the new sensibility
  39247. */
  39248. setJoystickSensibility(newJoystickSensibility: number): void;
  39249. private _onPointerDown;
  39250. private _onPointerMove;
  39251. private _onPointerUp;
  39252. /**
  39253. * Change the color of the virtual joystick
  39254. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39255. */
  39256. setJoystickColor(newColor: string): void;
  39257. /**
  39258. * Defines a callback to call when the joystick is touched
  39259. * @param action defines the callback
  39260. */
  39261. setActionOnTouch(action: () => any): void;
  39262. /**
  39263. * Defines which axis you'd like to control for left & right
  39264. * @param axis defines the axis to use
  39265. */
  39266. setAxisForLeftRight(axis: JoystickAxis): void;
  39267. /**
  39268. * Defines which axis you'd like to control for up & down
  39269. * @param axis defines the axis to use
  39270. */
  39271. setAxisForUpDown(axis: JoystickAxis): void;
  39272. private _drawVirtualJoystick;
  39273. /**
  39274. * Release internal HTML canvas
  39275. */
  39276. releaseCanvas(): void;
  39277. }
  39278. }
  39279. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39280. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39281. import { Nullable } from "babylonjs/types";
  39282. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39283. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39284. module "babylonjs/Cameras/freeCameraInputsManager" {
  39285. interface FreeCameraInputsManager {
  39286. /**
  39287. * Add virtual joystick input support to the input manager.
  39288. * @returns the current input manager
  39289. */
  39290. addVirtualJoystick(): FreeCameraInputsManager;
  39291. }
  39292. }
  39293. /**
  39294. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39295. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39296. */
  39297. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39298. /**
  39299. * Defines the camera the input is attached to.
  39300. */
  39301. camera: FreeCamera;
  39302. private _leftjoystick;
  39303. private _rightjoystick;
  39304. /**
  39305. * Gets the left stick of the virtual joystick.
  39306. * @returns The virtual Joystick
  39307. */
  39308. getLeftJoystick(): VirtualJoystick;
  39309. /**
  39310. * Gets the right stick of the virtual joystick.
  39311. * @returns The virtual Joystick
  39312. */
  39313. getRightJoystick(): VirtualJoystick;
  39314. /**
  39315. * Update the current camera state depending on the inputs that have been used this frame.
  39316. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39317. */
  39318. checkInputs(): void;
  39319. /**
  39320. * Attach the input controls to a specific dom element to get the input from.
  39321. * @param element Defines the element the controls should be listened from
  39322. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39323. */
  39324. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39325. /**
  39326. * Detach the current controls from the specified dom element.
  39327. * @param element Defines the element to stop listening the inputs from
  39328. */
  39329. detachControl(element: Nullable<HTMLElement>): void;
  39330. /**
  39331. * Gets the class name of the current intput.
  39332. * @returns the class name
  39333. */
  39334. getClassName(): string;
  39335. /**
  39336. * Get the friendly name associated with the input class.
  39337. * @returns the input friendly name
  39338. */
  39339. getSimpleName(): string;
  39340. }
  39341. }
  39342. declare module "babylonjs/Cameras/Inputs/index" {
  39343. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39344. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39345. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39346. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39347. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39348. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39349. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39350. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39351. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39352. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39353. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39354. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39355. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39356. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39357. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39358. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39359. }
  39360. declare module "babylonjs/Cameras/touchCamera" {
  39361. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39362. import { Scene } from "babylonjs/scene";
  39363. import { Vector3 } from "babylonjs/Maths/math.vector";
  39364. /**
  39365. * This represents a FPS type of camera controlled by touch.
  39366. * This is like a universal camera minus the Gamepad controls.
  39367. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39368. */
  39369. export class TouchCamera extends FreeCamera {
  39370. /**
  39371. * Defines the touch sensibility for rotation.
  39372. * The higher the faster.
  39373. */
  39374. touchAngularSensibility: number;
  39375. /**
  39376. * Defines the touch sensibility for move.
  39377. * The higher the faster.
  39378. */
  39379. touchMoveSensibility: number;
  39380. /**
  39381. * Instantiates a new touch camera.
  39382. * This represents a FPS type of camera controlled by touch.
  39383. * This is like a universal camera minus the Gamepad controls.
  39384. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39385. * @param name Define the name of the camera in the scene
  39386. * @param position Define the start position of the camera in the scene
  39387. * @param scene Define the scene the camera belongs to
  39388. */
  39389. constructor(name: string, position: Vector3, scene: Scene);
  39390. /**
  39391. * Gets the current object class name.
  39392. * @return the class name
  39393. */
  39394. getClassName(): string;
  39395. /** @hidden */
  39396. _setupInputs(): void;
  39397. }
  39398. }
  39399. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39400. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39401. import { Scene } from "babylonjs/scene";
  39402. import { Vector3 } from "babylonjs/Maths/math.vector";
  39403. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39404. import { Axis } from "babylonjs/Maths/math.axis";
  39405. /**
  39406. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39407. * being tilted forward or back and left or right.
  39408. */
  39409. export class DeviceOrientationCamera extends FreeCamera {
  39410. private _initialQuaternion;
  39411. private _quaternionCache;
  39412. private _tmpDragQuaternion;
  39413. /**
  39414. * Creates a new device orientation camera
  39415. * @param name The name of the camera
  39416. * @param position The start position camera
  39417. * @param scene The scene the camera belongs to
  39418. */
  39419. constructor(name: string, position: Vector3, scene: Scene);
  39420. /**
  39421. * @hidden
  39422. * Disabled pointer input on first orientation sensor update (Default: true)
  39423. */
  39424. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39425. private _dragFactor;
  39426. /**
  39427. * Enabled turning on the y axis when the orientation sensor is active
  39428. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39429. */
  39430. enableHorizontalDragging(dragFactor?: number): void;
  39431. /**
  39432. * Gets the current instance class name ("DeviceOrientationCamera").
  39433. * This helps avoiding instanceof at run time.
  39434. * @returns the class name
  39435. */
  39436. getClassName(): string;
  39437. /**
  39438. * @hidden
  39439. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39440. */
  39441. _checkInputs(): void;
  39442. /**
  39443. * Reset the camera to its default orientation on the specified axis only.
  39444. * @param axis The axis to reset
  39445. */
  39446. resetToCurrentRotation(axis?: Axis): void;
  39447. }
  39448. }
  39449. declare module "babylonjs/Gamepads/xboxGamepad" {
  39450. import { Observable } from "babylonjs/Misc/observable";
  39451. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39452. /**
  39453. * Defines supported buttons for XBox360 compatible gamepads
  39454. */
  39455. export enum Xbox360Button {
  39456. /** A */
  39457. A = 0,
  39458. /** B */
  39459. B = 1,
  39460. /** X */
  39461. X = 2,
  39462. /** Y */
  39463. Y = 3,
  39464. /** Start */
  39465. Start = 4,
  39466. /** Back */
  39467. Back = 5,
  39468. /** Left button */
  39469. LB = 6,
  39470. /** Right button */
  39471. RB = 7,
  39472. /** Left stick */
  39473. LeftStick = 8,
  39474. /** Right stick */
  39475. RightStick = 9
  39476. }
  39477. /** Defines values for XBox360 DPad */
  39478. export enum Xbox360Dpad {
  39479. /** Up */
  39480. Up = 0,
  39481. /** Down */
  39482. Down = 1,
  39483. /** Left */
  39484. Left = 2,
  39485. /** Right */
  39486. Right = 3
  39487. }
  39488. /**
  39489. * Defines a XBox360 gamepad
  39490. */
  39491. export class Xbox360Pad extends Gamepad {
  39492. private _leftTrigger;
  39493. private _rightTrigger;
  39494. private _onlefttriggerchanged;
  39495. private _onrighttriggerchanged;
  39496. private _onbuttondown;
  39497. private _onbuttonup;
  39498. private _ondpaddown;
  39499. private _ondpadup;
  39500. /** Observable raised when a button is pressed */
  39501. onButtonDownObservable: Observable<Xbox360Button>;
  39502. /** Observable raised when a button is released */
  39503. onButtonUpObservable: Observable<Xbox360Button>;
  39504. /** Observable raised when a pad is pressed */
  39505. onPadDownObservable: Observable<Xbox360Dpad>;
  39506. /** Observable raised when a pad is released */
  39507. onPadUpObservable: Observable<Xbox360Dpad>;
  39508. private _buttonA;
  39509. private _buttonB;
  39510. private _buttonX;
  39511. private _buttonY;
  39512. private _buttonBack;
  39513. private _buttonStart;
  39514. private _buttonLB;
  39515. private _buttonRB;
  39516. private _buttonLeftStick;
  39517. private _buttonRightStick;
  39518. private _dPadUp;
  39519. private _dPadDown;
  39520. private _dPadLeft;
  39521. private _dPadRight;
  39522. private _isXboxOnePad;
  39523. /**
  39524. * Creates a new XBox360 gamepad object
  39525. * @param id defines the id of this gamepad
  39526. * @param index defines its index
  39527. * @param gamepad defines the internal HTML gamepad object
  39528. * @param xboxOne defines if it is a XBox One gamepad
  39529. */
  39530. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39531. /**
  39532. * Defines the callback to call when left trigger is pressed
  39533. * @param callback defines the callback to use
  39534. */
  39535. onlefttriggerchanged(callback: (value: number) => void): void;
  39536. /**
  39537. * Defines the callback to call when right trigger is pressed
  39538. * @param callback defines the callback to use
  39539. */
  39540. onrighttriggerchanged(callback: (value: number) => void): void;
  39541. /**
  39542. * Gets the left trigger value
  39543. */
  39544. /**
  39545. * Sets the left trigger value
  39546. */
  39547. leftTrigger: number;
  39548. /**
  39549. * Gets the right trigger value
  39550. */
  39551. /**
  39552. * Sets the right trigger value
  39553. */
  39554. rightTrigger: number;
  39555. /**
  39556. * Defines the callback to call when a button is pressed
  39557. * @param callback defines the callback to use
  39558. */
  39559. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39560. /**
  39561. * Defines the callback to call when a button is released
  39562. * @param callback defines the callback to use
  39563. */
  39564. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39565. /**
  39566. * Defines the callback to call when a pad is pressed
  39567. * @param callback defines the callback to use
  39568. */
  39569. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39570. /**
  39571. * Defines the callback to call when a pad is released
  39572. * @param callback defines the callback to use
  39573. */
  39574. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39575. private _setButtonValue;
  39576. private _setDPadValue;
  39577. /**
  39578. * Gets the value of the `A` button
  39579. */
  39580. /**
  39581. * Sets the value of the `A` button
  39582. */
  39583. buttonA: number;
  39584. /**
  39585. * Gets the value of the `B` button
  39586. */
  39587. /**
  39588. * Sets the value of the `B` button
  39589. */
  39590. buttonB: number;
  39591. /**
  39592. * Gets the value of the `X` button
  39593. */
  39594. /**
  39595. * Sets the value of the `X` button
  39596. */
  39597. buttonX: number;
  39598. /**
  39599. * Gets the value of the `Y` button
  39600. */
  39601. /**
  39602. * Sets the value of the `Y` button
  39603. */
  39604. buttonY: number;
  39605. /**
  39606. * Gets the value of the `Start` button
  39607. */
  39608. /**
  39609. * Sets the value of the `Start` button
  39610. */
  39611. buttonStart: number;
  39612. /**
  39613. * Gets the value of the `Back` button
  39614. */
  39615. /**
  39616. * Sets the value of the `Back` button
  39617. */
  39618. buttonBack: number;
  39619. /**
  39620. * Gets the value of the `Left` button
  39621. */
  39622. /**
  39623. * Sets the value of the `Left` button
  39624. */
  39625. buttonLB: number;
  39626. /**
  39627. * Gets the value of the `Right` button
  39628. */
  39629. /**
  39630. * Sets the value of the `Right` button
  39631. */
  39632. buttonRB: number;
  39633. /**
  39634. * Gets the value of the Left joystick
  39635. */
  39636. /**
  39637. * Sets the value of the Left joystick
  39638. */
  39639. buttonLeftStick: number;
  39640. /**
  39641. * Gets the value of the Right joystick
  39642. */
  39643. /**
  39644. * Sets the value of the Right joystick
  39645. */
  39646. buttonRightStick: number;
  39647. /**
  39648. * Gets the value of D-pad up
  39649. */
  39650. /**
  39651. * Sets the value of D-pad up
  39652. */
  39653. dPadUp: number;
  39654. /**
  39655. * Gets the value of D-pad down
  39656. */
  39657. /**
  39658. * Sets the value of D-pad down
  39659. */
  39660. dPadDown: number;
  39661. /**
  39662. * Gets the value of D-pad left
  39663. */
  39664. /**
  39665. * Sets the value of D-pad left
  39666. */
  39667. dPadLeft: number;
  39668. /**
  39669. * Gets the value of D-pad right
  39670. */
  39671. /**
  39672. * Sets the value of D-pad right
  39673. */
  39674. dPadRight: number;
  39675. /**
  39676. * Force the gamepad to synchronize with device values
  39677. */
  39678. update(): void;
  39679. /**
  39680. * Disposes the gamepad
  39681. */
  39682. dispose(): void;
  39683. }
  39684. }
  39685. declare module "babylonjs/Gamepads/gamepadManager" {
  39686. import { Observable } from "babylonjs/Misc/observable";
  39687. import { Nullable } from "babylonjs/types";
  39688. import { Scene } from "babylonjs/scene";
  39689. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39690. /**
  39691. * Manager for handling gamepads
  39692. */
  39693. export class GamepadManager {
  39694. private _scene?;
  39695. private _babylonGamepads;
  39696. private _oneGamepadConnected;
  39697. /** @hidden */
  39698. _isMonitoring: boolean;
  39699. private _gamepadEventSupported;
  39700. private _gamepadSupport;
  39701. /**
  39702. * observable to be triggered when the gamepad controller has been connected
  39703. */
  39704. onGamepadConnectedObservable: Observable<Gamepad>;
  39705. /**
  39706. * observable to be triggered when the gamepad controller has been disconnected
  39707. */
  39708. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39709. private _onGamepadConnectedEvent;
  39710. private _onGamepadDisconnectedEvent;
  39711. /**
  39712. * Initializes the gamepad manager
  39713. * @param _scene BabylonJS scene
  39714. */
  39715. constructor(_scene?: Scene | undefined);
  39716. /**
  39717. * The gamepads in the game pad manager
  39718. */
  39719. readonly gamepads: Gamepad[];
  39720. /**
  39721. * Get the gamepad controllers based on type
  39722. * @param type The type of gamepad controller
  39723. * @returns Nullable gamepad
  39724. */
  39725. getGamepadByType(type?: number): Nullable<Gamepad>;
  39726. /**
  39727. * Disposes the gamepad manager
  39728. */
  39729. dispose(): void;
  39730. private _addNewGamepad;
  39731. private _startMonitoringGamepads;
  39732. private _stopMonitoringGamepads;
  39733. /** @hidden */
  39734. _checkGamepadsStatus(): void;
  39735. private _updateGamepadObjects;
  39736. }
  39737. }
  39738. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39739. import { Nullable } from "babylonjs/types";
  39740. import { Scene } from "babylonjs/scene";
  39741. import { ISceneComponent } from "babylonjs/sceneComponent";
  39742. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39743. module "babylonjs/scene" {
  39744. interface Scene {
  39745. /** @hidden */
  39746. _gamepadManager: Nullable<GamepadManager>;
  39747. /**
  39748. * Gets the gamepad manager associated with the scene
  39749. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39750. */
  39751. gamepadManager: GamepadManager;
  39752. }
  39753. }
  39754. module "babylonjs/Cameras/freeCameraInputsManager" {
  39755. /**
  39756. * Interface representing a free camera inputs manager
  39757. */
  39758. interface FreeCameraInputsManager {
  39759. /**
  39760. * Adds gamepad input support to the FreeCameraInputsManager.
  39761. * @returns the FreeCameraInputsManager
  39762. */
  39763. addGamepad(): FreeCameraInputsManager;
  39764. }
  39765. }
  39766. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39767. /**
  39768. * Interface representing an arc rotate camera inputs manager
  39769. */
  39770. interface ArcRotateCameraInputsManager {
  39771. /**
  39772. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39773. * @returns the camera inputs manager
  39774. */
  39775. addGamepad(): ArcRotateCameraInputsManager;
  39776. }
  39777. }
  39778. /**
  39779. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39780. */
  39781. export class GamepadSystemSceneComponent implements ISceneComponent {
  39782. /**
  39783. * The component name helpfull to identify the component in the list of scene components.
  39784. */
  39785. readonly name: string;
  39786. /**
  39787. * The scene the component belongs to.
  39788. */
  39789. scene: Scene;
  39790. /**
  39791. * Creates a new instance of the component for the given scene
  39792. * @param scene Defines the scene to register the component in
  39793. */
  39794. constructor(scene: Scene);
  39795. /**
  39796. * Registers the component in a given scene
  39797. */
  39798. register(): void;
  39799. /**
  39800. * Rebuilds the elements related to this component in case of
  39801. * context lost for instance.
  39802. */
  39803. rebuild(): void;
  39804. /**
  39805. * Disposes the component and the associated ressources
  39806. */
  39807. dispose(): void;
  39808. private _beforeCameraUpdate;
  39809. }
  39810. }
  39811. declare module "babylonjs/Cameras/universalCamera" {
  39812. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39813. import { Scene } from "babylonjs/scene";
  39814. import { Vector3 } from "babylonjs/Maths/math.vector";
  39815. import "babylonjs/Gamepads/gamepadSceneComponent";
  39816. /**
  39817. * 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,
  39818. * which still works and will still be found in many Playgrounds.
  39819. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39820. */
  39821. export class UniversalCamera extends TouchCamera {
  39822. /**
  39823. * Defines the gamepad rotation sensiblity.
  39824. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39825. */
  39826. gamepadAngularSensibility: number;
  39827. /**
  39828. * Defines the gamepad move sensiblity.
  39829. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39830. */
  39831. gamepadMoveSensibility: number;
  39832. /**
  39833. * 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,
  39834. * which still works and will still be found in many Playgrounds.
  39835. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39836. * @param name Define the name of the camera in the scene
  39837. * @param position Define the start position of the camera in the scene
  39838. * @param scene Define the scene the camera belongs to
  39839. */
  39840. constructor(name: string, position: Vector3, scene: Scene);
  39841. /**
  39842. * Gets the current object class name.
  39843. * @return the class name
  39844. */
  39845. getClassName(): string;
  39846. }
  39847. }
  39848. declare module "babylonjs/Cameras/gamepadCamera" {
  39849. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39850. import { Scene } from "babylonjs/scene";
  39851. import { Vector3 } from "babylonjs/Maths/math.vector";
  39852. /**
  39853. * This represents a FPS type of camera. This is only here for back compat purpose.
  39854. * Please use the UniversalCamera instead as both are identical.
  39855. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39856. */
  39857. export class GamepadCamera extends UniversalCamera {
  39858. /**
  39859. * Instantiates a new Gamepad Camera
  39860. * This represents a FPS type of camera. This is only here for back compat purpose.
  39861. * Please use the UniversalCamera instead as both are identical.
  39862. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39863. * @param name Define the name of the camera in the scene
  39864. * @param position Define the start position of the camera in the scene
  39865. * @param scene Define the scene the camera belongs to
  39866. */
  39867. constructor(name: string, position: Vector3, scene: Scene);
  39868. /**
  39869. * Gets the current object class name.
  39870. * @return the class name
  39871. */
  39872. getClassName(): string;
  39873. }
  39874. }
  39875. declare module "babylonjs/Shaders/pass.fragment" {
  39876. /** @hidden */
  39877. export var passPixelShader: {
  39878. name: string;
  39879. shader: string;
  39880. };
  39881. }
  39882. declare module "babylonjs/Shaders/passCube.fragment" {
  39883. /** @hidden */
  39884. export var passCubePixelShader: {
  39885. name: string;
  39886. shader: string;
  39887. };
  39888. }
  39889. declare module "babylonjs/PostProcesses/passPostProcess" {
  39890. import { Nullable } from "babylonjs/types";
  39891. import { Camera } from "babylonjs/Cameras/camera";
  39892. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39893. import { Engine } from "babylonjs/Engines/engine";
  39894. import "babylonjs/Shaders/pass.fragment";
  39895. import "babylonjs/Shaders/passCube.fragment";
  39896. /**
  39897. * PassPostProcess which produces an output the same as it's input
  39898. */
  39899. export class PassPostProcess extends PostProcess {
  39900. /**
  39901. * Creates the PassPostProcess
  39902. * @param name The name of the effect.
  39903. * @param options The required width/height ratio to downsize to before computing the render pass.
  39904. * @param camera The camera to apply the render pass to.
  39905. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39906. * @param engine The engine which the post process will be applied. (default: current engine)
  39907. * @param reusable If the post process can be reused on the same frame. (default: false)
  39908. * @param textureType The type of texture to be used when performing the post processing.
  39909. * @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)
  39910. */
  39911. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39912. }
  39913. /**
  39914. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39915. */
  39916. export class PassCubePostProcess extends PostProcess {
  39917. private _face;
  39918. /**
  39919. * Gets or sets the cube face to display.
  39920. * * 0 is +X
  39921. * * 1 is -X
  39922. * * 2 is +Y
  39923. * * 3 is -Y
  39924. * * 4 is +Z
  39925. * * 5 is -Z
  39926. */
  39927. face: number;
  39928. /**
  39929. * Creates the PassCubePostProcess
  39930. * @param name The name of the effect.
  39931. * @param options The required width/height ratio to downsize to before computing the render pass.
  39932. * @param camera The camera to apply the render pass to.
  39933. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39934. * @param engine The engine which the post process will be applied. (default: current engine)
  39935. * @param reusable If the post process can be reused on the same frame. (default: false)
  39936. * @param textureType The type of texture to be used when performing the post processing.
  39937. * @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)
  39938. */
  39939. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39940. }
  39941. }
  39942. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39943. /** @hidden */
  39944. export var anaglyphPixelShader: {
  39945. name: string;
  39946. shader: string;
  39947. };
  39948. }
  39949. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39950. import { Engine } from "babylonjs/Engines/engine";
  39951. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39952. import { Camera } from "babylonjs/Cameras/camera";
  39953. import "babylonjs/Shaders/anaglyph.fragment";
  39954. /**
  39955. * Postprocess used to generate anaglyphic rendering
  39956. */
  39957. export class AnaglyphPostProcess extends PostProcess {
  39958. private _passedProcess;
  39959. /**
  39960. * Creates a new AnaglyphPostProcess
  39961. * @param name defines postprocess name
  39962. * @param options defines creation options or target ratio scale
  39963. * @param rigCameras defines cameras using this postprocess
  39964. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39965. * @param engine defines hosting engine
  39966. * @param reusable defines if the postprocess will be reused multiple times per frame
  39967. */
  39968. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39969. }
  39970. }
  39971. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39972. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39973. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39974. import { Scene } from "babylonjs/scene";
  39975. import { Vector3 } from "babylonjs/Maths/math.vector";
  39976. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39977. /**
  39978. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39979. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39980. */
  39981. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39982. /**
  39983. * Creates a new AnaglyphArcRotateCamera
  39984. * @param name defines camera name
  39985. * @param alpha defines alpha angle (in radians)
  39986. * @param beta defines beta angle (in radians)
  39987. * @param radius defines radius
  39988. * @param target defines camera target
  39989. * @param interaxialDistance defines distance between each color axis
  39990. * @param scene defines the hosting scene
  39991. */
  39992. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39993. /**
  39994. * Gets camera class name
  39995. * @returns AnaglyphArcRotateCamera
  39996. */
  39997. getClassName(): string;
  39998. }
  39999. }
  40000. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40001. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40002. import { Scene } from "babylonjs/scene";
  40003. import { Vector3 } from "babylonjs/Maths/math.vector";
  40004. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40005. /**
  40006. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40007. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40008. */
  40009. export class AnaglyphFreeCamera extends FreeCamera {
  40010. /**
  40011. * Creates a new AnaglyphFreeCamera
  40012. * @param name defines camera name
  40013. * @param position defines initial position
  40014. * @param interaxialDistance defines distance between each color axis
  40015. * @param scene defines the hosting scene
  40016. */
  40017. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40018. /**
  40019. * Gets camera class name
  40020. * @returns AnaglyphFreeCamera
  40021. */
  40022. getClassName(): string;
  40023. }
  40024. }
  40025. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40026. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40027. import { Scene } from "babylonjs/scene";
  40028. import { Vector3 } from "babylonjs/Maths/math.vector";
  40029. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40030. /**
  40031. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40032. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40033. */
  40034. export class AnaglyphGamepadCamera extends GamepadCamera {
  40035. /**
  40036. * Creates a new AnaglyphGamepadCamera
  40037. * @param name defines camera name
  40038. * @param position defines initial position
  40039. * @param interaxialDistance defines distance between each color axis
  40040. * @param scene defines the hosting scene
  40041. */
  40042. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40043. /**
  40044. * Gets camera class name
  40045. * @returns AnaglyphGamepadCamera
  40046. */
  40047. getClassName(): string;
  40048. }
  40049. }
  40050. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40051. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40052. import { Scene } from "babylonjs/scene";
  40053. import { Vector3 } from "babylonjs/Maths/math.vector";
  40054. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40055. /**
  40056. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40057. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40058. */
  40059. export class AnaglyphUniversalCamera extends UniversalCamera {
  40060. /**
  40061. * Creates a new AnaglyphUniversalCamera
  40062. * @param name defines camera name
  40063. * @param position defines initial position
  40064. * @param interaxialDistance defines distance between each color axis
  40065. * @param scene defines the hosting scene
  40066. */
  40067. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40068. /**
  40069. * Gets camera class name
  40070. * @returns AnaglyphUniversalCamera
  40071. */
  40072. getClassName(): string;
  40073. }
  40074. }
  40075. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40076. /** @hidden */
  40077. export var stereoscopicInterlacePixelShader: {
  40078. name: string;
  40079. shader: string;
  40080. };
  40081. }
  40082. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40083. import { Camera } from "babylonjs/Cameras/camera";
  40084. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40085. import { Engine } from "babylonjs/Engines/engine";
  40086. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40087. /**
  40088. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40089. */
  40090. export class StereoscopicInterlacePostProcess extends PostProcess {
  40091. private _stepSize;
  40092. private _passedProcess;
  40093. /**
  40094. * Initializes a StereoscopicInterlacePostProcess
  40095. * @param name The name of the effect.
  40096. * @param rigCameras The rig cameras to be appled to the post process
  40097. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40098. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40099. * @param engine The engine which the post process will be applied. (default: current engine)
  40100. * @param reusable If the post process can be reused on the same frame. (default: false)
  40101. */
  40102. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40103. }
  40104. }
  40105. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40106. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40107. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40108. import { Scene } from "babylonjs/scene";
  40109. import { Vector3 } from "babylonjs/Maths/math.vector";
  40110. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40111. /**
  40112. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40113. * @see http://doc.babylonjs.com/features/cameras
  40114. */
  40115. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40116. /**
  40117. * Creates a new StereoscopicArcRotateCamera
  40118. * @param name defines camera name
  40119. * @param alpha defines alpha angle (in radians)
  40120. * @param beta defines beta angle (in radians)
  40121. * @param radius defines radius
  40122. * @param target defines camera target
  40123. * @param interaxialDistance defines distance between each color axis
  40124. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40125. * @param scene defines the hosting scene
  40126. */
  40127. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40128. /**
  40129. * Gets camera class name
  40130. * @returns StereoscopicArcRotateCamera
  40131. */
  40132. getClassName(): string;
  40133. }
  40134. }
  40135. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40136. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40137. import { Scene } from "babylonjs/scene";
  40138. import { Vector3 } from "babylonjs/Maths/math.vector";
  40139. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40140. /**
  40141. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40142. * @see http://doc.babylonjs.com/features/cameras
  40143. */
  40144. export class StereoscopicFreeCamera extends FreeCamera {
  40145. /**
  40146. * Creates a new StereoscopicFreeCamera
  40147. * @param name defines camera name
  40148. * @param position defines initial position
  40149. * @param interaxialDistance defines distance between each color axis
  40150. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40151. * @param scene defines the hosting scene
  40152. */
  40153. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40154. /**
  40155. * Gets camera class name
  40156. * @returns StereoscopicFreeCamera
  40157. */
  40158. getClassName(): string;
  40159. }
  40160. }
  40161. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40162. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40163. import { Scene } from "babylonjs/scene";
  40164. import { Vector3 } from "babylonjs/Maths/math.vector";
  40165. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40166. /**
  40167. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40168. * @see http://doc.babylonjs.com/features/cameras
  40169. */
  40170. export class StereoscopicGamepadCamera extends GamepadCamera {
  40171. /**
  40172. * Creates a new StereoscopicGamepadCamera
  40173. * @param name defines camera name
  40174. * @param position defines initial position
  40175. * @param interaxialDistance defines distance between each color axis
  40176. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40177. * @param scene defines the hosting scene
  40178. */
  40179. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40180. /**
  40181. * Gets camera class name
  40182. * @returns StereoscopicGamepadCamera
  40183. */
  40184. getClassName(): string;
  40185. }
  40186. }
  40187. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40188. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40189. import { Scene } from "babylonjs/scene";
  40190. import { Vector3 } from "babylonjs/Maths/math.vector";
  40191. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40192. /**
  40193. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40194. * @see http://doc.babylonjs.com/features/cameras
  40195. */
  40196. export class StereoscopicUniversalCamera extends UniversalCamera {
  40197. /**
  40198. * Creates a new StereoscopicUniversalCamera
  40199. * @param name defines camera name
  40200. * @param position defines initial position
  40201. * @param interaxialDistance defines distance between each color axis
  40202. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40203. * @param scene defines the hosting scene
  40204. */
  40205. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40206. /**
  40207. * Gets camera class name
  40208. * @returns StereoscopicUniversalCamera
  40209. */
  40210. getClassName(): string;
  40211. }
  40212. }
  40213. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40214. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40215. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40216. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40217. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40218. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40219. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40220. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40221. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40222. }
  40223. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40224. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40225. import { Scene } from "babylonjs/scene";
  40226. import { Vector3 } from "babylonjs/Maths/math.vector";
  40227. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40228. /**
  40229. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40230. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40231. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40232. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40233. */
  40234. export class VirtualJoysticksCamera extends FreeCamera {
  40235. /**
  40236. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40237. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40238. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40239. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40240. * @param name Define the name of the camera in the scene
  40241. * @param position Define the start position of the camera in the scene
  40242. * @param scene Define the scene the camera belongs to
  40243. */
  40244. constructor(name: string, position: Vector3, scene: Scene);
  40245. /**
  40246. * Gets the current object class name.
  40247. * @return the class name
  40248. */
  40249. getClassName(): string;
  40250. }
  40251. }
  40252. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40253. import { Matrix } from "babylonjs/Maths/math.vector";
  40254. /**
  40255. * This represents all the required metrics to create a VR camera.
  40256. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40257. */
  40258. export class VRCameraMetrics {
  40259. /**
  40260. * Define the horizontal resolution off the screen.
  40261. */
  40262. hResolution: number;
  40263. /**
  40264. * Define the vertical resolution off the screen.
  40265. */
  40266. vResolution: number;
  40267. /**
  40268. * Define the horizontal screen size.
  40269. */
  40270. hScreenSize: number;
  40271. /**
  40272. * Define the vertical screen size.
  40273. */
  40274. vScreenSize: number;
  40275. /**
  40276. * Define the vertical screen center position.
  40277. */
  40278. vScreenCenter: number;
  40279. /**
  40280. * Define the distance of the eyes to the screen.
  40281. */
  40282. eyeToScreenDistance: number;
  40283. /**
  40284. * Define the distance between both lenses
  40285. */
  40286. lensSeparationDistance: number;
  40287. /**
  40288. * Define the distance between both viewer's eyes.
  40289. */
  40290. interpupillaryDistance: number;
  40291. /**
  40292. * Define the distortion factor of the VR postprocess.
  40293. * Please, touch with care.
  40294. */
  40295. distortionK: number[];
  40296. /**
  40297. * Define the chromatic aberration correction factors for the VR post process.
  40298. */
  40299. chromaAbCorrection: number[];
  40300. /**
  40301. * Define the scale factor of the post process.
  40302. * The smaller the better but the slower.
  40303. */
  40304. postProcessScaleFactor: number;
  40305. /**
  40306. * Define an offset for the lens center.
  40307. */
  40308. lensCenterOffset: number;
  40309. /**
  40310. * Define if the current vr camera should compensate the distortion of the lense or not.
  40311. */
  40312. compensateDistortion: boolean;
  40313. /**
  40314. * Defines if multiview should be enabled when rendering (Default: false)
  40315. */
  40316. multiviewEnabled: boolean;
  40317. /**
  40318. * Gets the rendering aspect ratio based on the provided resolutions.
  40319. */
  40320. readonly aspectRatio: number;
  40321. /**
  40322. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40323. */
  40324. readonly aspectRatioFov: number;
  40325. /**
  40326. * @hidden
  40327. */
  40328. readonly leftHMatrix: Matrix;
  40329. /**
  40330. * @hidden
  40331. */
  40332. readonly rightHMatrix: Matrix;
  40333. /**
  40334. * @hidden
  40335. */
  40336. readonly leftPreViewMatrix: Matrix;
  40337. /**
  40338. * @hidden
  40339. */
  40340. readonly rightPreViewMatrix: Matrix;
  40341. /**
  40342. * Get the default VRMetrics based on the most generic setup.
  40343. * @returns the default vr metrics
  40344. */
  40345. static GetDefault(): VRCameraMetrics;
  40346. }
  40347. }
  40348. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40349. /** @hidden */
  40350. export var vrDistortionCorrectionPixelShader: {
  40351. name: string;
  40352. shader: string;
  40353. };
  40354. }
  40355. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40356. import { Camera } from "babylonjs/Cameras/camera";
  40357. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40358. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40359. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40360. /**
  40361. * VRDistortionCorrectionPostProcess used for mobile VR
  40362. */
  40363. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40364. private _isRightEye;
  40365. private _distortionFactors;
  40366. private _postProcessScaleFactor;
  40367. private _lensCenterOffset;
  40368. private _scaleIn;
  40369. private _scaleFactor;
  40370. private _lensCenter;
  40371. /**
  40372. * Initializes the VRDistortionCorrectionPostProcess
  40373. * @param name The name of the effect.
  40374. * @param camera The camera to apply the render pass to.
  40375. * @param isRightEye If this is for the right eye distortion
  40376. * @param vrMetrics All the required metrics for the VR camera
  40377. */
  40378. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40379. }
  40380. }
  40381. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40382. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40383. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40384. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40385. import { Scene } from "babylonjs/scene";
  40386. import { Vector3 } from "babylonjs/Maths/math.vector";
  40387. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40388. import "babylonjs/Cameras/RigModes/vrRigMode";
  40389. /**
  40390. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40391. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40392. */
  40393. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40394. /**
  40395. * Creates a new VRDeviceOrientationArcRotateCamera
  40396. * @param name defines camera name
  40397. * @param alpha defines the camera rotation along the logitudinal axis
  40398. * @param beta defines the camera rotation along the latitudinal axis
  40399. * @param radius defines the camera distance from its target
  40400. * @param target defines the camera target
  40401. * @param scene defines the scene the camera belongs to
  40402. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40403. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40404. */
  40405. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40406. /**
  40407. * Gets camera class name
  40408. * @returns VRDeviceOrientationArcRotateCamera
  40409. */
  40410. getClassName(): string;
  40411. }
  40412. }
  40413. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40414. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40415. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40416. import { Scene } from "babylonjs/scene";
  40417. import { Vector3 } from "babylonjs/Maths/math.vector";
  40418. import "babylonjs/Cameras/RigModes/vrRigMode";
  40419. /**
  40420. * Camera used to simulate VR rendering (based on FreeCamera)
  40421. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40422. */
  40423. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40424. /**
  40425. * Creates a new VRDeviceOrientationFreeCamera
  40426. * @param name defines camera name
  40427. * @param position defines the start position of the camera
  40428. * @param scene defines the scene the camera belongs to
  40429. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40430. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40431. */
  40432. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40433. /**
  40434. * Gets camera class name
  40435. * @returns VRDeviceOrientationFreeCamera
  40436. */
  40437. getClassName(): string;
  40438. }
  40439. }
  40440. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40441. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40442. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40443. import { Scene } from "babylonjs/scene";
  40444. import { Vector3 } from "babylonjs/Maths/math.vector";
  40445. import "babylonjs/Gamepads/gamepadSceneComponent";
  40446. /**
  40447. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40448. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40449. */
  40450. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40451. /**
  40452. * Creates a new VRDeviceOrientationGamepadCamera
  40453. * @param name defines camera name
  40454. * @param position defines the start position of the camera
  40455. * @param scene defines the scene the camera belongs to
  40456. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40457. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40458. */
  40459. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40460. /**
  40461. * Gets camera class name
  40462. * @returns VRDeviceOrientationGamepadCamera
  40463. */
  40464. getClassName(): string;
  40465. }
  40466. }
  40467. declare module "babylonjs/Materials/pushMaterial" {
  40468. import { Nullable } from "babylonjs/types";
  40469. import { Scene } from "babylonjs/scene";
  40470. import { Matrix } from "babylonjs/Maths/math.vector";
  40471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40472. import { Mesh } from "babylonjs/Meshes/mesh";
  40473. import { Material } from "babylonjs/Materials/material";
  40474. import { Effect } from "babylonjs/Materials/effect";
  40475. /**
  40476. * Base class of materials working in push mode in babylon JS
  40477. * @hidden
  40478. */
  40479. export class PushMaterial extends Material {
  40480. protected _activeEffect: Effect;
  40481. protected _normalMatrix: Matrix;
  40482. /**
  40483. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40484. * This means that the material can keep using a previous shader while a new one is being compiled.
  40485. * This is mostly used when shader parallel compilation is supported (true by default)
  40486. */
  40487. allowShaderHotSwapping: boolean;
  40488. constructor(name: string, scene: Scene);
  40489. getEffect(): Effect;
  40490. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40491. /**
  40492. * Binds the given world matrix to the active effect
  40493. *
  40494. * @param world the matrix to bind
  40495. */
  40496. bindOnlyWorldMatrix(world: Matrix): void;
  40497. /**
  40498. * Binds the given normal matrix to the active effect
  40499. *
  40500. * @param normalMatrix the matrix to bind
  40501. */
  40502. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40503. bind(world: Matrix, mesh?: Mesh): void;
  40504. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40505. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40506. }
  40507. }
  40508. declare module "babylonjs/Materials/materialFlags" {
  40509. /**
  40510. * This groups all the flags used to control the materials channel.
  40511. */
  40512. export class MaterialFlags {
  40513. private static _DiffuseTextureEnabled;
  40514. /**
  40515. * Are diffuse textures enabled in the application.
  40516. */
  40517. static DiffuseTextureEnabled: boolean;
  40518. private static _AmbientTextureEnabled;
  40519. /**
  40520. * Are ambient textures enabled in the application.
  40521. */
  40522. static AmbientTextureEnabled: boolean;
  40523. private static _OpacityTextureEnabled;
  40524. /**
  40525. * Are opacity textures enabled in the application.
  40526. */
  40527. static OpacityTextureEnabled: boolean;
  40528. private static _ReflectionTextureEnabled;
  40529. /**
  40530. * Are reflection textures enabled in the application.
  40531. */
  40532. static ReflectionTextureEnabled: boolean;
  40533. private static _EmissiveTextureEnabled;
  40534. /**
  40535. * Are emissive textures enabled in the application.
  40536. */
  40537. static EmissiveTextureEnabled: boolean;
  40538. private static _SpecularTextureEnabled;
  40539. /**
  40540. * Are specular textures enabled in the application.
  40541. */
  40542. static SpecularTextureEnabled: boolean;
  40543. private static _BumpTextureEnabled;
  40544. /**
  40545. * Are bump textures enabled in the application.
  40546. */
  40547. static BumpTextureEnabled: boolean;
  40548. private static _LightmapTextureEnabled;
  40549. /**
  40550. * Are lightmap textures enabled in the application.
  40551. */
  40552. static LightmapTextureEnabled: boolean;
  40553. private static _RefractionTextureEnabled;
  40554. /**
  40555. * Are refraction textures enabled in the application.
  40556. */
  40557. static RefractionTextureEnabled: boolean;
  40558. private static _ColorGradingTextureEnabled;
  40559. /**
  40560. * Are color grading textures enabled in the application.
  40561. */
  40562. static ColorGradingTextureEnabled: boolean;
  40563. private static _FresnelEnabled;
  40564. /**
  40565. * Are fresnels enabled in the application.
  40566. */
  40567. static FresnelEnabled: boolean;
  40568. private static _ClearCoatTextureEnabled;
  40569. /**
  40570. * Are clear coat textures enabled in the application.
  40571. */
  40572. static ClearCoatTextureEnabled: boolean;
  40573. private static _ClearCoatBumpTextureEnabled;
  40574. /**
  40575. * Are clear coat bump textures enabled in the application.
  40576. */
  40577. static ClearCoatBumpTextureEnabled: boolean;
  40578. private static _ClearCoatTintTextureEnabled;
  40579. /**
  40580. * Are clear coat tint textures enabled in the application.
  40581. */
  40582. static ClearCoatTintTextureEnabled: boolean;
  40583. private static _SheenTextureEnabled;
  40584. /**
  40585. * Are sheen textures enabled in the application.
  40586. */
  40587. static SheenTextureEnabled: boolean;
  40588. private static _AnisotropicTextureEnabled;
  40589. /**
  40590. * Are anisotropic textures enabled in the application.
  40591. */
  40592. static AnisotropicTextureEnabled: boolean;
  40593. private static _ThicknessTextureEnabled;
  40594. /**
  40595. * Are thickness textures enabled in the application.
  40596. */
  40597. static ThicknessTextureEnabled: boolean;
  40598. }
  40599. }
  40600. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40601. /** @hidden */
  40602. export var defaultFragmentDeclaration: {
  40603. name: string;
  40604. shader: string;
  40605. };
  40606. }
  40607. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40608. /** @hidden */
  40609. export var defaultUboDeclaration: {
  40610. name: string;
  40611. shader: string;
  40612. };
  40613. }
  40614. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40615. /** @hidden */
  40616. export var lightFragmentDeclaration: {
  40617. name: string;
  40618. shader: string;
  40619. };
  40620. }
  40621. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40622. /** @hidden */
  40623. export var lightUboDeclaration: {
  40624. name: string;
  40625. shader: string;
  40626. };
  40627. }
  40628. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40629. /** @hidden */
  40630. export var lightsFragmentFunctions: {
  40631. name: string;
  40632. shader: string;
  40633. };
  40634. }
  40635. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40636. /** @hidden */
  40637. export var shadowsFragmentFunctions: {
  40638. name: string;
  40639. shader: string;
  40640. };
  40641. }
  40642. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40643. /** @hidden */
  40644. export var fresnelFunction: {
  40645. name: string;
  40646. shader: string;
  40647. };
  40648. }
  40649. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40650. /** @hidden */
  40651. export var reflectionFunction: {
  40652. name: string;
  40653. shader: string;
  40654. };
  40655. }
  40656. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40657. /** @hidden */
  40658. export var bumpFragmentFunctions: {
  40659. name: string;
  40660. shader: string;
  40661. };
  40662. }
  40663. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40664. /** @hidden */
  40665. export var logDepthDeclaration: {
  40666. name: string;
  40667. shader: string;
  40668. };
  40669. }
  40670. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40671. /** @hidden */
  40672. export var bumpFragment: {
  40673. name: string;
  40674. shader: string;
  40675. };
  40676. }
  40677. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40678. /** @hidden */
  40679. export var depthPrePass: {
  40680. name: string;
  40681. shader: string;
  40682. };
  40683. }
  40684. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40685. /** @hidden */
  40686. export var lightFragment: {
  40687. name: string;
  40688. shader: string;
  40689. };
  40690. }
  40691. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40692. /** @hidden */
  40693. export var logDepthFragment: {
  40694. name: string;
  40695. shader: string;
  40696. };
  40697. }
  40698. declare module "babylonjs/Shaders/default.fragment" {
  40699. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40700. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40701. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40702. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40703. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40704. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40705. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40706. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40707. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40708. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40709. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40710. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40711. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40712. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40713. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40714. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40715. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40716. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40717. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40718. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40719. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40720. /** @hidden */
  40721. export var defaultPixelShader: {
  40722. name: string;
  40723. shader: string;
  40724. };
  40725. }
  40726. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40727. /** @hidden */
  40728. export var defaultVertexDeclaration: {
  40729. name: string;
  40730. shader: string;
  40731. };
  40732. }
  40733. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40734. /** @hidden */
  40735. export var bumpVertexDeclaration: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40741. /** @hidden */
  40742. export var bumpVertex: {
  40743. name: string;
  40744. shader: string;
  40745. };
  40746. }
  40747. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40748. /** @hidden */
  40749. export var fogVertex: {
  40750. name: string;
  40751. shader: string;
  40752. };
  40753. }
  40754. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40755. /** @hidden */
  40756. export var shadowsVertex: {
  40757. name: string;
  40758. shader: string;
  40759. };
  40760. }
  40761. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40762. /** @hidden */
  40763. export var pointCloudVertex: {
  40764. name: string;
  40765. shader: string;
  40766. };
  40767. }
  40768. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40769. /** @hidden */
  40770. export var logDepthVertex: {
  40771. name: string;
  40772. shader: string;
  40773. };
  40774. }
  40775. declare module "babylonjs/Shaders/default.vertex" {
  40776. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40777. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40778. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40779. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40780. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40781. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40782. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40783. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40784. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40785. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40786. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40787. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40788. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40789. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40790. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40791. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40792. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40793. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40794. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40795. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40796. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40797. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40798. /** @hidden */
  40799. export var defaultVertexShader: {
  40800. name: string;
  40801. shader: string;
  40802. };
  40803. }
  40804. declare module "babylonjs/Materials/standardMaterial" {
  40805. import { SmartArray } from "babylonjs/Misc/smartArray";
  40806. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40807. import { Nullable } from "babylonjs/types";
  40808. import { Scene } from "babylonjs/scene";
  40809. import { Matrix } from "babylonjs/Maths/math.vector";
  40810. import { Color3 } from "babylonjs/Maths/math.color";
  40811. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40812. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40813. import { Mesh } from "babylonjs/Meshes/mesh";
  40814. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40815. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40816. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40817. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40818. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40819. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40820. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40821. import "babylonjs/Shaders/default.fragment";
  40822. import "babylonjs/Shaders/default.vertex";
  40823. /** @hidden */
  40824. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40825. MAINUV1: boolean;
  40826. MAINUV2: boolean;
  40827. DIFFUSE: boolean;
  40828. DIFFUSEDIRECTUV: number;
  40829. AMBIENT: boolean;
  40830. AMBIENTDIRECTUV: number;
  40831. OPACITY: boolean;
  40832. OPACITYDIRECTUV: number;
  40833. OPACITYRGB: boolean;
  40834. REFLECTION: boolean;
  40835. EMISSIVE: boolean;
  40836. EMISSIVEDIRECTUV: number;
  40837. SPECULAR: boolean;
  40838. SPECULARDIRECTUV: number;
  40839. BUMP: boolean;
  40840. BUMPDIRECTUV: number;
  40841. PARALLAX: boolean;
  40842. PARALLAXOCCLUSION: boolean;
  40843. SPECULAROVERALPHA: boolean;
  40844. CLIPPLANE: boolean;
  40845. CLIPPLANE2: boolean;
  40846. CLIPPLANE3: boolean;
  40847. CLIPPLANE4: boolean;
  40848. ALPHATEST: boolean;
  40849. DEPTHPREPASS: boolean;
  40850. ALPHAFROMDIFFUSE: boolean;
  40851. POINTSIZE: boolean;
  40852. FOG: boolean;
  40853. SPECULARTERM: boolean;
  40854. DIFFUSEFRESNEL: boolean;
  40855. OPACITYFRESNEL: boolean;
  40856. REFLECTIONFRESNEL: boolean;
  40857. REFRACTIONFRESNEL: boolean;
  40858. EMISSIVEFRESNEL: boolean;
  40859. FRESNEL: boolean;
  40860. NORMAL: boolean;
  40861. UV1: boolean;
  40862. UV2: boolean;
  40863. VERTEXCOLOR: boolean;
  40864. VERTEXALPHA: boolean;
  40865. NUM_BONE_INFLUENCERS: number;
  40866. BonesPerMesh: number;
  40867. BONETEXTURE: boolean;
  40868. INSTANCES: boolean;
  40869. GLOSSINESS: boolean;
  40870. ROUGHNESS: boolean;
  40871. EMISSIVEASILLUMINATION: boolean;
  40872. LINKEMISSIVEWITHDIFFUSE: boolean;
  40873. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40874. LIGHTMAP: boolean;
  40875. LIGHTMAPDIRECTUV: number;
  40876. OBJECTSPACE_NORMALMAP: boolean;
  40877. USELIGHTMAPASSHADOWMAP: boolean;
  40878. REFLECTIONMAP_3D: boolean;
  40879. REFLECTIONMAP_SPHERICAL: boolean;
  40880. REFLECTIONMAP_PLANAR: boolean;
  40881. REFLECTIONMAP_CUBIC: boolean;
  40882. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40883. REFLECTIONMAP_PROJECTION: boolean;
  40884. REFLECTIONMAP_SKYBOX: boolean;
  40885. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40886. REFLECTIONMAP_EXPLICIT: boolean;
  40887. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40888. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40889. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40890. INVERTCUBICMAP: boolean;
  40891. LOGARITHMICDEPTH: boolean;
  40892. REFRACTION: boolean;
  40893. REFRACTIONMAP_3D: boolean;
  40894. REFLECTIONOVERALPHA: boolean;
  40895. TWOSIDEDLIGHTING: boolean;
  40896. SHADOWFLOAT: boolean;
  40897. MORPHTARGETS: boolean;
  40898. MORPHTARGETS_NORMAL: boolean;
  40899. MORPHTARGETS_TANGENT: boolean;
  40900. MORPHTARGETS_UV: boolean;
  40901. NUM_MORPH_INFLUENCERS: number;
  40902. NONUNIFORMSCALING: boolean;
  40903. PREMULTIPLYALPHA: boolean;
  40904. IMAGEPROCESSING: boolean;
  40905. VIGNETTE: boolean;
  40906. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40907. VIGNETTEBLENDMODEOPAQUE: boolean;
  40908. TONEMAPPING: boolean;
  40909. TONEMAPPING_ACES: boolean;
  40910. CONTRAST: boolean;
  40911. COLORCURVES: boolean;
  40912. COLORGRADING: boolean;
  40913. COLORGRADING3D: boolean;
  40914. SAMPLER3DGREENDEPTH: boolean;
  40915. SAMPLER3DBGRMAP: boolean;
  40916. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40917. MULTIVIEW: boolean;
  40918. /**
  40919. * If the reflection texture on this material is in linear color space
  40920. * @hidden
  40921. */
  40922. IS_REFLECTION_LINEAR: boolean;
  40923. /**
  40924. * If the refraction texture on this material is in linear color space
  40925. * @hidden
  40926. */
  40927. IS_REFRACTION_LINEAR: boolean;
  40928. EXPOSURE: boolean;
  40929. constructor();
  40930. setReflectionMode(modeToEnable: string): void;
  40931. }
  40932. /**
  40933. * This is the default material used in Babylon. It is the best trade off between quality
  40934. * and performances.
  40935. * @see http://doc.babylonjs.com/babylon101/materials
  40936. */
  40937. export class StandardMaterial extends PushMaterial {
  40938. private _diffuseTexture;
  40939. /**
  40940. * The basic texture of the material as viewed under a light.
  40941. */
  40942. diffuseTexture: Nullable<BaseTexture>;
  40943. private _ambientTexture;
  40944. /**
  40945. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40946. */
  40947. ambientTexture: Nullable<BaseTexture>;
  40948. private _opacityTexture;
  40949. /**
  40950. * Define the transparency of the material from a texture.
  40951. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40952. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40953. */
  40954. opacityTexture: Nullable<BaseTexture>;
  40955. private _reflectionTexture;
  40956. /**
  40957. * Define the texture used to display the reflection.
  40958. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40959. */
  40960. reflectionTexture: Nullable<BaseTexture>;
  40961. private _emissiveTexture;
  40962. /**
  40963. * Define texture of the material as if self lit.
  40964. * This will be mixed in the final result even in the absence of light.
  40965. */
  40966. emissiveTexture: Nullable<BaseTexture>;
  40967. private _specularTexture;
  40968. /**
  40969. * Define how the color and intensity of the highlight given by the light in the material.
  40970. */
  40971. specularTexture: Nullable<BaseTexture>;
  40972. private _bumpTexture;
  40973. /**
  40974. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40975. * 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.
  40976. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40977. */
  40978. bumpTexture: Nullable<BaseTexture>;
  40979. private _lightmapTexture;
  40980. /**
  40981. * Complex lighting can be computationally expensive to compute at runtime.
  40982. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40983. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40984. */
  40985. lightmapTexture: Nullable<BaseTexture>;
  40986. private _refractionTexture;
  40987. /**
  40988. * Define the texture used to display the refraction.
  40989. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40990. */
  40991. refractionTexture: Nullable<BaseTexture>;
  40992. /**
  40993. * The color of the material lit by the environmental background lighting.
  40994. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40995. */
  40996. ambientColor: Color3;
  40997. /**
  40998. * The basic color of the material as viewed under a light.
  40999. */
  41000. diffuseColor: Color3;
  41001. /**
  41002. * Define how the color and intensity of the highlight given by the light in the material.
  41003. */
  41004. specularColor: Color3;
  41005. /**
  41006. * Define the color of the material as if self lit.
  41007. * This will be mixed in the final result even in the absence of light.
  41008. */
  41009. emissiveColor: Color3;
  41010. /**
  41011. * Defines how sharp are the highlights in the material.
  41012. * The bigger the value the sharper giving a more glossy feeling to the result.
  41013. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41014. */
  41015. specularPower: number;
  41016. private _useAlphaFromDiffuseTexture;
  41017. /**
  41018. * Does the transparency come from the diffuse texture alpha channel.
  41019. */
  41020. useAlphaFromDiffuseTexture: boolean;
  41021. private _useEmissiveAsIllumination;
  41022. /**
  41023. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41024. */
  41025. useEmissiveAsIllumination: boolean;
  41026. private _linkEmissiveWithDiffuse;
  41027. /**
  41028. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41029. * the emissive level when the final color is close to one.
  41030. */
  41031. linkEmissiveWithDiffuse: boolean;
  41032. private _useSpecularOverAlpha;
  41033. /**
  41034. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41035. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41036. */
  41037. useSpecularOverAlpha: boolean;
  41038. private _useReflectionOverAlpha;
  41039. /**
  41040. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41041. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41042. */
  41043. useReflectionOverAlpha: boolean;
  41044. private _disableLighting;
  41045. /**
  41046. * Does lights from the scene impacts this material.
  41047. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41048. */
  41049. disableLighting: boolean;
  41050. private _useObjectSpaceNormalMap;
  41051. /**
  41052. * Allows using an object space normal map (instead of tangent space).
  41053. */
  41054. useObjectSpaceNormalMap: boolean;
  41055. private _useParallax;
  41056. /**
  41057. * Is parallax enabled or not.
  41058. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41059. */
  41060. useParallax: boolean;
  41061. private _useParallaxOcclusion;
  41062. /**
  41063. * Is parallax occlusion enabled or not.
  41064. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41065. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41066. */
  41067. useParallaxOcclusion: boolean;
  41068. /**
  41069. * 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.
  41070. */
  41071. parallaxScaleBias: number;
  41072. private _roughness;
  41073. /**
  41074. * Helps to define how blurry the reflections should appears in the material.
  41075. */
  41076. roughness: number;
  41077. /**
  41078. * In case of refraction, define the value of the index of refraction.
  41079. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41080. */
  41081. indexOfRefraction: number;
  41082. /**
  41083. * Invert the refraction texture alongside the y axis.
  41084. * It can be useful with procedural textures or probe for instance.
  41085. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41086. */
  41087. invertRefractionY: boolean;
  41088. /**
  41089. * Defines the alpha limits in alpha test mode.
  41090. */
  41091. alphaCutOff: number;
  41092. private _useLightmapAsShadowmap;
  41093. /**
  41094. * In case of light mapping, define whether the map contains light or shadow informations.
  41095. */
  41096. useLightmapAsShadowmap: boolean;
  41097. private _diffuseFresnelParameters;
  41098. /**
  41099. * Define the diffuse fresnel parameters of the material.
  41100. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41101. */
  41102. diffuseFresnelParameters: FresnelParameters;
  41103. private _opacityFresnelParameters;
  41104. /**
  41105. * Define the opacity fresnel parameters of the material.
  41106. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41107. */
  41108. opacityFresnelParameters: FresnelParameters;
  41109. private _reflectionFresnelParameters;
  41110. /**
  41111. * Define the reflection fresnel parameters of the material.
  41112. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41113. */
  41114. reflectionFresnelParameters: FresnelParameters;
  41115. private _refractionFresnelParameters;
  41116. /**
  41117. * Define the refraction fresnel parameters of the material.
  41118. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41119. */
  41120. refractionFresnelParameters: FresnelParameters;
  41121. private _emissiveFresnelParameters;
  41122. /**
  41123. * Define the emissive fresnel parameters of the material.
  41124. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41125. */
  41126. emissiveFresnelParameters: FresnelParameters;
  41127. private _useReflectionFresnelFromSpecular;
  41128. /**
  41129. * If true automatically deducts the fresnels values from the material specularity.
  41130. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41131. */
  41132. useReflectionFresnelFromSpecular: boolean;
  41133. private _useGlossinessFromSpecularMapAlpha;
  41134. /**
  41135. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41136. */
  41137. useGlossinessFromSpecularMapAlpha: boolean;
  41138. private _maxSimultaneousLights;
  41139. /**
  41140. * Defines the maximum number of lights that can be used in the material
  41141. */
  41142. maxSimultaneousLights: number;
  41143. private _invertNormalMapX;
  41144. /**
  41145. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41146. */
  41147. invertNormalMapX: boolean;
  41148. private _invertNormalMapY;
  41149. /**
  41150. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41151. */
  41152. invertNormalMapY: boolean;
  41153. private _twoSidedLighting;
  41154. /**
  41155. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41156. */
  41157. twoSidedLighting: boolean;
  41158. /**
  41159. * Default configuration related to image processing available in the standard Material.
  41160. */
  41161. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41162. /**
  41163. * Gets the image processing configuration used either in this material.
  41164. */
  41165. /**
  41166. * Sets the Default image processing configuration used either in the this material.
  41167. *
  41168. * If sets to null, the scene one is in use.
  41169. */
  41170. imageProcessingConfiguration: ImageProcessingConfiguration;
  41171. /**
  41172. * Keep track of the image processing observer to allow dispose and replace.
  41173. */
  41174. private _imageProcessingObserver;
  41175. /**
  41176. * Attaches a new image processing configuration to the Standard Material.
  41177. * @param configuration
  41178. */
  41179. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41180. /**
  41181. * Gets wether the color curves effect is enabled.
  41182. */
  41183. /**
  41184. * Sets wether the color curves effect is enabled.
  41185. */
  41186. cameraColorCurvesEnabled: boolean;
  41187. /**
  41188. * Gets wether the color grading effect is enabled.
  41189. */
  41190. /**
  41191. * Gets wether the color grading effect is enabled.
  41192. */
  41193. cameraColorGradingEnabled: boolean;
  41194. /**
  41195. * Gets wether tonemapping is enabled or not.
  41196. */
  41197. /**
  41198. * Sets wether tonemapping is enabled or not
  41199. */
  41200. cameraToneMappingEnabled: boolean;
  41201. /**
  41202. * The camera exposure used on this material.
  41203. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41204. * This corresponds to a photographic exposure.
  41205. */
  41206. /**
  41207. * The camera exposure used on this material.
  41208. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41209. * This corresponds to a photographic exposure.
  41210. */
  41211. cameraExposure: number;
  41212. /**
  41213. * Gets The camera contrast used on this material.
  41214. */
  41215. /**
  41216. * Sets The camera contrast used on this material.
  41217. */
  41218. cameraContrast: number;
  41219. /**
  41220. * Gets the Color Grading 2D Lookup Texture.
  41221. */
  41222. /**
  41223. * Sets the Color Grading 2D Lookup Texture.
  41224. */
  41225. cameraColorGradingTexture: Nullable<BaseTexture>;
  41226. /**
  41227. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41228. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41229. * 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;
  41230. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41231. */
  41232. /**
  41233. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41234. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41235. * 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;
  41236. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41237. */
  41238. cameraColorCurves: Nullable<ColorCurves>;
  41239. /**
  41240. * Custom callback helping to override the default shader used in the material.
  41241. */
  41242. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41243. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41244. protected _worldViewProjectionMatrix: Matrix;
  41245. protected _globalAmbientColor: Color3;
  41246. protected _useLogarithmicDepth: boolean;
  41247. /**
  41248. * Instantiates a new standard material.
  41249. * This is the default material used in Babylon. It is the best trade off between quality
  41250. * and performances.
  41251. * @see http://doc.babylonjs.com/babylon101/materials
  41252. * @param name Define the name of the material in the scene
  41253. * @param scene Define the scene the material belong to
  41254. */
  41255. constructor(name: string, scene: Scene);
  41256. /**
  41257. * Gets a boolean indicating that current material needs to register RTT
  41258. */
  41259. readonly hasRenderTargetTextures: boolean;
  41260. /**
  41261. * Gets the current class name of the material e.g. "StandardMaterial"
  41262. * Mainly use in serialization.
  41263. * @returns the class name
  41264. */
  41265. getClassName(): string;
  41266. /**
  41267. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41268. * You can try switching to logarithmic depth.
  41269. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41270. */
  41271. useLogarithmicDepth: boolean;
  41272. /**
  41273. * Specifies if the material will require alpha blending
  41274. * @returns a boolean specifying if alpha blending is needed
  41275. */
  41276. needAlphaBlending(): boolean;
  41277. /**
  41278. * Specifies if this material should be rendered in alpha test mode
  41279. * @returns a boolean specifying if an alpha test is needed.
  41280. */
  41281. needAlphaTesting(): boolean;
  41282. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41283. /**
  41284. * Get the texture used for alpha test purpose.
  41285. * @returns the diffuse texture in case of the standard material.
  41286. */
  41287. getAlphaTestTexture(): Nullable<BaseTexture>;
  41288. /**
  41289. * Get if the submesh is ready to be used and all its information available.
  41290. * Child classes can use it to update shaders
  41291. * @param mesh defines the mesh to check
  41292. * @param subMesh defines which submesh to check
  41293. * @param useInstances specifies that instances should be used
  41294. * @returns a boolean indicating that the submesh is ready or not
  41295. */
  41296. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41297. /**
  41298. * Builds the material UBO layouts.
  41299. * Used internally during the effect preparation.
  41300. */
  41301. buildUniformLayout(): void;
  41302. /**
  41303. * Unbinds the material from the mesh
  41304. */
  41305. unbind(): void;
  41306. /**
  41307. * Binds the submesh to this material by preparing the effect and shader to draw
  41308. * @param world defines the world transformation matrix
  41309. * @param mesh defines the mesh containing the submesh
  41310. * @param subMesh defines the submesh to bind the material to
  41311. */
  41312. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41313. /**
  41314. * Get the list of animatables in the material.
  41315. * @returns the list of animatables object used in the material
  41316. */
  41317. getAnimatables(): IAnimatable[];
  41318. /**
  41319. * Gets the active textures from the material
  41320. * @returns an array of textures
  41321. */
  41322. getActiveTextures(): BaseTexture[];
  41323. /**
  41324. * Specifies if the material uses a texture
  41325. * @param texture defines the texture to check against the material
  41326. * @returns a boolean specifying if the material uses the texture
  41327. */
  41328. hasTexture(texture: BaseTexture): boolean;
  41329. /**
  41330. * Disposes the material
  41331. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41332. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41333. */
  41334. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41335. /**
  41336. * Makes a duplicate of the material, and gives it a new name
  41337. * @param name defines the new name for the duplicated material
  41338. * @returns the cloned material
  41339. */
  41340. clone(name: string): StandardMaterial;
  41341. /**
  41342. * Serializes this material in a JSON representation
  41343. * @returns the serialized material object
  41344. */
  41345. serialize(): any;
  41346. /**
  41347. * Creates a standard material from parsed material data
  41348. * @param source defines the JSON representation of the material
  41349. * @param scene defines the hosting scene
  41350. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41351. * @returns a new standard material
  41352. */
  41353. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41354. /**
  41355. * Are diffuse textures enabled in the application.
  41356. */
  41357. static DiffuseTextureEnabled: boolean;
  41358. /**
  41359. * Are ambient textures enabled in the application.
  41360. */
  41361. static AmbientTextureEnabled: boolean;
  41362. /**
  41363. * Are opacity textures enabled in the application.
  41364. */
  41365. static OpacityTextureEnabled: boolean;
  41366. /**
  41367. * Are reflection textures enabled in the application.
  41368. */
  41369. static ReflectionTextureEnabled: boolean;
  41370. /**
  41371. * Are emissive textures enabled in the application.
  41372. */
  41373. static EmissiveTextureEnabled: boolean;
  41374. /**
  41375. * Are specular textures enabled in the application.
  41376. */
  41377. static SpecularTextureEnabled: boolean;
  41378. /**
  41379. * Are bump textures enabled in the application.
  41380. */
  41381. static BumpTextureEnabled: boolean;
  41382. /**
  41383. * Are lightmap textures enabled in the application.
  41384. */
  41385. static LightmapTextureEnabled: boolean;
  41386. /**
  41387. * Are refraction textures enabled in the application.
  41388. */
  41389. static RefractionTextureEnabled: boolean;
  41390. /**
  41391. * Are color grading textures enabled in the application.
  41392. */
  41393. static ColorGradingTextureEnabled: boolean;
  41394. /**
  41395. * Are fresnels enabled in the application.
  41396. */
  41397. static FresnelEnabled: boolean;
  41398. }
  41399. }
  41400. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41401. import { Scene } from "babylonjs/scene";
  41402. import { Texture } from "babylonjs/Materials/Textures/texture";
  41403. /**
  41404. * A class extending Texture allowing drawing on a texture
  41405. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41406. */
  41407. export class DynamicTexture extends Texture {
  41408. private _generateMipMaps;
  41409. private _canvas;
  41410. private _context;
  41411. private _engine;
  41412. /**
  41413. * Creates a DynamicTexture
  41414. * @param name defines the name of the texture
  41415. * @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
  41416. * @param scene defines the scene where you want the texture
  41417. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41418. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41419. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41420. */
  41421. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41422. /**
  41423. * Get the current class name of the texture useful for serialization or dynamic coding.
  41424. * @returns "DynamicTexture"
  41425. */
  41426. getClassName(): string;
  41427. /**
  41428. * Gets the current state of canRescale
  41429. */
  41430. readonly canRescale: boolean;
  41431. private _recreate;
  41432. /**
  41433. * Scales the texture
  41434. * @param ratio the scale factor to apply to both width and height
  41435. */
  41436. scale(ratio: number): void;
  41437. /**
  41438. * Resizes the texture
  41439. * @param width the new width
  41440. * @param height the new height
  41441. */
  41442. scaleTo(width: number, height: number): void;
  41443. /**
  41444. * Gets the context of the canvas used by the texture
  41445. * @returns the canvas context of the dynamic texture
  41446. */
  41447. getContext(): CanvasRenderingContext2D;
  41448. /**
  41449. * Clears the texture
  41450. */
  41451. clear(): void;
  41452. /**
  41453. * Updates the texture
  41454. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41455. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41456. */
  41457. update(invertY?: boolean, premulAlpha?: boolean): void;
  41458. /**
  41459. * Draws text onto the texture
  41460. * @param text defines the text to be drawn
  41461. * @param x defines the placement of the text from the left
  41462. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41463. * @param font defines the font to be used with font-style, font-size, font-name
  41464. * @param color defines the color used for the text
  41465. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41466. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41467. * @param update defines whether texture is immediately update (default is true)
  41468. */
  41469. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41470. /**
  41471. * Clones the texture
  41472. * @returns the clone of the texture.
  41473. */
  41474. clone(): DynamicTexture;
  41475. /**
  41476. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41477. * @returns a serialized dynamic texture object
  41478. */
  41479. serialize(): any;
  41480. /** @hidden */
  41481. _rebuild(): void;
  41482. }
  41483. }
  41484. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41485. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41486. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41487. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41488. /** @hidden */
  41489. export var imageProcessingPixelShader: {
  41490. name: string;
  41491. shader: string;
  41492. };
  41493. }
  41494. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41495. import { Nullable } from "babylonjs/types";
  41496. import { Color4 } from "babylonjs/Maths/math.color";
  41497. import { Camera } from "babylonjs/Cameras/camera";
  41498. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41499. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41500. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41501. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41502. import { Engine } from "babylonjs/Engines/engine";
  41503. import "babylonjs/Shaders/imageProcessing.fragment";
  41504. import "babylonjs/Shaders/postprocess.vertex";
  41505. /**
  41506. * ImageProcessingPostProcess
  41507. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41508. */
  41509. export class ImageProcessingPostProcess extends PostProcess {
  41510. /**
  41511. * Default configuration related to image processing available in the PBR Material.
  41512. */
  41513. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41514. /**
  41515. * Gets the image processing configuration used either in this material.
  41516. */
  41517. /**
  41518. * Sets the Default image processing configuration used either in the this material.
  41519. *
  41520. * If sets to null, the scene one is in use.
  41521. */
  41522. imageProcessingConfiguration: ImageProcessingConfiguration;
  41523. /**
  41524. * Keep track of the image processing observer to allow dispose and replace.
  41525. */
  41526. private _imageProcessingObserver;
  41527. /**
  41528. * Attaches a new image processing configuration to the PBR Material.
  41529. * @param configuration
  41530. */
  41531. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41532. /**
  41533. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41534. */
  41535. /**
  41536. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41537. */
  41538. colorCurves: Nullable<ColorCurves>;
  41539. /**
  41540. * Gets wether the color curves effect is enabled.
  41541. */
  41542. /**
  41543. * Sets wether the color curves effect is enabled.
  41544. */
  41545. colorCurvesEnabled: boolean;
  41546. /**
  41547. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41548. */
  41549. /**
  41550. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41551. */
  41552. colorGradingTexture: Nullable<BaseTexture>;
  41553. /**
  41554. * Gets wether the color grading effect is enabled.
  41555. */
  41556. /**
  41557. * Gets wether the color grading effect is enabled.
  41558. */
  41559. colorGradingEnabled: boolean;
  41560. /**
  41561. * Gets exposure used in the effect.
  41562. */
  41563. /**
  41564. * Sets exposure used in the effect.
  41565. */
  41566. exposure: number;
  41567. /**
  41568. * Gets wether tonemapping is enabled or not.
  41569. */
  41570. /**
  41571. * Sets wether tonemapping is enabled or not
  41572. */
  41573. toneMappingEnabled: boolean;
  41574. /**
  41575. * Gets the type of tone mapping effect.
  41576. */
  41577. /**
  41578. * Sets the type of tone mapping effect.
  41579. */
  41580. toneMappingType: number;
  41581. /**
  41582. * Gets contrast used in the effect.
  41583. */
  41584. /**
  41585. * Sets contrast used in the effect.
  41586. */
  41587. contrast: number;
  41588. /**
  41589. * Gets Vignette stretch size.
  41590. */
  41591. /**
  41592. * Sets Vignette stretch size.
  41593. */
  41594. vignetteStretch: number;
  41595. /**
  41596. * Gets Vignette centre X Offset.
  41597. */
  41598. /**
  41599. * Sets Vignette centre X Offset.
  41600. */
  41601. vignetteCentreX: number;
  41602. /**
  41603. * Gets Vignette centre Y Offset.
  41604. */
  41605. /**
  41606. * Sets Vignette centre Y Offset.
  41607. */
  41608. vignetteCentreY: number;
  41609. /**
  41610. * Gets Vignette weight or intensity of the vignette effect.
  41611. */
  41612. /**
  41613. * Sets Vignette weight or intensity of the vignette effect.
  41614. */
  41615. vignetteWeight: number;
  41616. /**
  41617. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41618. * if vignetteEnabled is set to true.
  41619. */
  41620. /**
  41621. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41622. * if vignetteEnabled is set to true.
  41623. */
  41624. vignetteColor: Color4;
  41625. /**
  41626. * Gets Camera field of view used by the Vignette effect.
  41627. */
  41628. /**
  41629. * Sets Camera field of view used by the Vignette effect.
  41630. */
  41631. vignetteCameraFov: number;
  41632. /**
  41633. * Gets the vignette blend mode allowing different kind of effect.
  41634. */
  41635. /**
  41636. * Sets the vignette blend mode allowing different kind of effect.
  41637. */
  41638. vignetteBlendMode: number;
  41639. /**
  41640. * Gets wether the vignette effect is enabled.
  41641. */
  41642. /**
  41643. * Sets wether the vignette effect is enabled.
  41644. */
  41645. vignetteEnabled: boolean;
  41646. private _fromLinearSpace;
  41647. /**
  41648. * Gets wether the input of the processing is in Gamma or Linear Space.
  41649. */
  41650. /**
  41651. * Sets wether the input of the processing is in Gamma or Linear Space.
  41652. */
  41653. fromLinearSpace: boolean;
  41654. /**
  41655. * Defines cache preventing GC.
  41656. */
  41657. private _defines;
  41658. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41659. /**
  41660. * "ImageProcessingPostProcess"
  41661. * @returns "ImageProcessingPostProcess"
  41662. */
  41663. getClassName(): string;
  41664. protected _updateParameters(): void;
  41665. dispose(camera?: Camera): void;
  41666. }
  41667. }
  41668. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41669. import { Scene } from "babylonjs/scene";
  41670. import { Color3 } from "babylonjs/Maths/math.color";
  41671. import { Mesh } from "babylonjs/Meshes/mesh";
  41672. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41673. import { Nullable } from "babylonjs/types";
  41674. /**
  41675. * Class containing static functions to help procedurally build meshes
  41676. */
  41677. export class GroundBuilder {
  41678. /**
  41679. * Creates a ground mesh
  41680. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41681. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41683. * @param name defines the name of the mesh
  41684. * @param options defines the options used to create the mesh
  41685. * @param scene defines the hosting scene
  41686. * @returns the ground mesh
  41687. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41688. */
  41689. static CreateGround(name: string, options: {
  41690. width?: number;
  41691. height?: number;
  41692. subdivisions?: number;
  41693. subdivisionsX?: number;
  41694. subdivisionsY?: number;
  41695. updatable?: boolean;
  41696. }, scene: any): Mesh;
  41697. /**
  41698. * Creates a tiled ground mesh
  41699. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41700. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41701. * * 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
  41702. * * 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
  41703. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41704. * @param name defines the name of the mesh
  41705. * @param options defines the options used to create the mesh
  41706. * @param scene defines the hosting scene
  41707. * @returns the tiled ground mesh
  41708. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41709. */
  41710. static CreateTiledGround(name: string, options: {
  41711. xmin: number;
  41712. zmin: number;
  41713. xmax: number;
  41714. zmax: number;
  41715. subdivisions?: {
  41716. w: number;
  41717. h: number;
  41718. };
  41719. precision?: {
  41720. w: number;
  41721. h: number;
  41722. };
  41723. updatable?: boolean;
  41724. }, scene?: Nullable<Scene>): Mesh;
  41725. /**
  41726. * Creates a ground mesh from a height map
  41727. * * The parameter `url` sets the URL of the height map image resource.
  41728. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41729. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41730. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41731. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41732. * * 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.
  41733. * * 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).
  41734. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41735. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41736. * @param name defines the name of the mesh
  41737. * @param url defines the url to the height map
  41738. * @param options defines the options used to create the mesh
  41739. * @param scene defines the hosting scene
  41740. * @returns the ground mesh
  41741. * @see https://doc.babylonjs.com/babylon101/height_map
  41742. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41743. */
  41744. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41745. width?: number;
  41746. height?: number;
  41747. subdivisions?: number;
  41748. minHeight?: number;
  41749. maxHeight?: number;
  41750. colorFilter?: Color3;
  41751. alphaFilter?: number;
  41752. updatable?: boolean;
  41753. onReady?: (mesh: GroundMesh) => void;
  41754. }, scene?: Nullable<Scene>): GroundMesh;
  41755. }
  41756. }
  41757. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41758. import { Vector4 } from "babylonjs/Maths/math.vector";
  41759. import { Mesh } from "babylonjs/Meshes/mesh";
  41760. /**
  41761. * Class containing static functions to help procedurally build meshes
  41762. */
  41763. export class TorusBuilder {
  41764. /**
  41765. * Creates a torus mesh
  41766. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41767. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41768. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41769. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41770. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41771. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41772. * @param name defines the name of the mesh
  41773. * @param options defines the options used to create the mesh
  41774. * @param scene defines the hosting scene
  41775. * @returns the torus mesh
  41776. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41777. */
  41778. static CreateTorus(name: string, options: {
  41779. diameter?: number;
  41780. thickness?: number;
  41781. tessellation?: number;
  41782. updatable?: boolean;
  41783. sideOrientation?: number;
  41784. frontUVs?: Vector4;
  41785. backUVs?: Vector4;
  41786. }, scene: any): Mesh;
  41787. }
  41788. }
  41789. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41790. import { Vector4 } from "babylonjs/Maths/math.vector";
  41791. import { Color4 } from "babylonjs/Maths/math.color";
  41792. import { Mesh } from "babylonjs/Meshes/mesh";
  41793. /**
  41794. * Class containing static functions to help procedurally build meshes
  41795. */
  41796. export class CylinderBuilder {
  41797. /**
  41798. * Creates a cylinder or a cone mesh
  41799. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41800. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41801. * * 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.
  41802. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41803. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41804. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41805. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41806. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  41807. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41808. * * 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).
  41809. * * 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
  41810. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41811. * * 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
  41812. * * 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.
  41813. * * If `enclose` is false, a ring surface is one element.
  41814. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41815. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  41816. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41817. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41818. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41819. * @param name defines the name of the mesh
  41820. * @param options defines the options used to create the mesh
  41821. * @param scene defines the hosting scene
  41822. * @returns the cylinder mesh
  41823. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41824. */
  41825. static CreateCylinder(name: string, options: {
  41826. height?: number;
  41827. diameterTop?: number;
  41828. diameterBottom?: number;
  41829. diameter?: number;
  41830. tessellation?: number;
  41831. subdivisions?: number;
  41832. arc?: number;
  41833. faceColors?: Color4[];
  41834. faceUV?: Vector4[];
  41835. updatable?: boolean;
  41836. hasRings?: boolean;
  41837. enclose?: boolean;
  41838. cap?: number;
  41839. sideOrientation?: number;
  41840. frontUVs?: Vector4;
  41841. backUVs?: Vector4;
  41842. }, scene: any): Mesh;
  41843. }
  41844. }
  41845. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41846. import { Observable } from "babylonjs/Misc/observable";
  41847. import { Nullable } from "babylonjs/types";
  41848. import { Camera } from "babylonjs/Cameras/camera";
  41849. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41850. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41851. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41852. import { Scene } from "babylonjs/scene";
  41853. import { Vector3 } from "babylonjs/Maths/math.vector";
  41854. import { Color3 } from "babylonjs/Maths/math.color";
  41855. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41857. import { Mesh } from "babylonjs/Meshes/mesh";
  41858. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41859. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41860. import "babylonjs/Meshes/Builders/groundBuilder";
  41861. import "babylonjs/Meshes/Builders/torusBuilder";
  41862. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41863. import "babylonjs/Gamepads/gamepadSceneComponent";
  41864. import "babylonjs/Animations/animatable";
  41865. /**
  41866. * Options to modify the vr teleportation behavior.
  41867. */
  41868. export interface VRTeleportationOptions {
  41869. /**
  41870. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41871. */
  41872. floorMeshName?: string;
  41873. /**
  41874. * A list of meshes to be used as the teleportation floor. (default: empty)
  41875. */
  41876. floorMeshes?: Mesh[];
  41877. }
  41878. /**
  41879. * Options to modify the vr experience helper's behavior.
  41880. */
  41881. export interface VRExperienceHelperOptions extends WebVROptions {
  41882. /**
  41883. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41884. */
  41885. createDeviceOrientationCamera?: boolean;
  41886. /**
  41887. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41888. */
  41889. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41890. /**
  41891. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41892. */
  41893. laserToggle?: boolean;
  41894. /**
  41895. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41896. */
  41897. floorMeshes?: Mesh[];
  41898. /**
  41899. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41900. */
  41901. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41902. }
  41903. /**
  41904. * Event containing information after VR has been entered
  41905. */
  41906. export class OnAfterEnteringVRObservableEvent {
  41907. /**
  41908. * If entering vr was successful
  41909. */
  41910. success: boolean;
  41911. }
  41912. /**
  41913. * Helps to quickly add VR support to an existing scene.
  41914. * See http://doc.babylonjs.com/how_to/webvr_helper
  41915. */
  41916. export class VRExperienceHelper {
  41917. /** Options to modify the vr experience helper's behavior. */
  41918. webVROptions: VRExperienceHelperOptions;
  41919. private _scene;
  41920. private _position;
  41921. private _btnVR;
  41922. private _btnVRDisplayed;
  41923. private _webVRsupported;
  41924. private _webVRready;
  41925. private _webVRrequesting;
  41926. private _webVRpresenting;
  41927. private _hasEnteredVR;
  41928. private _fullscreenVRpresenting;
  41929. private _canvas;
  41930. private _webVRCamera;
  41931. private _vrDeviceOrientationCamera;
  41932. private _deviceOrientationCamera;
  41933. private _existingCamera;
  41934. private _onKeyDown;
  41935. private _onVrDisplayPresentChange;
  41936. private _onVRDisplayChanged;
  41937. private _onVRRequestPresentStart;
  41938. private _onVRRequestPresentComplete;
  41939. /**
  41940. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  41941. */
  41942. enableGazeEvenWhenNoPointerLock: boolean;
  41943. /**
  41944. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41945. */
  41946. exitVROnDoubleTap: boolean;
  41947. /**
  41948. * Observable raised right before entering VR.
  41949. */
  41950. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41951. /**
  41952. * Observable raised when entering VR has completed.
  41953. */
  41954. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41955. /**
  41956. * Observable raised when exiting VR.
  41957. */
  41958. onExitingVRObservable: Observable<VRExperienceHelper>;
  41959. /**
  41960. * Observable raised when controller mesh is loaded.
  41961. */
  41962. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41963. /** Return this.onEnteringVRObservable
  41964. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41965. */
  41966. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41967. /** Return this.onExitingVRObservable
  41968. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41969. */
  41970. readonly onExitingVR: Observable<VRExperienceHelper>;
  41971. /** Return this.onControllerMeshLoadedObservable
  41972. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41973. */
  41974. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41975. private _rayLength;
  41976. private _useCustomVRButton;
  41977. private _teleportationRequested;
  41978. private _teleportActive;
  41979. private _floorMeshName;
  41980. private _floorMeshesCollection;
  41981. private _rotationAllowed;
  41982. private _teleportBackwardsVector;
  41983. private _teleportationTarget;
  41984. private _isDefaultTeleportationTarget;
  41985. private _postProcessMove;
  41986. private _teleportationFillColor;
  41987. private _teleportationBorderColor;
  41988. private _rotationAngle;
  41989. private _haloCenter;
  41990. private _cameraGazer;
  41991. private _padSensibilityUp;
  41992. private _padSensibilityDown;
  41993. private _leftController;
  41994. private _rightController;
  41995. /**
  41996. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41997. */
  41998. onNewMeshSelected: Observable<AbstractMesh>;
  41999. /**
  42000. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42001. */
  42002. onNewMeshPicked: Observable<PickingInfo>;
  42003. private _circleEase;
  42004. /**
  42005. * Observable raised before camera teleportation
  42006. */
  42007. onBeforeCameraTeleport: Observable<Vector3>;
  42008. /**
  42009. * Observable raised after camera teleportation
  42010. */
  42011. onAfterCameraTeleport: Observable<Vector3>;
  42012. /**
  42013. * Observable raised when current selected mesh gets unselected
  42014. */
  42015. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42016. private _raySelectionPredicate;
  42017. /**
  42018. * To be optionaly changed by user to define custom ray selection
  42019. */
  42020. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42021. /**
  42022. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42023. */
  42024. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42025. /**
  42026. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42027. */
  42028. teleportationEnabled: boolean;
  42029. private _defaultHeight;
  42030. private _teleportationInitialized;
  42031. private _interactionsEnabled;
  42032. private _interactionsRequested;
  42033. private _displayGaze;
  42034. private _displayLaserPointer;
  42035. /**
  42036. * The mesh used to display where the user is going to teleport.
  42037. */
  42038. /**
  42039. * Sets the mesh to be used to display where the user is going to teleport.
  42040. */
  42041. teleportationTarget: Mesh;
  42042. /**
  42043. * 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
  42044. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42045. * See http://doc.babylonjs.com/resources/baking_transformations
  42046. */
  42047. gazeTrackerMesh: Mesh;
  42048. /**
  42049. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42050. */
  42051. updateGazeTrackerScale: boolean;
  42052. /**
  42053. * If the gaze trackers color should be updated when selecting meshes
  42054. */
  42055. updateGazeTrackerColor: boolean;
  42056. /**
  42057. * The gaze tracking mesh corresponding to the left controller
  42058. */
  42059. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42060. /**
  42061. * The gaze tracking mesh corresponding to the right controller
  42062. */
  42063. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42064. /**
  42065. * If the ray of the gaze should be displayed.
  42066. */
  42067. /**
  42068. * Sets if the ray of the gaze should be displayed.
  42069. */
  42070. displayGaze: boolean;
  42071. /**
  42072. * If the ray of the LaserPointer should be displayed.
  42073. */
  42074. /**
  42075. * Sets if the ray of the LaserPointer should be displayed.
  42076. */
  42077. displayLaserPointer: boolean;
  42078. /**
  42079. * The deviceOrientationCamera used as the camera when not in VR.
  42080. */
  42081. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42082. /**
  42083. * Based on the current WebVR support, returns the current VR camera used.
  42084. */
  42085. readonly currentVRCamera: Nullable<Camera>;
  42086. /**
  42087. * The webVRCamera which is used when in VR.
  42088. */
  42089. readonly webVRCamera: WebVRFreeCamera;
  42090. /**
  42091. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42092. */
  42093. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42094. /**
  42095. * The html button that is used to trigger entering into VR.
  42096. */
  42097. readonly vrButton: Nullable<HTMLButtonElement>;
  42098. private readonly _teleportationRequestInitiated;
  42099. /**
  42100. * Defines wether or not Pointer lock should be requested when switching to
  42101. * full screen.
  42102. */
  42103. requestPointerLockOnFullScreen: boolean;
  42104. /**
  42105. * Instantiates a VRExperienceHelper.
  42106. * Helps to quickly add VR support to an existing scene.
  42107. * @param scene The scene the VRExperienceHelper belongs to.
  42108. * @param webVROptions Options to modify the vr experience helper's behavior.
  42109. */
  42110. constructor(scene: Scene,
  42111. /** Options to modify the vr experience helper's behavior. */
  42112. webVROptions?: VRExperienceHelperOptions);
  42113. private _onDefaultMeshLoaded;
  42114. private _onResize;
  42115. private _onFullscreenChange;
  42116. /**
  42117. * Gets a value indicating if we are currently in VR mode.
  42118. */
  42119. readonly isInVRMode: boolean;
  42120. private onVrDisplayPresentChange;
  42121. private onVRDisplayChanged;
  42122. private moveButtonToBottomRight;
  42123. private displayVRButton;
  42124. private updateButtonVisibility;
  42125. private _cachedAngularSensibility;
  42126. /**
  42127. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42128. * Otherwise, will use the fullscreen API.
  42129. */
  42130. enterVR(): void;
  42131. /**
  42132. * Attempt to exit VR, or fullscreen.
  42133. */
  42134. exitVR(): void;
  42135. /**
  42136. * The position of the vr experience helper.
  42137. */
  42138. /**
  42139. * Sets the position of the vr experience helper.
  42140. */
  42141. position: Vector3;
  42142. /**
  42143. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42144. */
  42145. enableInteractions(): void;
  42146. private readonly _noControllerIsActive;
  42147. private beforeRender;
  42148. private _isTeleportationFloor;
  42149. /**
  42150. * Adds a floor mesh to be used for teleportation.
  42151. * @param floorMesh the mesh to be used for teleportation.
  42152. */
  42153. addFloorMesh(floorMesh: Mesh): void;
  42154. /**
  42155. * Removes a floor mesh from being used for teleportation.
  42156. * @param floorMesh the mesh to be removed.
  42157. */
  42158. removeFloorMesh(floorMesh: Mesh): void;
  42159. /**
  42160. * Enables interactions and teleportation using the VR controllers and gaze.
  42161. * @param vrTeleportationOptions options to modify teleportation behavior.
  42162. */
  42163. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42164. private _onNewGamepadConnected;
  42165. private _tryEnableInteractionOnController;
  42166. private _onNewGamepadDisconnected;
  42167. private _enableInteractionOnController;
  42168. private _checkTeleportWithRay;
  42169. private _checkRotate;
  42170. private _checkTeleportBackwards;
  42171. private _enableTeleportationOnController;
  42172. private _createTeleportationCircles;
  42173. private _displayTeleportationTarget;
  42174. private _hideTeleportationTarget;
  42175. private _rotateCamera;
  42176. private _moveTeleportationSelectorTo;
  42177. private _workingVector;
  42178. private _workingQuaternion;
  42179. private _workingMatrix;
  42180. /**
  42181. * Teleports the users feet to the desired location
  42182. * @param location The location where the user's feet should be placed
  42183. */
  42184. teleportCamera(location: Vector3): void;
  42185. private _convertNormalToDirectionOfRay;
  42186. private _castRayAndSelectObject;
  42187. private _notifySelectedMeshUnselected;
  42188. /**
  42189. * Sets the color of the laser ray from the vr controllers.
  42190. * @param color new color for the ray.
  42191. */
  42192. changeLaserColor(color: Color3): void;
  42193. /**
  42194. * Sets the color of the ray from the vr headsets gaze.
  42195. * @param color new color for the ray.
  42196. */
  42197. changeGazeColor(color: Color3): void;
  42198. /**
  42199. * Exits VR and disposes of the vr experience helper
  42200. */
  42201. dispose(): void;
  42202. /**
  42203. * Gets the name of the VRExperienceHelper class
  42204. * @returns "VRExperienceHelper"
  42205. */
  42206. getClassName(): string;
  42207. }
  42208. }
  42209. declare module "babylonjs/Cameras/VR/index" {
  42210. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42211. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42212. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42213. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42214. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42215. export * from "babylonjs/Cameras/VR/webVRCamera";
  42216. }
  42217. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42218. import { Observable } from "babylonjs/Misc/observable";
  42219. import { Nullable } from "babylonjs/types";
  42220. import { IDisposable, Scene } from "babylonjs/scene";
  42221. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42222. /**
  42223. * Manages an XRSession to work with Babylon's engine
  42224. * @see https://doc.babylonjs.com/how_to/webxr
  42225. */
  42226. export class WebXRSessionManager implements IDisposable {
  42227. private scene;
  42228. /**
  42229. * Fires every time a new xrFrame arrives which can be used to update the camera
  42230. */
  42231. onXRFrameObservable: Observable<any>;
  42232. /**
  42233. * Fires when the xr session is ended either by the device or manually done
  42234. */
  42235. onXRSessionEnded: Observable<any>;
  42236. /**
  42237. * Underlying xr session
  42238. */
  42239. session: XRSession;
  42240. /**
  42241. * Type of reference space used when creating the session
  42242. */
  42243. referenceSpace: XRReferenceSpace;
  42244. /** @hidden */
  42245. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42246. /**
  42247. * Current XR frame
  42248. */
  42249. currentFrame: Nullable<XRFrame>;
  42250. private _xrNavigator;
  42251. private baseLayer;
  42252. /**
  42253. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42254. * @param scene The scene which the session should be created for
  42255. */
  42256. constructor(scene: Scene);
  42257. /**
  42258. * Initializes the manager
  42259. * After initialization enterXR can be called to start an XR session
  42260. * @returns Promise which resolves after it is initialized
  42261. */
  42262. initializeAsync(): Promise<void>;
  42263. /**
  42264. * Initializes an xr session
  42265. * @param xrSessionMode mode to initialize
  42266. * @returns a promise which will resolve once the session has been initialized
  42267. */
  42268. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42269. /**
  42270. * Sets the reference space on the xr session
  42271. * @param referenceSpace space to set
  42272. * @returns a promise that will resolve once the reference space has been set
  42273. */
  42274. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42275. /**
  42276. * Updates the render state of the session
  42277. * @param state state to set
  42278. * @returns a promise that resolves once the render state has been updated
  42279. */
  42280. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42281. /**
  42282. * Starts rendering to the xr layer
  42283. * @returns a promise that will resolve once rendering has started
  42284. */
  42285. startRenderingToXRAsync(): Promise<void>;
  42286. /**
  42287. * Stops the xrSession and restores the renderloop
  42288. * @returns Promise which resolves after it exits XR
  42289. */
  42290. exitXRAsync(): Promise<unknown>;
  42291. /**
  42292. * Checks if a session would be supported for the creation options specified
  42293. * @param sessionMode session mode to check if supported eg. immersive-vr
  42294. * @returns true if supported
  42295. */
  42296. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42297. /**
  42298. * @hidden
  42299. * Converts the render layer of xrSession to a render target
  42300. * @param session session to create render target for
  42301. * @param scene scene the new render target should be created for
  42302. */
  42303. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42304. /**
  42305. * Disposes of the session manager
  42306. */
  42307. dispose(): void;
  42308. }
  42309. }
  42310. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42311. import { Scene } from "babylonjs/scene";
  42312. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42313. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42314. /**
  42315. * WebXR Camera which holds the views for the xrSession
  42316. * @see https://doc.babylonjs.com/how_to/webxr
  42317. */
  42318. export class WebXRCamera extends FreeCamera {
  42319. private static _TmpMatrix;
  42320. /**
  42321. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42322. * @param name the name of the camera
  42323. * @param scene the scene to add the camera to
  42324. */
  42325. constructor(name: string, scene: Scene);
  42326. private _updateNumberOfRigCameras;
  42327. /** @hidden */
  42328. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42329. /**
  42330. * Updates the cameras position from the current pose information of the XR session
  42331. * @param xrSessionManager the session containing pose information
  42332. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42333. */
  42334. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42335. }
  42336. }
  42337. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42338. import { Nullable } from "babylonjs/types";
  42339. import { IDisposable } from "babylonjs/scene";
  42340. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42341. /**
  42342. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42343. */
  42344. export class WebXRManagedOutputCanvas implements IDisposable {
  42345. private helper;
  42346. private _canvas;
  42347. /**
  42348. * xrpresent context of the canvas which can be used to display/mirror xr content
  42349. */
  42350. canvasContext: WebGLRenderingContext;
  42351. /**
  42352. * xr layer for the canvas
  42353. */
  42354. xrLayer: Nullable<XRWebGLLayer>;
  42355. /**
  42356. * Initializes the xr layer for the session
  42357. * @param xrSession xr session
  42358. * @returns a promise that will resolve once the XR Layer has been created
  42359. */
  42360. initializeXRLayerAsync(xrSession: any): any;
  42361. /**
  42362. * Initializes the canvas to be added/removed upon entering/exiting xr
  42363. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42364. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42365. */
  42366. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42367. /**
  42368. * Disposes of the object
  42369. */
  42370. dispose(): void;
  42371. private _setManagedOutputCanvas;
  42372. private _addCanvas;
  42373. private _removeCanvas;
  42374. }
  42375. }
  42376. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42377. import { Observable } from "babylonjs/Misc/observable";
  42378. import { IDisposable, Scene } from "babylonjs/scene";
  42379. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42381. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42382. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42383. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42384. /**
  42385. * States of the webXR experience
  42386. */
  42387. export enum WebXRState {
  42388. /**
  42389. * Transitioning to being in XR mode
  42390. */
  42391. ENTERING_XR = 0,
  42392. /**
  42393. * Transitioning to non XR mode
  42394. */
  42395. EXITING_XR = 1,
  42396. /**
  42397. * In XR mode and presenting
  42398. */
  42399. IN_XR = 2,
  42400. /**
  42401. * Not entered XR mode
  42402. */
  42403. NOT_IN_XR = 3
  42404. }
  42405. /**
  42406. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42407. * @see https://doc.babylonjs.com/how_to/webxr
  42408. */
  42409. export class WebXRExperienceHelper implements IDisposable {
  42410. private scene;
  42411. /**
  42412. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42413. */
  42414. container: AbstractMesh;
  42415. /**
  42416. * Camera used to render xr content
  42417. */
  42418. camera: WebXRCamera;
  42419. /**
  42420. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42421. */
  42422. state: WebXRState;
  42423. private _setState;
  42424. private static _TmpVector;
  42425. /**
  42426. * Fires when the state of the experience helper has changed
  42427. */
  42428. onStateChangedObservable: Observable<WebXRState>;
  42429. /** Session manager used to keep track of xr session */
  42430. sessionManager: WebXRSessionManager;
  42431. private _nonVRCamera;
  42432. private _originalSceneAutoClear;
  42433. private _supported;
  42434. /**
  42435. * Creates the experience helper
  42436. * @param scene the scene to attach the experience helper to
  42437. * @returns a promise for the experience helper
  42438. */
  42439. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42440. /**
  42441. * Creates a WebXRExperienceHelper
  42442. * @param scene The scene the helper should be created in
  42443. */
  42444. private constructor();
  42445. /**
  42446. * Exits XR mode and returns the scene to its original state
  42447. * @returns promise that resolves after xr mode has exited
  42448. */
  42449. exitXRAsync(): Promise<unknown>;
  42450. /**
  42451. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42452. * @param sessionCreationOptions options for the XR session
  42453. * @param referenceSpaceType frame of reference of the XR session
  42454. * @param outputCanvas the output canvas that will be used to enter XR mode
  42455. * @returns promise that resolves after xr mode has entered
  42456. */
  42457. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42458. /**
  42459. * Updates the global position of the camera by moving the camera's container
  42460. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42461. * @param position The desired global position of the camera
  42462. */
  42463. setPositionOfCameraUsingContainer(position: Vector3): void;
  42464. /**
  42465. * Rotates the xr camera by rotating the camera's container around the camera's position
  42466. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42467. * @param rotation the desired quaternion rotation to apply to the camera
  42468. */
  42469. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42470. /**
  42471. * Disposes of the experience helper
  42472. */
  42473. dispose(): void;
  42474. }
  42475. }
  42476. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42477. import { Nullable } from "babylonjs/types";
  42478. import { Observable } from "babylonjs/Misc/observable";
  42479. import { IDisposable, Scene } from "babylonjs/scene";
  42480. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42481. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42482. /**
  42483. * Button which can be used to enter a different mode of XR
  42484. */
  42485. export class WebXREnterExitUIButton {
  42486. /** button element */
  42487. element: HTMLElement;
  42488. /** XR initialization options for the button */
  42489. sessionMode: XRSessionMode;
  42490. /** Reference space type */
  42491. referenceSpaceType: XRReferenceSpaceType;
  42492. /**
  42493. * Creates a WebXREnterExitUIButton
  42494. * @param element button element
  42495. * @param sessionMode XR initialization session mode
  42496. * @param referenceSpaceType the type of reference space to be used
  42497. */
  42498. constructor(
  42499. /** button element */
  42500. element: HTMLElement,
  42501. /** XR initialization options for the button */
  42502. sessionMode: XRSessionMode,
  42503. /** Reference space type */
  42504. referenceSpaceType: XRReferenceSpaceType);
  42505. /**
  42506. * Overwritable function which can be used to update the button's visuals when the state changes
  42507. * @param activeButton the current active button in the UI
  42508. */
  42509. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42510. }
  42511. /**
  42512. * Options to create the webXR UI
  42513. */
  42514. export class WebXREnterExitUIOptions {
  42515. /**
  42516. * Context to enter xr with
  42517. */
  42518. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42519. /**
  42520. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42521. */
  42522. customButtons?: Array<WebXREnterExitUIButton>;
  42523. }
  42524. /**
  42525. * UI to allow the user to enter/exit XR mode
  42526. */
  42527. export class WebXREnterExitUI implements IDisposable {
  42528. private scene;
  42529. private _overlay;
  42530. private _buttons;
  42531. private _activeButton;
  42532. /**
  42533. * Fired every time the active button is changed.
  42534. *
  42535. * When xr is entered via a button that launches xr that button will be the callback parameter
  42536. *
  42537. * When exiting xr the callback parameter will be null)
  42538. */
  42539. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42540. /**
  42541. * Creates UI to allow the user to enter/exit XR mode
  42542. * @param scene the scene to add the ui to
  42543. * @param helper the xr experience helper to enter/exit xr with
  42544. * @param options options to configure the UI
  42545. * @returns the created ui
  42546. */
  42547. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42548. private constructor();
  42549. private _updateButtons;
  42550. /**
  42551. * Disposes of the object
  42552. */
  42553. dispose(): void;
  42554. }
  42555. }
  42556. declare module "babylonjs/Cameras/XR/webXRController" {
  42557. import { Nullable } from "babylonjs/types";
  42558. import { Observable } from "babylonjs/Misc/observable";
  42559. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42560. import { Ray } from "babylonjs/Culling/ray";
  42561. import { Scene } from "babylonjs/scene";
  42562. /**
  42563. * Represents an XR input
  42564. */
  42565. export class WebXRController {
  42566. private scene;
  42567. /** The underlying input source for the controller */
  42568. inputSource: XRInputSource;
  42569. private parentContainer;
  42570. /**
  42571. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42572. */
  42573. grip?: AbstractMesh;
  42574. /**
  42575. * Pointer which can be used to select objects or attach a visible laser to
  42576. */
  42577. pointer: AbstractMesh;
  42578. /**
  42579. * Event that fires when the controller is removed/disposed
  42580. */
  42581. onDisposeObservable: Observable<{}>;
  42582. private _tmpMatrix;
  42583. private _tmpQuaternion;
  42584. private _tmpVector;
  42585. /**
  42586. * Creates the controller
  42587. * @see https://doc.babylonjs.com/how_to/webxr
  42588. * @param scene the scene which the controller should be associated to
  42589. * @param inputSource the underlying input source for the controller
  42590. * @param parentContainer parent that the controller meshes should be children of
  42591. */
  42592. constructor(scene: Scene,
  42593. /** The underlying input source for the controller */
  42594. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42595. /**
  42596. * Updates the controller pose based on the given XRFrame
  42597. * @param xrFrame xr frame to update the pose with
  42598. * @param referenceSpace reference space to use
  42599. */
  42600. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42601. /**
  42602. * Gets a world space ray coming from the controller
  42603. * @param result the resulting ray
  42604. */
  42605. getWorldPointerRayToRef(result: Ray): void;
  42606. /**
  42607. * Disposes of the object
  42608. */
  42609. dispose(): void;
  42610. }
  42611. }
  42612. declare module "babylonjs/Cameras/XR/webXRInput" {
  42613. import { Observable } from "babylonjs/Misc/observable";
  42614. import { IDisposable } from "babylonjs/scene";
  42615. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42616. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42617. /**
  42618. * XR input used to track XR inputs such as controllers/rays
  42619. */
  42620. export class WebXRInput implements IDisposable {
  42621. /**
  42622. * Base experience the input listens to
  42623. */
  42624. baseExperience: WebXRExperienceHelper;
  42625. /**
  42626. * XR controllers being tracked
  42627. */
  42628. controllers: Array<WebXRController>;
  42629. private _frameObserver;
  42630. private _stateObserver;
  42631. /**
  42632. * Event when a controller has been connected/added
  42633. */
  42634. onControllerAddedObservable: Observable<WebXRController>;
  42635. /**
  42636. * Event when a controller has been removed/disconnected
  42637. */
  42638. onControllerRemovedObservable: Observable<WebXRController>;
  42639. /**
  42640. * Initializes the WebXRInput
  42641. * @param baseExperience experience helper which the input should be created for
  42642. */
  42643. constructor(
  42644. /**
  42645. * Base experience the input listens to
  42646. */
  42647. baseExperience: WebXRExperienceHelper);
  42648. private _onInputSourcesChange;
  42649. private _addAndRemoveControllers;
  42650. /**
  42651. * Disposes of the object
  42652. */
  42653. dispose(): void;
  42654. }
  42655. }
  42656. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42657. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42658. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42659. /**
  42660. * Enables teleportation
  42661. */
  42662. export class WebXRControllerTeleportation {
  42663. private _teleportationFillColor;
  42664. private _teleportationBorderColor;
  42665. private _tmpRay;
  42666. private _tmpVector;
  42667. /**
  42668. * Creates a WebXRControllerTeleportation
  42669. * @param input input manager to add teleportation to
  42670. * @param floorMeshes floormeshes which can be teleported to
  42671. */
  42672. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42673. }
  42674. }
  42675. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42676. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42677. /**
  42678. * Handles pointer input automatically for the pointer of XR controllers
  42679. */
  42680. export class WebXRControllerPointerSelection {
  42681. private static _idCounter;
  42682. private _tmpRay;
  42683. /**
  42684. * Creates a WebXRControllerPointerSelection
  42685. * @param input input manager to setup pointer selection
  42686. */
  42687. constructor(input: WebXRInput);
  42688. private _convertNormalToDirectionOfRay;
  42689. private _updatePointerDistance;
  42690. }
  42691. }
  42692. declare module "babylonjs/Loading/sceneLoader" {
  42693. import { Observable } from "babylonjs/Misc/observable";
  42694. import { Nullable } from "babylonjs/types";
  42695. import { Scene } from "babylonjs/scene";
  42696. import { Engine } from "babylonjs/Engines/engine";
  42697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42698. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42699. import { AssetContainer } from "babylonjs/assetContainer";
  42700. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42701. import { Skeleton } from "babylonjs/Bones/skeleton";
  42702. /**
  42703. * Class used to represent data loading progression
  42704. */
  42705. export class SceneLoaderProgressEvent {
  42706. /** defines if data length to load can be evaluated */
  42707. readonly lengthComputable: boolean;
  42708. /** defines the loaded data length */
  42709. readonly loaded: number;
  42710. /** defines the data length to load */
  42711. readonly total: number;
  42712. /**
  42713. * Create a new progress event
  42714. * @param lengthComputable defines if data length to load can be evaluated
  42715. * @param loaded defines the loaded data length
  42716. * @param total defines the data length to load
  42717. */
  42718. constructor(
  42719. /** defines if data length to load can be evaluated */
  42720. lengthComputable: boolean,
  42721. /** defines the loaded data length */
  42722. loaded: number,
  42723. /** defines the data length to load */
  42724. total: number);
  42725. /**
  42726. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42727. * @param event defines the source event
  42728. * @returns a new SceneLoaderProgressEvent
  42729. */
  42730. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42731. }
  42732. /**
  42733. * Interface used by SceneLoader plugins to define supported file extensions
  42734. */
  42735. export interface ISceneLoaderPluginExtensions {
  42736. /**
  42737. * Defines the list of supported extensions
  42738. */
  42739. [extension: string]: {
  42740. isBinary: boolean;
  42741. };
  42742. }
  42743. /**
  42744. * Interface used by SceneLoader plugin factory
  42745. */
  42746. export interface ISceneLoaderPluginFactory {
  42747. /**
  42748. * Defines the name of the factory
  42749. */
  42750. name: string;
  42751. /**
  42752. * Function called to create a new plugin
  42753. * @return the new plugin
  42754. */
  42755. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42756. /**
  42757. * Boolean indicating if the plugin can direct load specific data
  42758. */
  42759. canDirectLoad?: (data: string) => boolean;
  42760. }
  42761. /**
  42762. * Interface used to define a SceneLoader plugin
  42763. */
  42764. export interface ISceneLoaderPlugin {
  42765. /**
  42766. * The friendly name of this plugin.
  42767. */
  42768. name: string;
  42769. /**
  42770. * The file extensions supported by this plugin.
  42771. */
  42772. extensions: string | ISceneLoaderPluginExtensions;
  42773. /**
  42774. * Import meshes into a scene.
  42775. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42776. * @param scene The scene to import into
  42777. * @param data The data to import
  42778. * @param rootUrl The root url for scene and resources
  42779. * @param meshes The meshes array to import into
  42780. * @param particleSystems The particle systems array to import into
  42781. * @param skeletons The skeletons array to import into
  42782. * @param onError The callback when import fails
  42783. * @returns True if successful or false otherwise
  42784. */
  42785. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42786. /**
  42787. * Load into a scene.
  42788. * @param scene The scene to load into
  42789. * @param data The data to import
  42790. * @param rootUrl The root url for scene and resources
  42791. * @param onError The callback when import fails
  42792. * @returns true if successful or false otherwise
  42793. */
  42794. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42795. /**
  42796. * The callback that returns true if the data can be directly loaded.
  42797. */
  42798. canDirectLoad?: (data: string) => boolean;
  42799. /**
  42800. * The callback that allows custom handling of the root url based on the response url.
  42801. */
  42802. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42803. /**
  42804. * Load into an asset container.
  42805. * @param scene The scene to load into
  42806. * @param data The data to import
  42807. * @param rootUrl The root url for scene and resources
  42808. * @param onError The callback when import fails
  42809. * @returns The loaded asset container
  42810. */
  42811. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42812. }
  42813. /**
  42814. * Interface used to define an async SceneLoader plugin
  42815. */
  42816. export interface ISceneLoaderPluginAsync {
  42817. /**
  42818. * The friendly name of this plugin.
  42819. */
  42820. name: string;
  42821. /**
  42822. * The file extensions supported by this plugin.
  42823. */
  42824. extensions: string | ISceneLoaderPluginExtensions;
  42825. /**
  42826. * Import meshes into a scene.
  42827. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42828. * @param scene The scene to import into
  42829. * @param data The data to import
  42830. * @param rootUrl The root url for scene and resources
  42831. * @param onProgress The callback when the load progresses
  42832. * @param fileName Defines the name of the file to load
  42833. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42834. */
  42835. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42836. meshes: AbstractMesh[];
  42837. particleSystems: IParticleSystem[];
  42838. skeletons: Skeleton[];
  42839. animationGroups: AnimationGroup[];
  42840. }>;
  42841. /**
  42842. * Load into a scene.
  42843. * @param scene The scene to load into
  42844. * @param data The data to import
  42845. * @param rootUrl The root url for scene and resources
  42846. * @param onProgress The callback when the load progresses
  42847. * @param fileName Defines the name of the file to load
  42848. * @returns Nothing
  42849. */
  42850. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42851. /**
  42852. * The callback that returns true if the data can be directly loaded.
  42853. */
  42854. canDirectLoad?: (data: string) => boolean;
  42855. /**
  42856. * The callback that allows custom handling of the root url based on the response url.
  42857. */
  42858. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42859. /**
  42860. * Load into an asset container.
  42861. * @param scene The scene to load into
  42862. * @param data The data to import
  42863. * @param rootUrl The root url for scene and resources
  42864. * @param onProgress The callback when the load progresses
  42865. * @param fileName Defines the name of the file to load
  42866. * @returns The loaded asset container
  42867. */
  42868. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42869. }
  42870. /**
  42871. * Class used to load scene from various file formats using registered plugins
  42872. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42873. */
  42874. export class SceneLoader {
  42875. /**
  42876. * No logging while loading
  42877. */
  42878. static readonly NO_LOGGING: number;
  42879. /**
  42880. * Minimal logging while loading
  42881. */
  42882. static readonly MINIMAL_LOGGING: number;
  42883. /**
  42884. * Summary logging while loading
  42885. */
  42886. static readonly SUMMARY_LOGGING: number;
  42887. /**
  42888. * Detailled logging while loading
  42889. */
  42890. static readonly DETAILED_LOGGING: number;
  42891. /**
  42892. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42893. */
  42894. static ForceFullSceneLoadingForIncremental: boolean;
  42895. /**
  42896. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42897. */
  42898. static ShowLoadingScreen: boolean;
  42899. /**
  42900. * Defines the current logging level (while loading the scene)
  42901. * @ignorenaming
  42902. */
  42903. static loggingLevel: number;
  42904. /**
  42905. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42906. */
  42907. static CleanBoneMatrixWeights: boolean;
  42908. /**
  42909. * Event raised when a plugin is used to load a scene
  42910. */
  42911. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42912. private static _registeredPlugins;
  42913. private static _getDefaultPlugin;
  42914. private static _getPluginForExtension;
  42915. private static _getPluginForDirectLoad;
  42916. private static _getPluginForFilename;
  42917. private static _getDirectLoad;
  42918. private static _loadData;
  42919. private static _getFileInfo;
  42920. /**
  42921. * Gets a plugin that can load the given extension
  42922. * @param extension defines the extension to load
  42923. * @returns a plugin or null if none works
  42924. */
  42925. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42926. /**
  42927. * Gets a boolean indicating that the given extension can be loaded
  42928. * @param extension defines the extension to load
  42929. * @returns true if the extension is supported
  42930. */
  42931. static IsPluginForExtensionAvailable(extension: string): boolean;
  42932. /**
  42933. * Adds a new plugin to the list of registered plugins
  42934. * @param plugin defines the plugin to add
  42935. */
  42936. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42937. /**
  42938. * Import meshes into a scene
  42939. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42940. * @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)
  42941. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42942. * @param scene the instance of BABYLON.Scene to append to
  42943. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42944. * @param onProgress a callback with a progress event for each file being loaded
  42945. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42946. * @param pluginExtension the extension used to determine the plugin
  42947. * @returns The loaded plugin
  42948. */
  42949. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42950. /**
  42951. * Import meshes into a scene
  42952. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42953. * @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)
  42954. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42955. * @param scene the instance of BABYLON.Scene to append to
  42956. * @param onProgress a callback with a progress event for each file being loaded
  42957. * @param pluginExtension the extension used to determine the plugin
  42958. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42959. */
  42960. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42961. meshes: AbstractMesh[];
  42962. particleSystems: IParticleSystem[];
  42963. skeletons: Skeleton[];
  42964. animationGroups: AnimationGroup[];
  42965. }>;
  42966. /**
  42967. * Load a scene
  42968. * @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)
  42969. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42970. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42971. * @param onSuccess a callback with the scene when import succeeds
  42972. * @param onProgress a callback with a progress event for each file being loaded
  42973. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42974. * @param pluginExtension the extension used to determine the plugin
  42975. * @returns The loaded plugin
  42976. */
  42977. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42978. /**
  42979. * Load a scene
  42980. * @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)
  42981. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42982. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42983. * @param onProgress a callback with a progress event for each file being loaded
  42984. * @param pluginExtension the extension used to determine the plugin
  42985. * @returns The loaded scene
  42986. */
  42987. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42988. /**
  42989. * Append a scene
  42990. * @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)
  42991. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42992. * @param scene is the instance of BABYLON.Scene to append to
  42993. * @param onSuccess a callback with the scene when import succeeds
  42994. * @param onProgress a callback with a progress event for each file being loaded
  42995. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42996. * @param pluginExtension the extension used to determine the plugin
  42997. * @returns The loaded plugin
  42998. */
  42999. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43000. /**
  43001. * Append a scene
  43002. * @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)
  43003. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43004. * @param scene is the instance of BABYLON.Scene to append to
  43005. * @param onProgress a callback with a progress event for each file being loaded
  43006. * @param pluginExtension the extension used to determine the plugin
  43007. * @returns The given scene
  43008. */
  43009. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43010. /**
  43011. * Load a scene into an asset container
  43012. * @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)
  43013. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43014. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43015. * @param onSuccess a callback with the scene when import succeeds
  43016. * @param onProgress a callback with a progress event for each file being loaded
  43017. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43018. * @param pluginExtension the extension used to determine the plugin
  43019. * @returns The loaded plugin
  43020. */
  43021. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43022. /**
  43023. * Load a scene into an asset container
  43024. * @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)
  43025. * @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)
  43026. * @param scene is the instance of Scene to append to
  43027. * @param onProgress a callback with a progress event for each file being loaded
  43028. * @param pluginExtension the extension used to determine the plugin
  43029. * @returns The loaded asset container
  43030. */
  43031. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43032. }
  43033. }
  43034. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43035. import { Scene } from "babylonjs/scene";
  43036. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43037. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43038. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43039. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43040. /**
  43041. * Generic Controller
  43042. */
  43043. export class GenericController extends WebVRController {
  43044. /**
  43045. * Base Url for the controller model.
  43046. */
  43047. static readonly MODEL_BASE_URL: string;
  43048. /**
  43049. * File name for the controller model.
  43050. */
  43051. static readonly MODEL_FILENAME: string;
  43052. /**
  43053. * Creates a new GenericController from a gamepad
  43054. * @param vrGamepad the gamepad that the controller should be created from
  43055. */
  43056. constructor(vrGamepad: any);
  43057. /**
  43058. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43059. * @param scene scene in which to add meshes
  43060. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43061. */
  43062. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43063. /**
  43064. * Called once for each button that changed state since the last frame
  43065. * @param buttonIdx Which button index changed
  43066. * @param state New state of the button
  43067. * @param changes Which properties on the state changed since last frame
  43068. */
  43069. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43070. }
  43071. }
  43072. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43073. import { Observable } from "babylonjs/Misc/observable";
  43074. import { Scene } from "babylonjs/scene";
  43075. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43076. import { Ray } from "babylonjs/Culling/ray";
  43077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43078. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43079. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43080. /**
  43081. * Defines the WindowsMotionController object that the state of the windows motion controller
  43082. */
  43083. export class WindowsMotionController extends WebVRController {
  43084. /**
  43085. * The base url used to load the left and right controller models
  43086. */
  43087. static MODEL_BASE_URL: string;
  43088. /**
  43089. * The name of the left controller model file
  43090. */
  43091. static MODEL_LEFT_FILENAME: string;
  43092. /**
  43093. * The name of the right controller model file
  43094. */
  43095. static MODEL_RIGHT_FILENAME: string;
  43096. /**
  43097. * The controller name prefix for this controller type
  43098. */
  43099. static readonly GAMEPAD_ID_PREFIX: string;
  43100. /**
  43101. * The controller id pattern for this controller type
  43102. */
  43103. private static readonly GAMEPAD_ID_PATTERN;
  43104. private _loadedMeshInfo;
  43105. private readonly _mapping;
  43106. /**
  43107. * Fired when the trackpad on this controller is clicked
  43108. */
  43109. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43110. /**
  43111. * Fired when the trackpad on this controller is modified
  43112. */
  43113. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43114. /**
  43115. * The current x and y values of this controller's trackpad
  43116. */
  43117. trackpad: StickValues;
  43118. /**
  43119. * Creates a new WindowsMotionController from a gamepad
  43120. * @param vrGamepad the gamepad that the controller should be created from
  43121. */
  43122. constructor(vrGamepad: any);
  43123. /**
  43124. * Fired when the trigger on this controller is modified
  43125. */
  43126. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43127. /**
  43128. * Fired when the menu button on this controller is modified
  43129. */
  43130. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43131. /**
  43132. * Fired when the grip button on this controller is modified
  43133. */
  43134. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43135. /**
  43136. * Fired when the thumbstick button on this controller is modified
  43137. */
  43138. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43139. /**
  43140. * Fired when the touchpad button on this controller is modified
  43141. */
  43142. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43143. /**
  43144. * Fired when the touchpad values on this controller are modified
  43145. */
  43146. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43147. private _updateTrackpad;
  43148. /**
  43149. * Called once per frame by the engine.
  43150. */
  43151. update(): void;
  43152. /**
  43153. * Called once for each button that changed state since the last frame
  43154. * @param buttonIdx Which button index changed
  43155. * @param state New state of the button
  43156. * @param changes Which properties on the state changed since last frame
  43157. */
  43158. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43159. /**
  43160. * Moves the buttons on the controller mesh based on their current state
  43161. * @param buttonName the name of the button to move
  43162. * @param buttonValue the value of the button which determines the buttons new position
  43163. */
  43164. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43165. /**
  43166. * Moves the axis on the controller mesh based on its current state
  43167. * @param axis the index of the axis
  43168. * @param axisValue the value of the axis which determines the meshes new position
  43169. * @hidden
  43170. */
  43171. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43172. /**
  43173. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43174. * @param scene scene in which to add meshes
  43175. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43176. */
  43177. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43178. /**
  43179. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43180. * can be transformed by button presses and axes values, based on this._mapping.
  43181. *
  43182. * @param scene scene in which the meshes exist
  43183. * @param meshes list of meshes that make up the controller model to process
  43184. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43185. */
  43186. private processModel;
  43187. private createMeshInfo;
  43188. /**
  43189. * Gets the ray of the controller in the direction the controller is pointing
  43190. * @param length the length the resulting ray should be
  43191. * @returns a ray in the direction the controller is pointing
  43192. */
  43193. getForwardRay(length?: number): Ray;
  43194. /**
  43195. * Disposes of the controller
  43196. */
  43197. dispose(): void;
  43198. }
  43199. }
  43200. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43201. import { Observable } from "babylonjs/Misc/observable";
  43202. import { Scene } from "babylonjs/scene";
  43203. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43204. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43205. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43206. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43207. /**
  43208. * Oculus Touch Controller
  43209. */
  43210. export class OculusTouchController extends WebVRController {
  43211. /**
  43212. * Base Url for the controller model.
  43213. */
  43214. static MODEL_BASE_URL: string;
  43215. /**
  43216. * File name for the left controller model.
  43217. */
  43218. static MODEL_LEFT_FILENAME: string;
  43219. /**
  43220. * File name for the right controller model.
  43221. */
  43222. static MODEL_RIGHT_FILENAME: string;
  43223. /**
  43224. * Base Url for the Quest controller model.
  43225. */
  43226. static QUEST_MODEL_BASE_URL: string;
  43227. /**
  43228. * @hidden
  43229. * If the controllers are running on a device that needs the updated Quest controller models
  43230. */
  43231. static _IsQuest: boolean;
  43232. /**
  43233. * Fired when the secondary trigger on this controller is modified
  43234. */
  43235. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43236. /**
  43237. * Fired when the thumb rest on this controller is modified
  43238. */
  43239. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43240. /**
  43241. * Creates a new OculusTouchController from a gamepad
  43242. * @param vrGamepad the gamepad that the controller should be created from
  43243. */
  43244. constructor(vrGamepad: any);
  43245. /**
  43246. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43247. * @param scene scene in which to add meshes
  43248. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43249. */
  43250. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43251. /**
  43252. * Fired when the A button on this controller is modified
  43253. */
  43254. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43255. /**
  43256. * Fired when the B button on this controller is modified
  43257. */
  43258. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43259. /**
  43260. * Fired when the X button on this controller is modified
  43261. */
  43262. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43263. /**
  43264. * Fired when the Y button on this controller is modified
  43265. */
  43266. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43267. /**
  43268. * Called once for each button that changed state since the last frame
  43269. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43270. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43271. * 2) secondary trigger (same)
  43272. * 3) A (right) X (left), touch, pressed = value
  43273. * 4) B / Y
  43274. * 5) thumb rest
  43275. * @param buttonIdx Which button index changed
  43276. * @param state New state of the button
  43277. * @param changes Which properties on the state changed since last frame
  43278. */
  43279. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43280. }
  43281. }
  43282. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43283. import { Scene } from "babylonjs/scene";
  43284. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43285. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43286. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43287. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43288. import { Observable } from "babylonjs/Misc/observable";
  43289. /**
  43290. * Vive Controller
  43291. */
  43292. export class ViveController extends WebVRController {
  43293. /**
  43294. * Base Url for the controller model.
  43295. */
  43296. static MODEL_BASE_URL: string;
  43297. /**
  43298. * File name for the controller model.
  43299. */
  43300. static MODEL_FILENAME: string;
  43301. /**
  43302. * Creates a new ViveController from a gamepad
  43303. * @param vrGamepad the gamepad that the controller should be created from
  43304. */
  43305. constructor(vrGamepad: any);
  43306. /**
  43307. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43308. * @param scene scene in which to add meshes
  43309. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43310. */
  43311. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43312. /**
  43313. * Fired when the left button on this controller is modified
  43314. */
  43315. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43316. /**
  43317. * Fired when the right button on this controller is modified
  43318. */
  43319. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43320. /**
  43321. * Fired when the menu button on this controller is modified
  43322. */
  43323. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43324. /**
  43325. * Called once for each button that changed state since the last frame
  43326. * Vive mapping:
  43327. * 0: touchpad
  43328. * 1: trigger
  43329. * 2: left AND right buttons
  43330. * 3: menu button
  43331. * @param buttonIdx Which button index changed
  43332. * @param state New state of the button
  43333. * @param changes Which properties on the state changed since last frame
  43334. */
  43335. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43336. }
  43337. }
  43338. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43339. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43340. /**
  43341. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43342. */
  43343. export class WebXRControllerModelLoader {
  43344. /**
  43345. * Creates the WebXRControllerModelLoader
  43346. * @param input xr input that creates the controllers
  43347. */
  43348. constructor(input: WebXRInput);
  43349. }
  43350. }
  43351. declare module "babylonjs/Cameras/XR/index" {
  43352. export * from "babylonjs/Cameras/XR/webXRCamera";
  43353. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43354. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43355. export * from "babylonjs/Cameras/XR/webXRInput";
  43356. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43357. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43358. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43359. export * from "babylonjs/Cameras/XR/webXRController";
  43360. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43361. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43362. }
  43363. declare module "babylonjs/Cameras/RigModes/index" {
  43364. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43365. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43366. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43367. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43368. }
  43369. declare module "babylonjs/Cameras/index" {
  43370. export * from "babylonjs/Cameras/Inputs/index";
  43371. export * from "babylonjs/Cameras/cameraInputsManager";
  43372. export * from "babylonjs/Cameras/camera";
  43373. export * from "babylonjs/Cameras/targetCamera";
  43374. export * from "babylonjs/Cameras/freeCamera";
  43375. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43376. export * from "babylonjs/Cameras/touchCamera";
  43377. export * from "babylonjs/Cameras/arcRotateCamera";
  43378. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43379. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43380. export * from "babylonjs/Cameras/flyCamera";
  43381. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43382. export * from "babylonjs/Cameras/followCamera";
  43383. export * from "babylonjs/Cameras/gamepadCamera";
  43384. export * from "babylonjs/Cameras/Stereoscopic/index";
  43385. export * from "babylonjs/Cameras/universalCamera";
  43386. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43387. export * from "babylonjs/Cameras/VR/index";
  43388. export * from "babylonjs/Cameras/XR/index";
  43389. export * from "babylonjs/Cameras/RigModes/index";
  43390. }
  43391. declare module "babylonjs/Collisions/index" {
  43392. export * from "babylonjs/Collisions/collider";
  43393. export * from "babylonjs/Collisions/collisionCoordinator";
  43394. export * from "babylonjs/Collisions/pickingInfo";
  43395. export * from "babylonjs/Collisions/intersectionInfo";
  43396. export * from "babylonjs/Collisions/meshCollisionData";
  43397. }
  43398. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43399. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43400. import { Vector3 } from "babylonjs/Maths/math.vector";
  43401. import { Ray } from "babylonjs/Culling/ray";
  43402. import { Plane } from "babylonjs/Maths/math.plane";
  43403. /**
  43404. * Contains an array of blocks representing the octree
  43405. */
  43406. export interface IOctreeContainer<T> {
  43407. /**
  43408. * Blocks within the octree
  43409. */
  43410. blocks: Array<OctreeBlock<T>>;
  43411. }
  43412. /**
  43413. * Class used to store a cell in an octree
  43414. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43415. */
  43416. export class OctreeBlock<T> {
  43417. /**
  43418. * Gets the content of the current block
  43419. */
  43420. entries: T[];
  43421. /**
  43422. * Gets the list of block children
  43423. */
  43424. blocks: Array<OctreeBlock<T>>;
  43425. private _depth;
  43426. private _maxDepth;
  43427. private _capacity;
  43428. private _minPoint;
  43429. private _maxPoint;
  43430. private _boundingVectors;
  43431. private _creationFunc;
  43432. /**
  43433. * Creates a new block
  43434. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43435. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43436. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43437. * @param depth defines the current depth of this block in the octree
  43438. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43439. * @param creationFunc defines a callback to call when an element is added to the block
  43440. */
  43441. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43442. /**
  43443. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43444. */
  43445. readonly capacity: number;
  43446. /**
  43447. * Gets the minimum vector (in world space) of the block's bounding box
  43448. */
  43449. readonly minPoint: Vector3;
  43450. /**
  43451. * Gets the maximum vector (in world space) of the block's bounding box
  43452. */
  43453. readonly maxPoint: Vector3;
  43454. /**
  43455. * Add a new element to this block
  43456. * @param entry defines the element to add
  43457. */
  43458. addEntry(entry: T): void;
  43459. /**
  43460. * Remove an element from this block
  43461. * @param entry defines the element to remove
  43462. */
  43463. removeEntry(entry: T): void;
  43464. /**
  43465. * Add an array of elements to this block
  43466. * @param entries defines the array of elements to add
  43467. */
  43468. addEntries(entries: T[]): void;
  43469. /**
  43470. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43471. * @param frustumPlanes defines the frustum planes to test
  43472. * @param selection defines the array to store current content if selection is positive
  43473. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43474. */
  43475. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43476. /**
  43477. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43478. * @param sphereCenter defines the bounding sphere center
  43479. * @param sphereRadius defines the bounding sphere radius
  43480. * @param selection defines the array to store current content if selection is positive
  43481. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43482. */
  43483. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43484. /**
  43485. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43486. * @param ray defines the ray to test with
  43487. * @param selection defines the array to store current content if selection is positive
  43488. */
  43489. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43490. /**
  43491. * Subdivide the content into child blocks (this block will then be empty)
  43492. */
  43493. createInnerBlocks(): void;
  43494. /**
  43495. * @hidden
  43496. */
  43497. 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;
  43498. }
  43499. }
  43500. declare module "babylonjs/Culling/Octrees/octree" {
  43501. import { SmartArray } from "babylonjs/Misc/smartArray";
  43502. import { Vector3 } from "babylonjs/Maths/math.vector";
  43503. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43505. import { Ray } from "babylonjs/Culling/ray";
  43506. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43507. import { Plane } from "babylonjs/Maths/math.plane";
  43508. /**
  43509. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43510. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43511. */
  43512. export class Octree<T> {
  43513. /** 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.) */
  43514. maxDepth: number;
  43515. /**
  43516. * Blocks within the octree containing objects
  43517. */
  43518. blocks: Array<OctreeBlock<T>>;
  43519. /**
  43520. * Content stored in the octree
  43521. */
  43522. dynamicContent: T[];
  43523. private _maxBlockCapacity;
  43524. private _selectionContent;
  43525. private _creationFunc;
  43526. /**
  43527. * Creates a octree
  43528. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43529. * @param creationFunc function to be used to instatiate the octree
  43530. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43531. * @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.)
  43532. */
  43533. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43534. /** 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.) */
  43535. maxDepth?: number);
  43536. /**
  43537. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43538. * @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);
  43539. * @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);
  43540. * @param entries meshes to be added to the octree blocks
  43541. */
  43542. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43543. /**
  43544. * Adds a mesh to the octree
  43545. * @param entry Mesh to add to the octree
  43546. */
  43547. addMesh(entry: T): void;
  43548. /**
  43549. * Remove an element from the octree
  43550. * @param entry defines the element to remove
  43551. */
  43552. removeMesh(entry: T): void;
  43553. /**
  43554. * Selects an array of meshes within the frustum
  43555. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43556. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43557. * @returns array of meshes within the frustum
  43558. */
  43559. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43560. /**
  43561. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43562. * @param sphereCenter defines the bounding sphere center
  43563. * @param sphereRadius defines the bounding sphere radius
  43564. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43565. * @returns an array of objects that intersect the sphere
  43566. */
  43567. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43568. /**
  43569. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43570. * @param ray defines the ray to test with
  43571. * @returns array of intersected objects
  43572. */
  43573. intersectsRay(ray: Ray): SmartArray<T>;
  43574. /**
  43575. * Adds a mesh into the octree block if it intersects the block
  43576. */
  43577. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43578. /**
  43579. * Adds a submesh into the octree block if it intersects the block
  43580. */
  43581. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43582. }
  43583. }
  43584. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43585. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43586. import { Scene } from "babylonjs/scene";
  43587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43588. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43589. import { Ray } from "babylonjs/Culling/ray";
  43590. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43591. import { Collider } from "babylonjs/Collisions/collider";
  43592. module "babylonjs/scene" {
  43593. interface Scene {
  43594. /**
  43595. * @hidden
  43596. * Backing Filed
  43597. */
  43598. _selectionOctree: Octree<AbstractMesh>;
  43599. /**
  43600. * Gets the octree used to boost mesh selection (picking)
  43601. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43602. */
  43603. selectionOctree: Octree<AbstractMesh>;
  43604. /**
  43605. * Creates or updates the octree used to boost selection (picking)
  43606. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43607. * @param maxCapacity defines the maximum capacity per leaf
  43608. * @param maxDepth defines the maximum depth of the octree
  43609. * @returns an octree of AbstractMesh
  43610. */
  43611. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43612. }
  43613. }
  43614. module "babylonjs/Meshes/abstractMesh" {
  43615. interface AbstractMesh {
  43616. /**
  43617. * @hidden
  43618. * Backing Field
  43619. */
  43620. _submeshesOctree: Octree<SubMesh>;
  43621. /**
  43622. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43623. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43624. * @param maxCapacity defines the maximum size of each block (64 by default)
  43625. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43626. * @returns the new octree
  43627. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43628. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43629. */
  43630. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43631. }
  43632. }
  43633. /**
  43634. * Defines the octree scene component responsible to manage any octrees
  43635. * in a given scene.
  43636. */
  43637. export class OctreeSceneComponent {
  43638. /**
  43639. * The component name help to identify the component in the list of scene components.
  43640. */
  43641. readonly name: string;
  43642. /**
  43643. * The scene the component belongs to.
  43644. */
  43645. scene: Scene;
  43646. /**
  43647. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43648. */
  43649. readonly checksIsEnabled: boolean;
  43650. /**
  43651. * Creates a new instance of the component for the given scene
  43652. * @param scene Defines the scene to register the component in
  43653. */
  43654. constructor(scene: Scene);
  43655. /**
  43656. * Registers the component in a given scene
  43657. */
  43658. register(): void;
  43659. /**
  43660. * Return the list of active meshes
  43661. * @returns the list of active meshes
  43662. */
  43663. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43664. /**
  43665. * Return the list of active sub meshes
  43666. * @param mesh The mesh to get the candidates sub meshes from
  43667. * @returns the list of active sub meshes
  43668. */
  43669. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43670. private _tempRay;
  43671. /**
  43672. * Return the list of sub meshes intersecting with a given local ray
  43673. * @param mesh defines the mesh to find the submesh for
  43674. * @param localRay defines the ray in local space
  43675. * @returns the list of intersecting sub meshes
  43676. */
  43677. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43678. /**
  43679. * Return the list of sub meshes colliding with a collider
  43680. * @param mesh defines the mesh to find the submesh for
  43681. * @param collider defines the collider to evaluate the collision against
  43682. * @returns the list of colliding sub meshes
  43683. */
  43684. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43685. /**
  43686. * Rebuilds the elements related to this component in case of
  43687. * context lost for instance.
  43688. */
  43689. rebuild(): void;
  43690. /**
  43691. * Disposes the component and the associated ressources.
  43692. */
  43693. dispose(): void;
  43694. }
  43695. }
  43696. declare module "babylonjs/Culling/Octrees/index" {
  43697. export * from "babylonjs/Culling/Octrees/octree";
  43698. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43699. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43700. }
  43701. declare module "babylonjs/Culling/index" {
  43702. export * from "babylonjs/Culling/boundingBox";
  43703. export * from "babylonjs/Culling/boundingInfo";
  43704. export * from "babylonjs/Culling/boundingSphere";
  43705. export * from "babylonjs/Culling/Octrees/index";
  43706. export * from "babylonjs/Culling/ray";
  43707. }
  43708. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43709. import { IDisposable, Scene } from "babylonjs/scene";
  43710. import { Nullable } from "babylonjs/types";
  43711. import { Observable } from "babylonjs/Misc/observable";
  43712. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43713. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43714. import { Camera } from "babylonjs/Cameras/camera";
  43715. /**
  43716. * Renders a layer on top of an existing scene
  43717. */
  43718. export class UtilityLayerRenderer implements IDisposable {
  43719. /** the original scene that will be rendered on top of */
  43720. originalScene: Scene;
  43721. private _pointerCaptures;
  43722. private _lastPointerEvents;
  43723. private static _DefaultUtilityLayer;
  43724. private static _DefaultKeepDepthUtilityLayer;
  43725. private _sharedGizmoLight;
  43726. private _renderCamera;
  43727. /**
  43728. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43729. * @returns the camera that is used when rendering the utility layer
  43730. */
  43731. getRenderCamera(): Nullable<Camera>;
  43732. /**
  43733. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43734. * @param cam the camera that should be used when rendering the utility layer
  43735. */
  43736. setRenderCamera(cam: Nullable<Camera>): void;
  43737. /**
  43738. * @hidden
  43739. * Light which used by gizmos to get light shading
  43740. */
  43741. _getSharedGizmoLight(): HemisphericLight;
  43742. /**
  43743. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43744. */
  43745. pickUtilitySceneFirst: boolean;
  43746. /**
  43747. * 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)
  43748. */
  43749. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43750. /**
  43751. * 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)
  43752. */
  43753. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43754. /**
  43755. * The scene that is rendered on top of the original scene
  43756. */
  43757. utilityLayerScene: Scene;
  43758. /**
  43759. * If the utility layer should automatically be rendered on top of existing scene
  43760. */
  43761. shouldRender: boolean;
  43762. /**
  43763. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43764. */
  43765. onlyCheckPointerDownEvents: boolean;
  43766. /**
  43767. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43768. */
  43769. processAllEvents: boolean;
  43770. /**
  43771. * Observable raised when the pointer move from the utility layer scene to the main scene
  43772. */
  43773. onPointerOutObservable: Observable<number>;
  43774. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43775. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43776. private _afterRenderObserver;
  43777. private _sceneDisposeObserver;
  43778. private _originalPointerObserver;
  43779. /**
  43780. * Instantiates a UtilityLayerRenderer
  43781. * @param originalScene the original scene that will be rendered on top of
  43782. * @param handleEvents boolean indicating if the utility layer should handle events
  43783. */
  43784. constructor(
  43785. /** the original scene that will be rendered on top of */
  43786. originalScene: Scene, handleEvents?: boolean);
  43787. private _notifyObservers;
  43788. /**
  43789. * Renders the utility layers scene on top of the original scene
  43790. */
  43791. render(): void;
  43792. /**
  43793. * Disposes of the renderer
  43794. */
  43795. dispose(): void;
  43796. private _updateCamera;
  43797. }
  43798. }
  43799. declare module "babylonjs/Gizmos/gizmo" {
  43800. import { Nullable } from "babylonjs/types";
  43801. import { IDisposable } from "babylonjs/scene";
  43802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43803. import { Mesh } from "babylonjs/Meshes/mesh";
  43804. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43805. /**
  43806. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43807. */
  43808. export class Gizmo implements IDisposable {
  43809. /** The utility layer the gizmo will be added to */
  43810. gizmoLayer: UtilityLayerRenderer;
  43811. /**
  43812. * The root mesh of the gizmo
  43813. */
  43814. _rootMesh: Mesh;
  43815. private _attachedMesh;
  43816. /**
  43817. * Ratio for the scale of the gizmo (Default: 1)
  43818. */
  43819. scaleRatio: number;
  43820. /**
  43821. * If a custom mesh has been set (Default: false)
  43822. */
  43823. protected _customMeshSet: boolean;
  43824. /**
  43825. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43826. * * When set, interactions will be enabled
  43827. */
  43828. attachedMesh: Nullable<AbstractMesh>;
  43829. /**
  43830. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43831. * @param mesh The mesh to replace the default mesh of the gizmo
  43832. */
  43833. setCustomMesh(mesh: Mesh): void;
  43834. /**
  43835. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43836. */
  43837. updateGizmoRotationToMatchAttachedMesh: boolean;
  43838. /**
  43839. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43840. */
  43841. updateGizmoPositionToMatchAttachedMesh: boolean;
  43842. /**
  43843. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43844. */
  43845. updateScale: boolean;
  43846. protected _interactionsEnabled: boolean;
  43847. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43848. private _beforeRenderObserver;
  43849. private _tempVector;
  43850. /**
  43851. * Creates a gizmo
  43852. * @param gizmoLayer The utility layer the gizmo will be added to
  43853. */
  43854. constructor(
  43855. /** The utility layer the gizmo will be added to */
  43856. gizmoLayer?: UtilityLayerRenderer);
  43857. /**
  43858. * Updates the gizmo to match the attached mesh's position/rotation
  43859. */
  43860. protected _update(): void;
  43861. /**
  43862. * Disposes of the gizmo
  43863. */
  43864. dispose(): void;
  43865. }
  43866. }
  43867. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43868. import { Observable } from "babylonjs/Misc/observable";
  43869. import { Nullable } from "babylonjs/types";
  43870. import { Vector3 } from "babylonjs/Maths/math.vector";
  43871. import { Color3 } from "babylonjs/Maths/math.color";
  43872. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43874. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43875. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43876. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43877. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43878. import { Scene } from "babylonjs/scene";
  43879. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43880. /**
  43881. * Single plane drag gizmo
  43882. */
  43883. export class PlaneDragGizmo extends Gizmo {
  43884. /**
  43885. * Drag behavior responsible for the gizmos dragging interactions
  43886. */
  43887. dragBehavior: PointerDragBehavior;
  43888. private _pointerObserver;
  43889. /**
  43890. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43891. */
  43892. snapDistance: number;
  43893. /**
  43894. * Event that fires each time the gizmo snaps to a new location.
  43895. * * snapDistance is the the change in distance
  43896. */
  43897. onSnapObservable: Observable<{
  43898. snapDistance: number;
  43899. }>;
  43900. private _plane;
  43901. private _coloredMaterial;
  43902. private _hoverMaterial;
  43903. private _isEnabled;
  43904. private _parent;
  43905. /** @hidden */
  43906. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43907. /** @hidden */
  43908. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43909. /**
  43910. * Creates a PlaneDragGizmo
  43911. * @param gizmoLayer The utility layer the gizmo will be added to
  43912. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43913. * @param color The color of the gizmo
  43914. */
  43915. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43916. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43917. /**
  43918. * If the gizmo is enabled
  43919. */
  43920. isEnabled: boolean;
  43921. /**
  43922. * Disposes of the gizmo
  43923. */
  43924. dispose(): void;
  43925. }
  43926. }
  43927. declare module "babylonjs/Gizmos/positionGizmo" {
  43928. import { Observable } from "babylonjs/Misc/observable";
  43929. import { Nullable } from "babylonjs/types";
  43930. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43931. import { Mesh } from "babylonjs/Meshes/mesh";
  43932. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43933. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43934. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43935. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43936. /**
  43937. * Gizmo that enables dragging a mesh along 3 axis
  43938. */
  43939. export class PositionGizmo extends Gizmo {
  43940. /**
  43941. * Internal gizmo used for interactions on the x axis
  43942. */
  43943. xGizmo: AxisDragGizmo;
  43944. /**
  43945. * Internal gizmo used for interactions on the y axis
  43946. */
  43947. yGizmo: AxisDragGizmo;
  43948. /**
  43949. * Internal gizmo used for interactions on the z axis
  43950. */
  43951. zGizmo: AxisDragGizmo;
  43952. /**
  43953. * Internal gizmo used for interactions on the yz plane
  43954. */
  43955. xPlaneGizmo: PlaneDragGizmo;
  43956. /**
  43957. * Internal gizmo used for interactions on the xz plane
  43958. */
  43959. yPlaneGizmo: PlaneDragGizmo;
  43960. /**
  43961. * Internal gizmo used for interactions on the xy plane
  43962. */
  43963. zPlaneGizmo: PlaneDragGizmo;
  43964. /**
  43965. * private variables
  43966. */
  43967. private _meshAttached;
  43968. private _updateGizmoRotationToMatchAttachedMesh;
  43969. private _snapDistance;
  43970. private _scaleRatio;
  43971. /** Fires an event when any of it's sub gizmos are dragged */
  43972. onDragStartObservable: Observable<unknown>;
  43973. /** Fires an event when any of it's sub gizmos are released from dragging */
  43974. onDragEndObservable: Observable<unknown>;
  43975. /**
  43976. * If set to true, planar drag is enabled
  43977. */
  43978. private _planarGizmoEnabled;
  43979. attachedMesh: Nullable<AbstractMesh>;
  43980. /**
  43981. * Creates a PositionGizmo
  43982. * @param gizmoLayer The utility layer the gizmo will be added to
  43983. */
  43984. constructor(gizmoLayer?: UtilityLayerRenderer);
  43985. /**
  43986. * If the planar drag gizmo is enabled
  43987. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43988. */
  43989. planarGizmoEnabled: boolean;
  43990. updateGizmoRotationToMatchAttachedMesh: boolean;
  43991. /**
  43992. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43993. */
  43994. snapDistance: number;
  43995. /**
  43996. * Ratio for the scale of the gizmo (Default: 1)
  43997. */
  43998. scaleRatio: number;
  43999. /**
  44000. * Disposes of the gizmo
  44001. */
  44002. dispose(): void;
  44003. /**
  44004. * CustomMeshes are not supported by this gizmo
  44005. * @param mesh The mesh to replace the default mesh of the gizmo
  44006. */
  44007. setCustomMesh(mesh: Mesh): void;
  44008. }
  44009. }
  44010. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44011. import { Observable } from "babylonjs/Misc/observable";
  44012. import { Nullable } from "babylonjs/types";
  44013. import { Vector3 } from "babylonjs/Maths/math.vector";
  44014. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44016. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44017. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44018. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44019. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44020. import { Scene } from "babylonjs/scene";
  44021. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44022. import { Color3 } from "babylonjs/Maths/math.color";
  44023. /**
  44024. * Single axis drag gizmo
  44025. */
  44026. export class AxisDragGizmo extends Gizmo {
  44027. /**
  44028. * Drag behavior responsible for the gizmos dragging interactions
  44029. */
  44030. dragBehavior: PointerDragBehavior;
  44031. private _pointerObserver;
  44032. /**
  44033. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44034. */
  44035. snapDistance: number;
  44036. /**
  44037. * Event that fires each time the gizmo snaps to a new location.
  44038. * * snapDistance is the the change in distance
  44039. */
  44040. onSnapObservable: Observable<{
  44041. snapDistance: number;
  44042. }>;
  44043. private _isEnabled;
  44044. private _parent;
  44045. private _arrow;
  44046. private _coloredMaterial;
  44047. private _hoverMaterial;
  44048. /** @hidden */
  44049. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44050. /** @hidden */
  44051. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44052. /**
  44053. * Creates an AxisDragGizmo
  44054. * @param gizmoLayer The utility layer the gizmo will be added to
  44055. * @param dragAxis The axis which the gizmo will be able to drag on
  44056. * @param color The color of the gizmo
  44057. */
  44058. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44059. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44060. /**
  44061. * If the gizmo is enabled
  44062. */
  44063. isEnabled: boolean;
  44064. /**
  44065. * Disposes of the gizmo
  44066. */
  44067. dispose(): void;
  44068. }
  44069. }
  44070. declare module "babylonjs/Debug/axesViewer" {
  44071. import { Vector3 } from "babylonjs/Maths/math.vector";
  44072. import { Nullable } from "babylonjs/types";
  44073. import { Scene } from "babylonjs/scene";
  44074. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44075. /**
  44076. * The Axes viewer will show 3 axes in a specific point in space
  44077. */
  44078. export class AxesViewer {
  44079. private _xAxis;
  44080. private _yAxis;
  44081. private _zAxis;
  44082. private _scaleLinesFactor;
  44083. private _instanced;
  44084. /**
  44085. * Gets the hosting scene
  44086. */
  44087. scene: Scene;
  44088. /**
  44089. * Gets or sets a number used to scale line length
  44090. */
  44091. scaleLines: number;
  44092. /** Gets the node hierarchy used to render x-axis */
  44093. readonly xAxis: TransformNode;
  44094. /** Gets the node hierarchy used to render y-axis */
  44095. readonly yAxis: TransformNode;
  44096. /** Gets the node hierarchy used to render z-axis */
  44097. readonly zAxis: TransformNode;
  44098. /**
  44099. * Creates a new AxesViewer
  44100. * @param scene defines the hosting scene
  44101. * @param scaleLines defines a number used to scale line length (1 by default)
  44102. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44103. * @param xAxis defines the node hierarchy used to render the x-axis
  44104. * @param yAxis defines the node hierarchy used to render the y-axis
  44105. * @param zAxis defines the node hierarchy used to render the z-axis
  44106. */
  44107. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44108. /**
  44109. * Force the viewer to update
  44110. * @param position defines the position of the viewer
  44111. * @param xaxis defines the x axis of the viewer
  44112. * @param yaxis defines the y axis of the viewer
  44113. * @param zaxis defines the z axis of the viewer
  44114. */
  44115. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44116. /**
  44117. * Creates an instance of this axes viewer.
  44118. * @returns a new axes viewer with instanced meshes
  44119. */
  44120. createInstance(): AxesViewer;
  44121. /** Releases resources */
  44122. dispose(): void;
  44123. private static _SetRenderingGroupId;
  44124. }
  44125. }
  44126. declare module "babylonjs/Debug/boneAxesViewer" {
  44127. import { Nullable } from "babylonjs/types";
  44128. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44129. import { Vector3 } from "babylonjs/Maths/math.vector";
  44130. import { Mesh } from "babylonjs/Meshes/mesh";
  44131. import { Bone } from "babylonjs/Bones/bone";
  44132. import { Scene } from "babylonjs/scene";
  44133. /**
  44134. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44135. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44136. */
  44137. export class BoneAxesViewer extends AxesViewer {
  44138. /**
  44139. * Gets or sets the target mesh where to display the axes viewer
  44140. */
  44141. mesh: Nullable<Mesh>;
  44142. /**
  44143. * Gets or sets the target bone where to display the axes viewer
  44144. */
  44145. bone: Nullable<Bone>;
  44146. /** Gets current position */
  44147. pos: Vector3;
  44148. /** Gets direction of X axis */
  44149. xaxis: Vector3;
  44150. /** Gets direction of Y axis */
  44151. yaxis: Vector3;
  44152. /** Gets direction of Z axis */
  44153. zaxis: Vector3;
  44154. /**
  44155. * Creates a new BoneAxesViewer
  44156. * @param scene defines the hosting scene
  44157. * @param bone defines the target bone
  44158. * @param mesh defines the target mesh
  44159. * @param scaleLines defines a scaling factor for line length (1 by default)
  44160. */
  44161. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44162. /**
  44163. * Force the viewer to update
  44164. */
  44165. update(): void;
  44166. /** Releases resources */
  44167. dispose(): void;
  44168. }
  44169. }
  44170. declare module "babylonjs/Debug/debugLayer" {
  44171. import { Scene } from "babylonjs/scene";
  44172. /**
  44173. * Interface used to define scene explorer extensibility option
  44174. */
  44175. export interface IExplorerExtensibilityOption {
  44176. /**
  44177. * Define the option label
  44178. */
  44179. label: string;
  44180. /**
  44181. * Defines the action to execute on click
  44182. */
  44183. action: (entity: any) => void;
  44184. }
  44185. /**
  44186. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44187. */
  44188. export interface IExplorerExtensibilityGroup {
  44189. /**
  44190. * Defines a predicate to test if a given type mut be extended
  44191. */
  44192. predicate: (entity: any) => boolean;
  44193. /**
  44194. * Gets the list of options added to a type
  44195. */
  44196. entries: IExplorerExtensibilityOption[];
  44197. }
  44198. /**
  44199. * Interface used to define the options to use to create the Inspector
  44200. */
  44201. export interface IInspectorOptions {
  44202. /**
  44203. * Display in overlay mode (default: false)
  44204. */
  44205. overlay?: boolean;
  44206. /**
  44207. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44208. */
  44209. globalRoot?: HTMLElement;
  44210. /**
  44211. * Display the Scene explorer
  44212. */
  44213. showExplorer?: boolean;
  44214. /**
  44215. * Display the property inspector
  44216. */
  44217. showInspector?: boolean;
  44218. /**
  44219. * Display in embed mode (both panes on the right)
  44220. */
  44221. embedMode?: boolean;
  44222. /**
  44223. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44224. */
  44225. handleResize?: boolean;
  44226. /**
  44227. * Allow the panes to popup (default: true)
  44228. */
  44229. enablePopup?: boolean;
  44230. /**
  44231. * Allow the panes to be closed by users (default: true)
  44232. */
  44233. enableClose?: boolean;
  44234. /**
  44235. * Optional list of extensibility entries
  44236. */
  44237. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44238. /**
  44239. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44240. */
  44241. inspectorURL?: string;
  44242. }
  44243. module "babylonjs/scene" {
  44244. interface Scene {
  44245. /**
  44246. * @hidden
  44247. * Backing field
  44248. */
  44249. _debugLayer: DebugLayer;
  44250. /**
  44251. * Gets the debug layer (aka Inspector) associated with the scene
  44252. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44253. */
  44254. debugLayer: DebugLayer;
  44255. }
  44256. }
  44257. /**
  44258. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44259. * what is happening in your scene
  44260. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44261. */
  44262. export class DebugLayer {
  44263. /**
  44264. * Define the url to get the inspector script from.
  44265. * By default it uses the babylonjs CDN.
  44266. * @ignoreNaming
  44267. */
  44268. static InspectorURL: string;
  44269. private _scene;
  44270. private BJSINSPECTOR;
  44271. private _onPropertyChangedObservable?;
  44272. /**
  44273. * Observable triggered when a property is changed through the inspector.
  44274. */
  44275. readonly onPropertyChangedObservable: any;
  44276. /**
  44277. * Instantiates a new debug layer.
  44278. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44279. * what is happening in your scene
  44280. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44281. * @param scene Defines the scene to inspect
  44282. */
  44283. constructor(scene: Scene);
  44284. /** Creates the inspector window. */
  44285. private _createInspector;
  44286. /**
  44287. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44288. * @param entity defines the entity to select
  44289. * @param lineContainerTitle defines the specific block to highlight
  44290. */
  44291. select(entity: any, lineContainerTitle?: string): void;
  44292. /** Get the inspector from bundle or global */
  44293. private _getGlobalInspector;
  44294. /**
  44295. * Get if the inspector is visible or not.
  44296. * @returns true if visible otherwise, false
  44297. */
  44298. isVisible(): boolean;
  44299. /**
  44300. * Hide the inspector and close its window.
  44301. */
  44302. hide(): void;
  44303. /**
  44304. * Launch the debugLayer.
  44305. * @param config Define the configuration of the inspector
  44306. * @return a promise fulfilled when the debug layer is visible
  44307. */
  44308. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44309. }
  44310. }
  44311. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44312. import { Nullable } from "babylonjs/types";
  44313. import { Scene } from "babylonjs/scene";
  44314. import { Vector4 } from "babylonjs/Maths/math.vector";
  44315. import { Color4 } from "babylonjs/Maths/math.color";
  44316. import { Mesh } from "babylonjs/Meshes/mesh";
  44317. /**
  44318. * Class containing static functions to help procedurally build meshes
  44319. */
  44320. export class BoxBuilder {
  44321. /**
  44322. * Creates a box mesh
  44323. * * The parameter `size` sets the size (float) of each box side (default 1)
  44324. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44325. * * 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)
  44326. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44327. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44328. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44330. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44331. * @param name defines the name of the mesh
  44332. * @param options defines the options used to create the mesh
  44333. * @param scene defines the hosting scene
  44334. * @returns the box mesh
  44335. */
  44336. static CreateBox(name: string, options: {
  44337. size?: number;
  44338. width?: number;
  44339. height?: number;
  44340. depth?: number;
  44341. faceUV?: Vector4[];
  44342. faceColors?: Color4[];
  44343. sideOrientation?: number;
  44344. frontUVs?: Vector4;
  44345. backUVs?: Vector4;
  44346. wrap?: boolean;
  44347. topBaseAt?: number;
  44348. bottomBaseAt?: number;
  44349. updatable?: boolean;
  44350. }, scene?: Nullable<Scene>): Mesh;
  44351. }
  44352. }
  44353. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44354. import { Vector4 } from "babylonjs/Maths/math.vector";
  44355. import { Mesh } from "babylonjs/Meshes/mesh";
  44356. /**
  44357. * Class containing static functions to help procedurally build meshes
  44358. */
  44359. export class SphereBuilder {
  44360. /**
  44361. * Creates a sphere mesh
  44362. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44363. * * 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`)
  44364. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44365. * * 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
  44366. * * 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)
  44367. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44368. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44369. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44370. * @param name defines the name of the mesh
  44371. * @param options defines the options used to create the mesh
  44372. * @param scene defines the hosting scene
  44373. * @returns the sphere mesh
  44374. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44375. */
  44376. static CreateSphere(name: string, options: {
  44377. segments?: number;
  44378. diameter?: number;
  44379. diameterX?: number;
  44380. diameterY?: number;
  44381. diameterZ?: number;
  44382. arc?: number;
  44383. slice?: number;
  44384. sideOrientation?: number;
  44385. frontUVs?: Vector4;
  44386. backUVs?: Vector4;
  44387. updatable?: boolean;
  44388. }, scene: any): Mesh;
  44389. }
  44390. }
  44391. declare module "babylonjs/Debug/physicsViewer" {
  44392. import { Nullable } from "babylonjs/types";
  44393. import { Scene } from "babylonjs/scene";
  44394. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44395. import { Mesh } from "babylonjs/Meshes/mesh";
  44396. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44397. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44398. /**
  44399. * Used to show the physics impostor around the specific mesh
  44400. */
  44401. export class PhysicsViewer {
  44402. /** @hidden */
  44403. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44404. /** @hidden */
  44405. protected _meshes: Array<Nullable<AbstractMesh>>;
  44406. /** @hidden */
  44407. protected _scene: Nullable<Scene>;
  44408. /** @hidden */
  44409. protected _numMeshes: number;
  44410. /** @hidden */
  44411. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44412. private _renderFunction;
  44413. private _utilityLayer;
  44414. private _debugBoxMesh;
  44415. private _debugSphereMesh;
  44416. private _debugCylinderMesh;
  44417. private _debugMaterial;
  44418. private _debugMeshMeshes;
  44419. /**
  44420. * Creates a new PhysicsViewer
  44421. * @param scene defines the hosting scene
  44422. */
  44423. constructor(scene: Scene);
  44424. /** @hidden */
  44425. protected _updateDebugMeshes(): void;
  44426. /**
  44427. * Renders a specified physic impostor
  44428. * @param impostor defines the impostor to render
  44429. * @param targetMesh defines the mesh represented by the impostor
  44430. * @returns the new debug mesh used to render the impostor
  44431. */
  44432. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44433. /**
  44434. * Hides a specified physic impostor
  44435. * @param impostor defines the impostor to hide
  44436. */
  44437. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44438. private _getDebugMaterial;
  44439. private _getDebugBoxMesh;
  44440. private _getDebugSphereMesh;
  44441. private _getDebugCylinderMesh;
  44442. private _getDebugMeshMesh;
  44443. private _getDebugMesh;
  44444. /** Releases all resources */
  44445. dispose(): void;
  44446. }
  44447. }
  44448. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44449. import { Vector3 } from "babylonjs/Maths/math.vector";
  44450. import { Color4 } from "babylonjs/Maths/math.color";
  44451. import { Nullable } from "babylonjs/types";
  44452. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44453. import { Scene } from "babylonjs/scene";
  44454. /**
  44455. * Class containing static functions to help procedurally build meshes
  44456. */
  44457. export class LinesBuilder {
  44458. /**
  44459. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44460. * * 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
  44461. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44462. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44463. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44464. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44465. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44466. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44467. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44468. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44469. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44470. * @param name defines the name of the new line system
  44471. * @param options defines the options used to create the line system
  44472. * @param scene defines the hosting scene
  44473. * @returns a new line system mesh
  44474. */
  44475. static CreateLineSystem(name: string, options: {
  44476. lines: Vector3[][];
  44477. updatable?: boolean;
  44478. instance?: Nullable<LinesMesh>;
  44479. colors?: Nullable<Color4[][]>;
  44480. useVertexAlpha?: boolean;
  44481. }, scene: Nullable<Scene>): LinesMesh;
  44482. /**
  44483. * Creates a line mesh
  44484. * 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
  44485. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44486. * * The parameter `points` is an array successive Vector3
  44487. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44488. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44489. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44490. * * When updating an instance, remember that only point positions can change, not the number of points
  44491. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44492. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44493. * @param name defines the name of the new line system
  44494. * @param options defines the options used to create the line system
  44495. * @param scene defines the hosting scene
  44496. * @returns a new line mesh
  44497. */
  44498. static CreateLines(name: string, options: {
  44499. points: Vector3[];
  44500. updatable?: boolean;
  44501. instance?: Nullable<LinesMesh>;
  44502. colors?: Color4[];
  44503. useVertexAlpha?: boolean;
  44504. }, scene?: Nullable<Scene>): LinesMesh;
  44505. /**
  44506. * Creates a dashed line mesh
  44507. * * 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
  44508. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44509. * * The parameter `points` is an array successive Vector3
  44510. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44511. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44512. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44513. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44514. * * When updating an instance, remember that only point positions can change, not the number of points
  44515. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44516. * @param name defines the name of the mesh
  44517. * @param options defines the options used to create the mesh
  44518. * @param scene defines the hosting scene
  44519. * @returns the dashed line mesh
  44520. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44521. */
  44522. static CreateDashedLines(name: string, options: {
  44523. points: Vector3[];
  44524. dashSize?: number;
  44525. gapSize?: number;
  44526. dashNb?: number;
  44527. updatable?: boolean;
  44528. instance?: LinesMesh;
  44529. }, scene?: Nullable<Scene>): LinesMesh;
  44530. }
  44531. }
  44532. declare module "babylonjs/Debug/rayHelper" {
  44533. import { Nullable } from "babylonjs/types";
  44534. import { Ray } from "babylonjs/Culling/ray";
  44535. import { Vector3 } from "babylonjs/Maths/math.vector";
  44536. import { Color3 } from "babylonjs/Maths/math.color";
  44537. import { Scene } from "babylonjs/scene";
  44538. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44539. import "babylonjs/Meshes/Builders/linesBuilder";
  44540. /**
  44541. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44542. * in order to better appreciate the issue one might have.
  44543. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44544. */
  44545. export class RayHelper {
  44546. /**
  44547. * Defines the ray we are currently tryin to visualize.
  44548. */
  44549. ray: Nullable<Ray>;
  44550. private _renderPoints;
  44551. private _renderLine;
  44552. private _renderFunction;
  44553. private _scene;
  44554. private _updateToMeshFunction;
  44555. private _attachedToMesh;
  44556. private _meshSpaceDirection;
  44557. private _meshSpaceOrigin;
  44558. /**
  44559. * Helper function to create a colored helper in a scene in one line.
  44560. * @param ray Defines the ray we are currently tryin to visualize
  44561. * @param scene Defines the scene the ray is used in
  44562. * @param color Defines the color we want to see the ray in
  44563. * @returns The newly created ray helper.
  44564. */
  44565. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44566. /**
  44567. * Instantiate a new ray helper.
  44568. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44569. * in order to better appreciate the issue one might have.
  44570. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44571. * @param ray Defines the ray we are currently tryin to visualize
  44572. */
  44573. constructor(ray: Ray);
  44574. /**
  44575. * Shows the ray we are willing to debug.
  44576. * @param scene Defines the scene the ray needs to be rendered in
  44577. * @param color Defines the color the ray needs to be rendered in
  44578. */
  44579. show(scene: Scene, color?: Color3): void;
  44580. /**
  44581. * Hides the ray we are debugging.
  44582. */
  44583. hide(): void;
  44584. private _render;
  44585. /**
  44586. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44587. * @param mesh Defines the mesh we want the helper attached to
  44588. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44589. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44590. * @param length Defines the length of the ray
  44591. */
  44592. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44593. /**
  44594. * Detach the ray helper from the mesh it has previously been attached to.
  44595. */
  44596. detachFromMesh(): void;
  44597. private _updateToMesh;
  44598. /**
  44599. * Dispose the helper and release its associated resources.
  44600. */
  44601. dispose(): void;
  44602. }
  44603. }
  44604. declare module "babylonjs/Debug/skeletonViewer" {
  44605. import { Color3 } from "babylonjs/Maths/math.color";
  44606. import { Scene } from "babylonjs/scene";
  44607. import { Nullable } from "babylonjs/types";
  44608. import { Skeleton } from "babylonjs/Bones/skeleton";
  44609. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44610. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44611. /**
  44612. * Class used to render a debug view of a given skeleton
  44613. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44614. */
  44615. export class SkeletonViewer {
  44616. /** defines the skeleton to render */
  44617. skeleton: Skeleton;
  44618. /** defines the mesh attached to the skeleton */
  44619. mesh: AbstractMesh;
  44620. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44621. autoUpdateBonesMatrices: boolean;
  44622. /** defines the rendering group id to use with the viewer */
  44623. renderingGroupId: number;
  44624. /** Gets or sets the color used to render the skeleton */
  44625. color: Color3;
  44626. private _scene;
  44627. private _debugLines;
  44628. private _debugMesh;
  44629. private _isEnabled;
  44630. private _renderFunction;
  44631. private _utilityLayer;
  44632. /**
  44633. * Returns the mesh used to render the bones
  44634. */
  44635. readonly debugMesh: Nullable<LinesMesh>;
  44636. /**
  44637. * Creates a new SkeletonViewer
  44638. * @param skeleton defines the skeleton to render
  44639. * @param mesh defines the mesh attached to the skeleton
  44640. * @param scene defines the hosting scene
  44641. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44642. * @param renderingGroupId defines the rendering group id to use with the viewer
  44643. */
  44644. constructor(
  44645. /** defines the skeleton to render */
  44646. skeleton: Skeleton,
  44647. /** defines the mesh attached to the skeleton */
  44648. mesh: AbstractMesh, scene: Scene,
  44649. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44650. autoUpdateBonesMatrices?: boolean,
  44651. /** defines the rendering group id to use with the viewer */
  44652. renderingGroupId?: number);
  44653. /** Gets or sets a boolean indicating if the viewer is enabled */
  44654. isEnabled: boolean;
  44655. private _getBonePosition;
  44656. private _getLinesForBonesWithLength;
  44657. private _getLinesForBonesNoLength;
  44658. /** Update the viewer to sync with current skeleton state */
  44659. update(): void;
  44660. /** Release associated resources */
  44661. dispose(): void;
  44662. }
  44663. }
  44664. declare module "babylonjs/Debug/index" {
  44665. export * from "babylonjs/Debug/axesViewer";
  44666. export * from "babylonjs/Debug/boneAxesViewer";
  44667. export * from "babylonjs/Debug/debugLayer";
  44668. export * from "babylonjs/Debug/physicsViewer";
  44669. export * from "babylonjs/Debug/rayHelper";
  44670. export * from "babylonjs/Debug/skeletonViewer";
  44671. }
  44672. declare module "babylonjs/Engines/nullEngine" {
  44673. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44674. import { Scene } from "babylonjs/scene";
  44675. import { Engine } from "babylonjs/Engines/engine";
  44676. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44677. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44678. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44679. import { Effect } from "babylonjs/Materials/effect";
  44680. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44681. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44682. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44683. /**
  44684. * Options to create the null engine
  44685. */
  44686. export class NullEngineOptions {
  44687. /**
  44688. * Render width (Default: 512)
  44689. */
  44690. renderWidth: number;
  44691. /**
  44692. * Render height (Default: 256)
  44693. */
  44694. renderHeight: number;
  44695. /**
  44696. * Texture size (Default: 512)
  44697. */
  44698. textureSize: number;
  44699. /**
  44700. * If delta time between frames should be constant
  44701. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44702. */
  44703. deterministicLockstep: boolean;
  44704. /**
  44705. * Maximum about of steps between frames (Default: 4)
  44706. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44707. */
  44708. lockstepMaxSteps: number;
  44709. }
  44710. /**
  44711. * The null engine class provides support for headless version of babylon.js.
  44712. * This can be used in server side scenario or for testing purposes
  44713. */
  44714. export class NullEngine extends Engine {
  44715. private _options;
  44716. /**
  44717. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44718. */
  44719. isDeterministicLockStep(): boolean;
  44720. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44721. getLockstepMaxSteps(): number;
  44722. /**
  44723. * Sets hardware scaling, used to save performance if needed
  44724. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44725. */
  44726. getHardwareScalingLevel(): number;
  44727. constructor(options?: NullEngineOptions);
  44728. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44729. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44730. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44731. getRenderWidth(useScreen?: boolean): number;
  44732. getRenderHeight(useScreen?: boolean): number;
  44733. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44734. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44735. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44736. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44737. bindSamplers(effect: Effect): void;
  44738. enableEffect(effect: Effect): void;
  44739. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44740. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44741. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44742. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44743. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44744. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44745. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44746. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44747. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44748. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44749. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44750. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44751. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44752. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44753. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44754. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44755. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44756. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44757. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44758. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44759. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44760. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44761. bindBuffers(vertexBuffers: {
  44762. [key: string]: VertexBuffer;
  44763. }, indexBuffer: DataBuffer, effect: Effect): void;
  44764. wipeCaches(bruteForce?: boolean): void;
  44765. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44766. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44767. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44768. /** @hidden */
  44769. _createTexture(): WebGLTexture;
  44770. /** @hidden */
  44771. _releaseTexture(texture: InternalTexture): void;
  44772. 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;
  44773. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44774. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44775. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44776. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44777. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44778. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44779. areAllEffectsReady(): boolean;
  44780. /**
  44781. * @hidden
  44782. * Get the current error code of the webGL context
  44783. * @returns the error code
  44784. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44785. */
  44786. getError(): number;
  44787. /** @hidden */
  44788. _getUnpackAlignement(): number;
  44789. /** @hidden */
  44790. _unpackFlipY(value: boolean): void;
  44791. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44792. /**
  44793. * Updates a dynamic vertex buffer.
  44794. * @param vertexBuffer the vertex buffer to update
  44795. * @param data the data used to update the vertex buffer
  44796. * @param byteOffset the byte offset of the data (optional)
  44797. * @param byteLength the byte length of the data (optional)
  44798. */
  44799. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44800. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44801. /** @hidden */
  44802. _bindTexture(channel: number, texture: InternalTexture): void;
  44803. /** @hidden */
  44804. _releaseBuffer(buffer: DataBuffer): boolean;
  44805. releaseEffects(): void;
  44806. displayLoadingUI(): void;
  44807. hideLoadingUI(): void;
  44808. /** @hidden */
  44809. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44810. /** @hidden */
  44811. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44812. /** @hidden */
  44813. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44814. /** @hidden */
  44815. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44816. }
  44817. }
  44818. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44819. import { Nullable, int } from "babylonjs/types";
  44820. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44821. /** @hidden */
  44822. export class _OcclusionDataStorage {
  44823. /** @hidden */
  44824. occlusionInternalRetryCounter: number;
  44825. /** @hidden */
  44826. isOcclusionQueryInProgress: boolean;
  44827. /** @hidden */
  44828. isOccluded: boolean;
  44829. /** @hidden */
  44830. occlusionRetryCount: number;
  44831. /** @hidden */
  44832. occlusionType: number;
  44833. /** @hidden */
  44834. occlusionQueryAlgorithmType: number;
  44835. }
  44836. module "babylonjs/Engines/engine" {
  44837. interface Engine {
  44838. /**
  44839. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44840. * @return the new query
  44841. */
  44842. createQuery(): WebGLQuery;
  44843. /**
  44844. * Delete and release a webGL query
  44845. * @param query defines the query to delete
  44846. * @return the current engine
  44847. */
  44848. deleteQuery(query: WebGLQuery): Engine;
  44849. /**
  44850. * Check if a given query has resolved and got its value
  44851. * @param query defines the query to check
  44852. * @returns true if the query got its value
  44853. */
  44854. isQueryResultAvailable(query: WebGLQuery): boolean;
  44855. /**
  44856. * Gets the value of a given query
  44857. * @param query defines the query to check
  44858. * @returns the value of the query
  44859. */
  44860. getQueryResult(query: WebGLQuery): number;
  44861. /**
  44862. * Initiates an occlusion query
  44863. * @param algorithmType defines the algorithm to use
  44864. * @param query defines the query to use
  44865. * @returns the current engine
  44866. * @see http://doc.babylonjs.com/features/occlusionquery
  44867. */
  44868. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44869. /**
  44870. * Ends an occlusion query
  44871. * @see http://doc.babylonjs.com/features/occlusionquery
  44872. * @param algorithmType defines the algorithm to use
  44873. * @returns the current engine
  44874. */
  44875. endOcclusionQuery(algorithmType: number): Engine;
  44876. /**
  44877. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44878. * Please note that only one query can be issued at a time
  44879. * @returns a time token used to track the time span
  44880. */
  44881. startTimeQuery(): Nullable<_TimeToken>;
  44882. /**
  44883. * Ends a time query
  44884. * @param token defines the token used to measure the time span
  44885. * @returns the time spent (in ns)
  44886. */
  44887. endTimeQuery(token: _TimeToken): int;
  44888. /** @hidden */
  44889. _currentNonTimestampToken: Nullable<_TimeToken>;
  44890. /** @hidden */
  44891. _createTimeQuery(): WebGLQuery;
  44892. /** @hidden */
  44893. _deleteTimeQuery(query: WebGLQuery): void;
  44894. /** @hidden */
  44895. _getGlAlgorithmType(algorithmType: number): number;
  44896. /** @hidden */
  44897. _getTimeQueryResult(query: WebGLQuery): any;
  44898. /** @hidden */
  44899. _getTimeQueryAvailability(query: WebGLQuery): any;
  44900. }
  44901. }
  44902. module "babylonjs/Meshes/abstractMesh" {
  44903. interface AbstractMesh {
  44904. /**
  44905. * Backing filed
  44906. * @hidden
  44907. */
  44908. __occlusionDataStorage: _OcclusionDataStorage;
  44909. /**
  44910. * Access property
  44911. * @hidden
  44912. */
  44913. _occlusionDataStorage: _OcclusionDataStorage;
  44914. /**
  44915. * 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.
  44916. * The default value is -1 which means don't break the query and wait till the result
  44917. * @see http://doc.babylonjs.com/features/occlusionquery
  44918. */
  44919. occlusionRetryCount: number;
  44920. /**
  44921. * 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:
  44922. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44923. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44924. * * 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.
  44925. * @see http://doc.babylonjs.com/features/occlusionquery
  44926. */
  44927. occlusionType: number;
  44928. /**
  44929. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44930. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44931. * * 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.
  44932. * @see http://doc.babylonjs.com/features/occlusionquery
  44933. */
  44934. occlusionQueryAlgorithmType: number;
  44935. /**
  44936. * 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
  44937. * @see http://doc.babylonjs.com/features/occlusionquery
  44938. */
  44939. isOccluded: boolean;
  44940. /**
  44941. * Flag to check the progress status of the query
  44942. * @see http://doc.babylonjs.com/features/occlusionquery
  44943. */
  44944. isOcclusionQueryInProgress: boolean;
  44945. }
  44946. }
  44947. }
  44948. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44949. import { Nullable } from "babylonjs/types";
  44950. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44951. /** @hidden */
  44952. export var _forceTransformFeedbackToBundle: boolean;
  44953. module "babylonjs/Engines/engine" {
  44954. interface Engine {
  44955. /**
  44956. * Creates a webGL transform feedback object
  44957. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44958. * @returns the webGL transform feedback object
  44959. */
  44960. createTransformFeedback(): WebGLTransformFeedback;
  44961. /**
  44962. * Delete a webGL transform feedback object
  44963. * @param value defines the webGL transform feedback object to delete
  44964. */
  44965. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44966. /**
  44967. * Bind a webGL transform feedback object to the webgl context
  44968. * @param value defines the webGL transform feedback object to bind
  44969. */
  44970. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44971. /**
  44972. * Begins a transform feedback operation
  44973. * @param usePoints defines if points or triangles must be used
  44974. */
  44975. beginTransformFeedback(usePoints: boolean): void;
  44976. /**
  44977. * Ends a transform feedback operation
  44978. */
  44979. endTransformFeedback(): void;
  44980. /**
  44981. * Specify the varyings to use with transform feedback
  44982. * @param program defines the associated webGL program
  44983. * @param value defines the list of strings representing the varying names
  44984. */
  44985. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44986. /**
  44987. * Bind a webGL buffer for a transform feedback operation
  44988. * @param value defines the webGL buffer to bind
  44989. */
  44990. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44991. }
  44992. }
  44993. }
  44994. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44995. import { Scene } from "babylonjs/scene";
  44996. import { Engine } from "babylonjs/Engines/engine";
  44997. import { Texture } from "babylonjs/Materials/Textures/texture";
  44998. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44999. import "babylonjs/Engines/Extensions/engine.multiRender";
  45000. /**
  45001. * Creation options of the multi render target texture.
  45002. */
  45003. export interface IMultiRenderTargetOptions {
  45004. /**
  45005. * Define if the texture needs to create mip maps after render.
  45006. */
  45007. generateMipMaps?: boolean;
  45008. /**
  45009. * Define the types of all the draw buffers we want to create
  45010. */
  45011. types?: number[];
  45012. /**
  45013. * Define the sampling modes of all the draw buffers we want to create
  45014. */
  45015. samplingModes?: number[];
  45016. /**
  45017. * Define if a depth buffer is required
  45018. */
  45019. generateDepthBuffer?: boolean;
  45020. /**
  45021. * Define if a stencil buffer is required
  45022. */
  45023. generateStencilBuffer?: boolean;
  45024. /**
  45025. * Define if a depth texture is required instead of a depth buffer
  45026. */
  45027. generateDepthTexture?: boolean;
  45028. /**
  45029. * Define the number of desired draw buffers
  45030. */
  45031. textureCount?: number;
  45032. /**
  45033. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45034. */
  45035. doNotChangeAspectRatio?: boolean;
  45036. /**
  45037. * Define the default type of the buffers we are creating
  45038. */
  45039. defaultType?: number;
  45040. }
  45041. /**
  45042. * A multi render target, like a render target provides the ability to render to a texture.
  45043. * Unlike the render target, it can render to several draw buffers in one draw.
  45044. * This is specially interesting in deferred rendering or for any effects requiring more than
  45045. * just one color from a single pass.
  45046. */
  45047. export class MultiRenderTarget extends RenderTargetTexture {
  45048. private _internalTextures;
  45049. private _textures;
  45050. private _multiRenderTargetOptions;
  45051. /**
  45052. * Get if draw buffers are currently supported by the used hardware and browser.
  45053. */
  45054. readonly isSupported: boolean;
  45055. /**
  45056. * Get the list of textures generated by the multi render target.
  45057. */
  45058. readonly textures: Texture[];
  45059. /**
  45060. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45061. */
  45062. readonly depthTexture: Texture;
  45063. /**
  45064. * Set the wrapping mode on U of all the textures we are rendering to.
  45065. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45066. */
  45067. wrapU: number;
  45068. /**
  45069. * Set the wrapping mode on V of all the textures we are rendering to.
  45070. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45071. */
  45072. wrapV: number;
  45073. /**
  45074. * Instantiate a new multi render target texture.
  45075. * A multi render target, like a render target provides the ability to render to a texture.
  45076. * Unlike the render target, it can render to several draw buffers in one draw.
  45077. * This is specially interesting in deferred rendering or for any effects requiring more than
  45078. * just one color from a single pass.
  45079. * @param name Define the name of the texture
  45080. * @param size Define the size of the buffers to render to
  45081. * @param count Define the number of target we are rendering into
  45082. * @param scene Define the scene the texture belongs to
  45083. * @param options Define the options used to create the multi render target
  45084. */
  45085. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45086. /** @hidden */
  45087. _rebuild(): void;
  45088. private _createInternalTextures;
  45089. private _createTextures;
  45090. /**
  45091. * Define the number of samples used if MSAA is enabled.
  45092. */
  45093. samples: number;
  45094. /**
  45095. * Resize all the textures in the multi render target.
  45096. * Be carrefull as it will recreate all the data in the new texture.
  45097. * @param size Define the new size
  45098. */
  45099. resize(size: any): void;
  45100. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45101. /**
  45102. * Dispose the render targets and their associated resources
  45103. */
  45104. dispose(): void;
  45105. /**
  45106. * Release all the underlying texture used as draw buffers.
  45107. */
  45108. releaseInternalTextures(): void;
  45109. }
  45110. }
  45111. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45112. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45113. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45114. import { Nullable } from "babylonjs/types";
  45115. module "babylonjs/Engines/engine" {
  45116. interface Engine {
  45117. /**
  45118. * Unbind a list of render target textures from the webGL context
  45119. * This is used only when drawBuffer extension or webGL2 are active
  45120. * @param textures defines the render target textures to unbind
  45121. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45122. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45123. */
  45124. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45125. /**
  45126. * Create a multi render target texture
  45127. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45128. * @param size defines the size of the texture
  45129. * @param options defines the creation options
  45130. * @returns the cube texture as an InternalTexture
  45131. */
  45132. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45133. /**
  45134. * Update the sample count for a given multiple render target texture
  45135. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45136. * @param textures defines the textures to update
  45137. * @param samples defines the sample count to set
  45138. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45139. */
  45140. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45141. }
  45142. }
  45143. }
  45144. declare module "babylonjs/Engines/Extensions/index" {
  45145. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45146. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45147. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45148. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45149. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45150. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45151. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45152. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45153. }
  45154. declare module "babylonjs/Engines/index" {
  45155. export * from "babylonjs/Engines/constants";
  45156. export * from "babylonjs/Engines/engine";
  45157. export * from "babylonjs/Engines/engineStore";
  45158. export * from "babylonjs/Engines/nullEngine";
  45159. export * from "babylonjs/Engines/Extensions/index";
  45160. export * from "babylonjs/Engines/IPipelineContext";
  45161. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45162. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45163. }
  45164. declare module "babylonjs/Events/clipboardEvents" {
  45165. /**
  45166. * Gather the list of clipboard event types as constants.
  45167. */
  45168. export class ClipboardEventTypes {
  45169. /**
  45170. * The clipboard event is fired when a copy command is active (pressed).
  45171. */
  45172. static readonly COPY: number;
  45173. /**
  45174. * The clipboard event is fired when a cut command is active (pressed).
  45175. */
  45176. static readonly CUT: number;
  45177. /**
  45178. * The clipboard event is fired when a paste command is active (pressed).
  45179. */
  45180. static readonly PASTE: number;
  45181. }
  45182. /**
  45183. * This class is used to store clipboard related info for the onClipboardObservable event.
  45184. */
  45185. export class ClipboardInfo {
  45186. /**
  45187. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45188. */
  45189. type: number;
  45190. /**
  45191. * Defines the related dom event
  45192. */
  45193. event: ClipboardEvent;
  45194. /**
  45195. *Creates an instance of ClipboardInfo.
  45196. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45197. * @param event Defines the related dom event
  45198. */
  45199. constructor(
  45200. /**
  45201. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45202. */
  45203. type: number,
  45204. /**
  45205. * Defines the related dom event
  45206. */
  45207. event: ClipboardEvent);
  45208. /**
  45209. * Get the clipboard event's type from the keycode.
  45210. * @param keyCode Defines the keyCode for the current keyboard event.
  45211. * @return {number}
  45212. */
  45213. static GetTypeFromCharacter(keyCode: number): number;
  45214. }
  45215. }
  45216. declare module "babylonjs/Events/index" {
  45217. export * from "babylonjs/Events/keyboardEvents";
  45218. export * from "babylonjs/Events/pointerEvents";
  45219. export * from "babylonjs/Events/clipboardEvents";
  45220. }
  45221. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45222. import { Scene } from "babylonjs/scene";
  45223. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45224. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45225. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45226. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45227. /**
  45228. * Google Daydream controller
  45229. */
  45230. export class DaydreamController extends WebVRController {
  45231. /**
  45232. * Base Url for the controller model.
  45233. */
  45234. static MODEL_BASE_URL: string;
  45235. /**
  45236. * File name for the controller model.
  45237. */
  45238. static MODEL_FILENAME: string;
  45239. /**
  45240. * Gamepad Id prefix used to identify Daydream Controller.
  45241. */
  45242. static readonly GAMEPAD_ID_PREFIX: string;
  45243. /**
  45244. * Creates a new DaydreamController from a gamepad
  45245. * @param vrGamepad the gamepad that the controller should be created from
  45246. */
  45247. constructor(vrGamepad: any);
  45248. /**
  45249. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45250. * @param scene scene in which to add meshes
  45251. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45252. */
  45253. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45254. /**
  45255. * Called once for each button that changed state since the last frame
  45256. * @param buttonIdx Which button index changed
  45257. * @param state New state of the button
  45258. * @param changes Which properties on the state changed since last frame
  45259. */
  45260. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45261. }
  45262. }
  45263. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45264. import { Scene } from "babylonjs/scene";
  45265. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45266. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45267. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45268. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45269. /**
  45270. * Gear VR Controller
  45271. */
  45272. export class GearVRController extends WebVRController {
  45273. /**
  45274. * Base Url for the controller model.
  45275. */
  45276. static MODEL_BASE_URL: string;
  45277. /**
  45278. * File name for the controller model.
  45279. */
  45280. static MODEL_FILENAME: string;
  45281. /**
  45282. * Gamepad Id prefix used to identify this controller.
  45283. */
  45284. static readonly GAMEPAD_ID_PREFIX: string;
  45285. private readonly _buttonIndexToObservableNameMap;
  45286. /**
  45287. * Creates a new GearVRController from a gamepad
  45288. * @param vrGamepad the gamepad that the controller should be created from
  45289. */
  45290. constructor(vrGamepad: any);
  45291. /**
  45292. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45293. * @param scene scene in which to add meshes
  45294. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45295. */
  45296. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45297. /**
  45298. * Called once for each button that changed state since the last frame
  45299. * @param buttonIdx Which button index changed
  45300. * @param state New state of the button
  45301. * @param changes Which properties on the state changed since last frame
  45302. */
  45303. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45304. }
  45305. }
  45306. declare module "babylonjs/Gamepads/Controllers/index" {
  45307. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45308. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45309. export * from "babylonjs/Gamepads/Controllers/genericController";
  45310. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45311. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45312. export * from "babylonjs/Gamepads/Controllers/viveController";
  45313. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45314. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45315. }
  45316. declare module "babylonjs/Gamepads/index" {
  45317. export * from "babylonjs/Gamepads/Controllers/index";
  45318. export * from "babylonjs/Gamepads/gamepad";
  45319. export * from "babylonjs/Gamepads/gamepadManager";
  45320. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45321. export * from "babylonjs/Gamepads/xboxGamepad";
  45322. }
  45323. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45324. import { Scene } from "babylonjs/scene";
  45325. import { Vector4 } from "babylonjs/Maths/math.vector";
  45326. import { Color4 } from "babylonjs/Maths/math.color";
  45327. import { Mesh } from "babylonjs/Meshes/mesh";
  45328. import { Nullable } from "babylonjs/types";
  45329. /**
  45330. * Class containing static functions to help procedurally build meshes
  45331. */
  45332. export class PolyhedronBuilder {
  45333. /**
  45334. * Creates a polyhedron mesh
  45335. * * 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
  45336. * * The parameter `size` (positive float, default 1) sets the polygon size
  45337. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45338. * * 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`
  45339. * * 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
  45340. * * 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)`)
  45341. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45342. * * 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
  45343. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45344. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45345. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45346. * @param name defines the name of the mesh
  45347. * @param options defines the options used to create the mesh
  45348. * @param scene defines the hosting scene
  45349. * @returns the polyhedron mesh
  45350. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45351. */
  45352. static CreatePolyhedron(name: string, options: {
  45353. type?: number;
  45354. size?: number;
  45355. sizeX?: number;
  45356. sizeY?: number;
  45357. sizeZ?: number;
  45358. custom?: any;
  45359. faceUV?: Vector4[];
  45360. faceColors?: Color4[];
  45361. flat?: boolean;
  45362. updatable?: boolean;
  45363. sideOrientation?: number;
  45364. frontUVs?: Vector4;
  45365. backUVs?: Vector4;
  45366. }, scene?: Nullable<Scene>): Mesh;
  45367. }
  45368. }
  45369. declare module "babylonjs/Gizmos/scaleGizmo" {
  45370. import { Observable } from "babylonjs/Misc/observable";
  45371. import { Nullable } from "babylonjs/types";
  45372. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45373. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45374. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45375. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45376. /**
  45377. * Gizmo that enables scaling a mesh along 3 axis
  45378. */
  45379. export class ScaleGizmo extends Gizmo {
  45380. /**
  45381. * Internal gizmo used for interactions on the x axis
  45382. */
  45383. xGizmo: AxisScaleGizmo;
  45384. /**
  45385. * Internal gizmo used for interactions on the y axis
  45386. */
  45387. yGizmo: AxisScaleGizmo;
  45388. /**
  45389. * Internal gizmo used for interactions on the z axis
  45390. */
  45391. zGizmo: AxisScaleGizmo;
  45392. /**
  45393. * Internal gizmo used to scale all axis equally
  45394. */
  45395. uniformScaleGizmo: AxisScaleGizmo;
  45396. private _meshAttached;
  45397. private _updateGizmoRotationToMatchAttachedMesh;
  45398. private _snapDistance;
  45399. private _scaleRatio;
  45400. private _uniformScalingMesh;
  45401. private _octahedron;
  45402. /** Fires an event when any of it's sub gizmos are dragged */
  45403. onDragStartObservable: Observable<unknown>;
  45404. /** Fires an event when any of it's sub gizmos are released from dragging */
  45405. onDragEndObservable: Observable<unknown>;
  45406. attachedMesh: Nullable<AbstractMesh>;
  45407. /**
  45408. * Creates a ScaleGizmo
  45409. * @param gizmoLayer The utility layer the gizmo will be added to
  45410. */
  45411. constructor(gizmoLayer?: UtilityLayerRenderer);
  45412. updateGizmoRotationToMatchAttachedMesh: boolean;
  45413. /**
  45414. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45415. */
  45416. snapDistance: number;
  45417. /**
  45418. * Ratio for the scale of the gizmo (Default: 1)
  45419. */
  45420. scaleRatio: number;
  45421. /**
  45422. * Disposes of the gizmo
  45423. */
  45424. dispose(): void;
  45425. }
  45426. }
  45427. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45428. import { Observable } from "babylonjs/Misc/observable";
  45429. import { Nullable } from "babylonjs/types";
  45430. import { Vector3 } from "babylonjs/Maths/math.vector";
  45431. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45432. import { Mesh } from "babylonjs/Meshes/mesh";
  45433. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45434. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45435. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45436. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45437. import { Color3 } from "babylonjs/Maths/math.color";
  45438. /**
  45439. * Single axis scale gizmo
  45440. */
  45441. export class AxisScaleGizmo extends Gizmo {
  45442. /**
  45443. * Drag behavior responsible for the gizmos dragging interactions
  45444. */
  45445. dragBehavior: PointerDragBehavior;
  45446. private _pointerObserver;
  45447. /**
  45448. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45449. */
  45450. snapDistance: number;
  45451. /**
  45452. * Event that fires each time the gizmo snaps to a new location.
  45453. * * snapDistance is the the change in distance
  45454. */
  45455. onSnapObservable: Observable<{
  45456. snapDistance: number;
  45457. }>;
  45458. /**
  45459. * If the scaling operation should be done on all axis (default: false)
  45460. */
  45461. uniformScaling: boolean;
  45462. private _isEnabled;
  45463. private _parent;
  45464. private _arrow;
  45465. private _coloredMaterial;
  45466. private _hoverMaterial;
  45467. /**
  45468. * Creates an AxisScaleGizmo
  45469. * @param gizmoLayer The utility layer the gizmo will be added to
  45470. * @param dragAxis The axis which the gizmo will be able to scale on
  45471. * @param color The color of the gizmo
  45472. */
  45473. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45474. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45475. /**
  45476. * If the gizmo is enabled
  45477. */
  45478. isEnabled: boolean;
  45479. /**
  45480. * Disposes of the gizmo
  45481. */
  45482. dispose(): void;
  45483. /**
  45484. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45485. * @param mesh The mesh to replace the default mesh of the gizmo
  45486. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45487. */
  45488. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45489. }
  45490. }
  45491. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45492. import { Observable } from "babylonjs/Misc/observable";
  45493. import { Nullable } from "babylonjs/types";
  45494. import { Vector3 } from "babylonjs/Maths/math.vector";
  45495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45496. import { Mesh } from "babylonjs/Meshes/mesh";
  45497. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45498. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45499. import { Color3 } from "babylonjs/Maths/math.color";
  45500. import "babylonjs/Meshes/Builders/boxBuilder";
  45501. /**
  45502. * Bounding box gizmo
  45503. */
  45504. export class BoundingBoxGizmo extends Gizmo {
  45505. private _lineBoundingBox;
  45506. private _rotateSpheresParent;
  45507. private _scaleBoxesParent;
  45508. private _boundingDimensions;
  45509. private _renderObserver;
  45510. private _pointerObserver;
  45511. private _scaleDragSpeed;
  45512. private _tmpQuaternion;
  45513. private _tmpVector;
  45514. private _tmpRotationMatrix;
  45515. /**
  45516. * 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)
  45517. */
  45518. ignoreChildren: boolean;
  45519. /**
  45520. * 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)
  45521. */
  45522. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45523. /**
  45524. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45525. */
  45526. rotationSphereSize: number;
  45527. /**
  45528. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45529. */
  45530. scaleBoxSize: number;
  45531. /**
  45532. * 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)
  45533. */
  45534. fixedDragMeshScreenSize: boolean;
  45535. /**
  45536. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45537. */
  45538. fixedDragMeshScreenSizeDistanceFactor: number;
  45539. /**
  45540. * Fired when a rotation sphere or scale box is dragged
  45541. */
  45542. onDragStartObservable: Observable<{}>;
  45543. /**
  45544. * Fired when a scale box is dragged
  45545. */
  45546. onScaleBoxDragObservable: Observable<{}>;
  45547. /**
  45548. * Fired when a scale box drag is ended
  45549. */
  45550. onScaleBoxDragEndObservable: Observable<{}>;
  45551. /**
  45552. * Fired when a rotation sphere is dragged
  45553. */
  45554. onRotationSphereDragObservable: Observable<{}>;
  45555. /**
  45556. * Fired when a rotation sphere drag is ended
  45557. */
  45558. onRotationSphereDragEndObservable: Observable<{}>;
  45559. /**
  45560. * 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)
  45561. */
  45562. scalePivot: Nullable<Vector3>;
  45563. /**
  45564. * Mesh used as a pivot to rotate the attached mesh
  45565. */
  45566. private _anchorMesh;
  45567. private _existingMeshScale;
  45568. private _dragMesh;
  45569. private pointerDragBehavior;
  45570. private coloredMaterial;
  45571. private hoverColoredMaterial;
  45572. /**
  45573. * Sets the color of the bounding box gizmo
  45574. * @param color the color to set
  45575. */
  45576. setColor(color: Color3): void;
  45577. /**
  45578. * Creates an BoundingBoxGizmo
  45579. * @param gizmoLayer The utility layer the gizmo will be added to
  45580. * @param color The color of the gizmo
  45581. */
  45582. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45583. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45584. private _selectNode;
  45585. /**
  45586. * Updates the bounding box information for the Gizmo
  45587. */
  45588. updateBoundingBox(): void;
  45589. private _updateRotationSpheres;
  45590. private _updateScaleBoxes;
  45591. /**
  45592. * Enables rotation on the specified axis and disables rotation on the others
  45593. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45594. */
  45595. setEnabledRotationAxis(axis: string): void;
  45596. /**
  45597. * Enables/disables scaling
  45598. * @param enable if scaling should be enabled
  45599. */
  45600. setEnabledScaling(enable: boolean): void;
  45601. private _updateDummy;
  45602. /**
  45603. * Enables a pointer drag behavior on the bounding box of the gizmo
  45604. */
  45605. enableDragBehavior(): void;
  45606. /**
  45607. * Disposes of the gizmo
  45608. */
  45609. dispose(): void;
  45610. /**
  45611. * 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)
  45612. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45613. * @returns the bounding box mesh with the passed in mesh as a child
  45614. */
  45615. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45616. /**
  45617. * CustomMeshes are not supported by this gizmo
  45618. * @param mesh The mesh to replace the default mesh of the gizmo
  45619. */
  45620. setCustomMesh(mesh: Mesh): void;
  45621. }
  45622. }
  45623. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45624. import { Observable } from "babylonjs/Misc/observable";
  45625. import { Nullable } from "babylonjs/types";
  45626. import { Vector3 } from "babylonjs/Maths/math.vector";
  45627. import { Color3 } from "babylonjs/Maths/math.color";
  45628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45629. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45630. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45631. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45632. import "babylonjs/Meshes/Builders/linesBuilder";
  45633. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45634. /**
  45635. * Single plane rotation gizmo
  45636. */
  45637. export class PlaneRotationGizmo extends Gizmo {
  45638. /**
  45639. * Drag behavior responsible for the gizmos dragging interactions
  45640. */
  45641. dragBehavior: PointerDragBehavior;
  45642. private _pointerObserver;
  45643. /**
  45644. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45645. */
  45646. snapDistance: number;
  45647. /**
  45648. * Event that fires each time the gizmo snaps to a new location.
  45649. * * snapDistance is the the change in distance
  45650. */
  45651. onSnapObservable: Observable<{
  45652. snapDistance: number;
  45653. }>;
  45654. private _isEnabled;
  45655. private _parent;
  45656. /**
  45657. * Creates a PlaneRotationGizmo
  45658. * @param gizmoLayer The utility layer the gizmo will be added to
  45659. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45660. * @param color The color of the gizmo
  45661. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45662. */
  45663. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45664. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45665. /**
  45666. * If the gizmo is enabled
  45667. */
  45668. isEnabled: boolean;
  45669. /**
  45670. * Disposes of the gizmo
  45671. */
  45672. dispose(): void;
  45673. }
  45674. }
  45675. declare module "babylonjs/Gizmos/rotationGizmo" {
  45676. import { Observable } from "babylonjs/Misc/observable";
  45677. import { Nullable } from "babylonjs/types";
  45678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45679. import { Mesh } from "babylonjs/Meshes/mesh";
  45680. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45681. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45682. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45683. /**
  45684. * Gizmo that enables rotating a mesh along 3 axis
  45685. */
  45686. export class RotationGizmo extends Gizmo {
  45687. /**
  45688. * Internal gizmo used for interactions on the x axis
  45689. */
  45690. xGizmo: PlaneRotationGizmo;
  45691. /**
  45692. * Internal gizmo used for interactions on the y axis
  45693. */
  45694. yGizmo: PlaneRotationGizmo;
  45695. /**
  45696. * Internal gizmo used for interactions on the z axis
  45697. */
  45698. zGizmo: PlaneRotationGizmo;
  45699. /** Fires an event when any of it's sub gizmos are dragged */
  45700. onDragStartObservable: Observable<unknown>;
  45701. /** Fires an event when any of it's sub gizmos are released from dragging */
  45702. onDragEndObservable: Observable<unknown>;
  45703. private _meshAttached;
  45704. attachedMesh: Nullable<AbstractMesh>;
  45705. /**
  45706. * Creates a RotationGizmo
  45707. * @param gizmoLayer The utility layer the gizmo will be added to
  45708. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45709. */
  45710. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45711. updateGizmoRotationToMatchAttachedMesh: boolean;
  45712. /**
  45713. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45714. */
  45715. snapDistance: number;
  45716. /**
  45717. * Ratio for the scale of the gizmo (Default: 1)
  45718. */
  45719. scaleRatio: number;
  45720. /**
  45721. * Disposes of the gizmo
  45722. */
  45723. dispose(): void;
  45724. /**
  45725. * CustomMeshes are not supported by this gizmo
  45726. * @param mesh The mesh to replace the default mesh of the gizmo
  45727. */
  45728. setCustomMesh(mesh: Mesh): void;
  45729. }
  45730. }
  45731. declare module "babylonjs/Gizmos/gizmoManager" {
  45732. import { Observable } from "babylonjs/Misc/observable";
  45733. import { Nullable } from "babylonjs/types";
  45734. import { Scene, IDisposable } from "babylonjs/scene";
  45735. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45736. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45737. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45738. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45739. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45740. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45741. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45742. /**
  45743. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45744. */
  45745. export class GizmoManager implements IDisposable {
  45746. private scene;
  45747. /**
  45748. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45749. */
  45750. gizmos: {
  45751. positionGizmo: Nullable<PositionGizmo>;
  45752. rotationGizmo: Nullable<RotationGizmo>;
  45753. scaleGizmo: Nullable<ScaleGizmo>;
  45754. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45755. };
  45756. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45757. clearGizmoOnEmptyPointerEvent: boolean;
  45758. /** Fires an event when the manager is attached to a mesh */
  45759. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45760. private _gizmosEnabled;
  45761. private _pointerObserver;
  45762. private _attachedMesh;
  45763. private _boundingBoxColor;
  45764. private _defaultUtilityLayer;
  45765. private _defaultKeepDepthUtilityLayer;
  45766. /**
  45767. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45768. */
  45769. boundingBoxDragBehavior: SixDofDragBehavior;
  45770. /**
  45771. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45772. */
  45773. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45774. /**
  45775. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45776. */
  45777. usePointerToAttachGizmos: boolean;
  45778. /**
  45779. * Utility layer that the bounding box gizmo belongs to
  45780. */
  45781. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45782. /**
  45783. * Utility layer that all gizmos besides bounding box belong to
  45784. */
  45785. readonly utilityLayer: UtilityLayerRenderer;
  45786. /**
  45787. * Instatiates a gizmo manager
  45788. * @param scene the scene to overlay the gizmos on top of
  45789. */
  45790. constructor(scene: Scene);
  45791. /**
  45792. * Attaches a set of gizmos to the specified mesh
  45793. * @param mesh The mesh the gizmo's should be attached to
  45794. */
  45795. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45796. /**
  45797. * If the position gizmo is enabled
  45798. */
  45799. positionGizmoEnabled: boolean;
  45800. /**
  45801. * If the rotation gizmo is enabled
  45802. */
  45803. rotationGizmoEnabled: boolean;
  45804. /**
  45805. * If the scale gizmo is enabled
  45806. */
  45807. scaleGizmoEnabled: boolean;
  45808. /**
  45809. * If the boundingBox gizmo is enabled
  45810. */
  45811. boundingBoxGizmoEnabled: boolean;
  45812. /**
  45813. * Disposes of the gizmo manager
  45814. */
  45815. dispose(): void;
  45816. }
  45817. }
  45818. declare module "babylonjs/Lights/directionalLight" {
  45819. import { Camera } from "babylonjs/Cameras/camera";
  45820. import { Scene } from "babylonjs/scene";
  45821. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45823. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45824. import { Effect } from "babylonjs/Materials/effect";
  45825. /**
  45826. * A directional light is defined by a direction (what a surprise!).
  45827. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45828. * 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.
  45829. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45830. */
  45831. export class DirectionalLight extends ShadowLight {
  45832. private _shadowFrustumSize;
  45833. /**
  45834. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45835. */
  45836. /**
  45837. * Specifies a fix frustum size for the shadow generation.
  45838. */
  45839. shadowFrustumSize: number;
  45840. private _shadowOrthoScale;
  45841. /**
  45842. * Gets the shadow projection scale against the optimal computed one.
  45843. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45844. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45845. */
  45846. /**
  45847. * Sets the shadow projection scale against the optimal computed one.
  45848. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45849. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45850. */
  45851. shadowOrthoScale: number;
  45852. /**
  45853. * Automatically compute the projection matrix to best fit (including all the casters)
  45854. * on each frame.
  45855. */
  45856. autoUpdateExtends: boolean;
  45857. private _orthoLeft;
  45858. private _orthoRight;
  45859. private _orthoTop;
  45860. private _orthoBottom;
  45861. /**
  45862. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45863. * The directional light is emitted from everywhere in the given direction.
  45864. * It can cast shadows.
  45865. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45866. * @param name The friendly name of the light
  45867. * @param direction The direction of the light
  45868. * @param scene The scene the light belongs to
  45869. */
  45870. constructor(name: string, direction: Vector3, scene: Scene);
  45871. /**
  45872. * Returns the string "DirectionalLight".
  45873. * @return The class name
  45874. */
  45875. getClassName(): string;
  45876. /**
  45877. * Returns the integer 1.
  45878. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45879. */
  45880. getTypeID(): number;
  45881. /**
  45882. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45883. * Returns the DirectionalLight Shadow projection matrix.
  45884. */
  45885. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45886. /**
  45887. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45888. * Returns the DirectionalLight Shadow projection matrix.
  45889. */
  45890. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45891. /**
  45892. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45893. * Returns the DirectionalLight Shadow projection matrix.
  45894. */
  45895. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45896. protected _buildUniformLayout(): void;
  45897. /**
  45898. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45899. * @param effect The effect to update
  45900. * @param lightIndex The index of the light in the effect to update
  45901. * @returns The directional light
  45902. */
  45903. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45904. /**
  45905. * Gets the minZ used for shadow according to both the scene and the light.
  45906. *
  45907. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45908. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45909. * @param activeCamera The camera we are returning the min for
  45910. * @returns the depth min z
  45911. */
  45912. getDepthMinZ(activeCamera: Camera): number;
  45913. /**
  45914. * Gets the maxZ used for shadow according to both the scene and the light.
  45915. *
  45916. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45917. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45918. * @param activeCamera The camera we are returning the max for
  45919. * @returns the depth max z
  45920. */
  45921. getDepthMaxZ(activeCamera: Camera): number;
  45922. /**
  45923. * Prepares the list of defines specific to the light type.
  45924. * @param defines the list of defines
  45925. * @param lightIndex defines the index of the light for the effect
  45926. */
  45927. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45928. }
  45929. }
  45930. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45931. import { Mesh } from "babylonjs/Meshes/mesh";
  45932. /**
  45933. * Class containing static functions to help procedurally build meshes
  45934. */
  45935. export class HemisphereBuilder {
  45936. /**
  45937. * Creates a hemisphere mesh
  45938. * @param name defines the name of the mesh
  45939. * @param options defines the options used to create the mesh
  45940. * @param scene defines the hosting scene
  45941. * @returns the hemisphere mesh
  45942. */
  45943. static CreateHemisphere(name: string, options: {
  45944. segments?: number;
  45945. diameter?: number;
  45946. sideOrientation?: number;
  45947. }, scene: any): Mesh;
  45948. }
  45949. }
  45950. declare module "babylonjs/Lights/spotLight" {
  45951. import { Nullable } from "babylonjs/types";
  45952. import { Scene } from "babylonjs/scene";
  45953. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45954. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45955. import { Effect } from "babylonjs/Materials/effect";
  45956. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45957. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45958. /**
  45959. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45960. * These values define a cone of light starting from the position, emitting toward the direction.
  45961. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45962. * and the exponent defines the speed of the decay of the light with distance (reach).
  45963. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45964. */
  45965. export class SpotLight extends ShadowLight {
  45966. private _angle;
  45967. private _innerAngle;
  45968. private _cosHalfAngle;
  45969. private _lightAngleScale;
  45970. private _lightAngleOffset;
  45971. /**
  45972. * Gets the cone angle of the spot light in Radians.
  45973. */
  45974. /**
  45975. * Sets the cone angle of the spot light in Radians.
  45976. */
  45977. angle: number;
  45978. /**
  45979. * Only used in gltf falloff mode, this defines the angle where
  45980. * the directional falloff will start before cutting at angle which could be seen
  45981. * as outer angle.
  45982. */
  45983. /**
  45984. * Only used in gltf falloff mode, this defines the angle where
  45985. * the directional falloff will start before cutting at angle which could be seen
  45986. * as outer angle.
  45987. */
  45988. innerAngle: number;
  45989. private _shadowAngleScale;
  45990. /**
  45991. * Allows scaling the angle of the light for shadow generation only.
  45992. */
  45993. /**
  45994. * Allows scaling the angle of the light for shadow generation only.
  45995. */
  45996. shadowAngleScale: number;
  45997. /**
  45998. * The light decay speed with the distance from the emission spot.
  45999. */
  46000. exponent: number;
  46001. private _projectionTextureMatrix;
  46002. /**
  46003. * Allows reading the projecton texture
  46004. */
  46005. readonly projectionTextureMatrix: Matrix;
  46006. protected _projectionTextureLightNear: number;
  46007. /**
  46008. * Gets the near clip of the Spotlight for texture projection.
  46009. */
  46010. /**
  46011. * Sets the near clip of the Spotlight for texture projection.
  46012. */
  46013. projectionTextureLightNear: number;
  46014. protected _projectionTextureLightFar: number;
  46015. /**
  46016. * Gets the far clip of the Spotlight for texture projection.
  46017. */
  46018. /**
  46019. * Sets the far clip of the Spotlight for texture projection.
  46020. */
  46021. projectionTextureLightFar: number;
  46022. protected _projectionTextureUpDirection: Vector3;
  46023. /**
  46024. * Gets the Up vector of the Spotlight for texture projection.
  46025. */
  46026. /**
  46027. * Sets the Up vector of the Spotlight for texture projection.
  46028. */
  46029. projectionTextureUpDirection: Vector3;
  46030. private _projectionTexture;
  46031. /**
  46032. * Gets the projection texture of the light.
  46033. */
  46034. /**
  46035. * Sets the projection texture of the light.
  46036. */
  46037. projectionTexture: Nullable<BaseTexture>;
  46038. private _projectionTextureViewLightDirty;
  46039. private _projectionTextureProjectionLightDirty;
  46040. private _projectionTextureDirty;
  46041. private _projectionTextureViewTargetVector;
  46042. private _projectionTextureViewLightMatrix;
  46043. private _projectionTextureProjectionLightMatrix;
  46044. private _projectionTextureScalingMatrix;
  46045. /**
  46046. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46047. * It can cast shadows.
  46048. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46049. * @param name The light friendly name
  46050. * @param position The position of the spot light in the scene
  46051. * @param direction The direction of the light in the scene
  46052. * @param angle The cone angle of the light in Radians
  46053. * @param exponent The light decay speed with the distance from the emission spot
  46054. * @param scene The scene the lights belongs to
  46055. */
  46056. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46057. /**
  46058. * Returns the string "SpotLight".
  46059. * @returns the class name
  46060. */
  46061. getClassName(): string;
  46062. /**
  46063. * Returns the integer 2.
  46064. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46065. */
  46066. getTypeID(): number;
  46067. /**
  46068. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46069. */
  46070. protected _setDirection(value: Vector3): void;
  46071. /**
  46072. * Overrides the position setter to recompute the projection texture view light Matrix.
  46073. */
  46074. protected _setPosition(value: Vector3): void;
  46075. /**
  46076. * 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.
  46077. * Returns the SpotLight.
  46078. */
  46079. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46080. protected _computeProjectionTextureViewLightMatrix(): void;
  46081. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46082. /**
  46083. * Main function for light texture projection matrix computing.
  46084. */
  46085. protected _computeProjectionTextureMatrix(): void;
  46086. protected _buildUniformLayout(): void;
  46087. private _computeAngleValues;
  46088. /**
  46089. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46090. * @param effect The effect to update
  46091. * @param lightIndex The index of the light in the effect to update
  46092. * @returns The spot light
  46093. */
  46094. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46095. /**
  46096. * Disposes the light and the associated resources.
  46097. */
  46098. dispose(): void;
  46099. /**
  46100. * Prepares the list of defines specific to the light type.
  46101. * @param defines the list of defines
  46102. * @param lightIndex defines the index of the light for the effect
  46103. */
  46104. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46105. }
  46106. }
  46107. declare module "babylonjs/Gizmos/lightGizmo" {
  46108. import { Nullable } from "babylonjs/types";
  46109. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46110. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46111. import { Light } from "babylonjs/Lights/light";
  46112. /**
  46113. * Gizmo that enables viewing a light
  46114. */
  46115. export class LightGizmo extends Gizmo {
  46116. private _lightMesh;
  46117. private _material;
  46118. private cachedPosition;
  46119. private cachedForward;
  46120. /**
  46121. * Creates a LightGizmo
  46122. * @param gizmoLayer The utility layer the gizmo will be added to
  46123. */
  46124. constructor(gizmoLayer?: UtilityLayerRenderer);
  46125. private _light;
  46126. /**
  46127. * The light that the gizmo is attached to
  46128. */
  46129. light: Nullable<Light>;
  46130. /**
  46131. * @hidden
  46132. * Updates the gizmo to match the attached mesh's position/rotation
  46133. */
  46134. protected _update(): void;
  46135. private static _Scale;
  46136. /**
  46137. * Creates the lines for a light mesh
  46138. */
  46139. private static _createLightLines;
  46140. /**
  46141. * Disposes of the light gizmo
  46142. */
  46143. dispose(): void;
  46144. private static _CreateHemisphericLightMesh;
  46145. private static _CreatePointLightMesh;
  46146. private static _CreateSpotLightMesh;
  46147. private static _CreateDirectionalLightMesh;
  46148. }
  46149. }
  46150. declare module "babylonjs/Gizmos/index" {
  46151. export * from "babylonjs/Gizmos/axisDragGizmo";
  46152. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46153. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46154. export * from "babylonjs/Gizmos/gizmo";
  46155. export * from "babylonjs/Gizmos/gizmoManager";
  46156. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46157. export * from "babylonjs/Gizmos/positionGizmo";
  46158. export * from "babylonjs/Gizmos/rotationGizmo";
  46159. export * from "babylonjs/Gizmos/scaleGizmo";
  46160. export * from "babylonjs/Gizmos/lightGizmo";
  46161. export * from "babylonjs/Gizmos/planeDragGizmo";
  46162. }
  46163. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46164. /** @hidden */
  46165. export var backgroundFragmentDeclaration: {
  46166. name: string;
  46167. shader: string;
  46168. };
  46169. }
  46170. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46171. /** @hidden */
  46172. export var backgroundUboDeclaration: {
  46173. name: string;
  46174. shader: string;
  46175. };
  46176. }
  46177. declare module "babylonjs/Shaders/background.fragment" {
  46178. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46179. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46180. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46181. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46182. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46183. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46184. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46185. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46186. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46187. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46188. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46189. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46190. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46191. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46192. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46193. /** @hidden */
  46194. export var backgroundPixelShader: {
  46195. name: string;
  46196. shader: string;
  46197. };
  46198. }
  46199. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46200. /** @hidden */
  46201. export var backgroundVertexDeclaration: {
  46202. name: string;
  46203. shader: string;
  46204. };
  46205. }
  46206. declare module "babylonjs/Shaders/background.vertex" {
  46207. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46208. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46209. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46210. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46211. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46212. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46213. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46214. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46215. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46216. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46217. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46218. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46219. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46220. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46221. /** @hidden */
  46222. export var backgroundVertexShader: {
  46223. name: string;
  46224. shader: string;
  46225. };
  46226. }
  46227. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46228. import { Nullable, int, float } from "babylonjs/types";
  46229. import { Scene } from "babylonjs/scene";
  46230. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46231. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46232. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46233. import { Mesh } from "babylonjs/Meshes/mesh";
  46234. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46235. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46236. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46237. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46238. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46239. import { Color3 } from "babylonjs/Maths/math.color";
  46240. import "babylonjs/Shaders/background.fragment";
  46241. import "babylonjs/Shaders/background.vertex";
  46242. /**
  46243. * Background material used to create an efficient environement around your scene.
  46244. */
  46245. export class BackgroundMaterial extends PushMaterial {
  46246. /**
  46247. * Standard reflectance value at parallel view angle.
  46248. */
  46249. static StandardReflectance0: number;
  46250. /**
  46251. * Standard reflectance value at grazing angle.
  46252. */
  46253. static StandardReflectance90: number;
  46254. protected _primaryColor: Color3;
  46255. /**
  46256. * Key light Color (multiply against the environement texture)
  46257. */
  46258. primaryColor: Color3;
  46259. protected __perceptualColor: Nullable<Color3>;
  46260. /**
  46261. * Experimental Internal Use Only.
  46262. *
  46263. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46264. * This acts as a helper to set the primary color to a more "human friendly" value.
  46265. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46266. * output color as close as possible from the chosen value.
  46267. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46268. * part of lighting setup.)
  46269. */
  46270. _perceptualColor: Nullable<Color3>;
  46271. protected _primaryColorShadowLevel: float;
  46272. /**
  46273. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46274. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46275. */
  46276. primaryColorShadowLevel: float;
  46277. protected _primaryColorHighlightLevel: float;
  46278. /**
  46279. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46280. * The primary color is used at the level chosen to define what the white area would look.
  46281. */
  46282. primaryColorHighlightLevel: float;
  46283. protected _reflectionTexture: Nullable<BaseTexture>;
  46284. /**
  46285. * Reflection Texture used in the material.
  46286. * Should be author in a specific way for the best result (refer to the documentation).
  46287. */
  46288. reflectionTexture: Nullable<BaseTexture>;
  46289. protected _reflectionBlur: float;
  46290. /**
  46291. * Reflection Texture level of blur.
  46292. *
  46293. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46294. * texture twice.
  46295. */
  46296. reflectionBlur: float;
  46297. protected _diffuseTexture: Nullable<BaseTexture>;
  46298. /**
  46299. * Diffuse Texture used in the material.
  46300. * Should be author in a specific way for the best result (refer to the documentation).
  46301. */
  46302. diffuseTexture: Nullable<BaseTexture>;
  46303. protected _shadowLights: Nullable<IShadowLight[]>;
  46304. /**
  46305. * Specify the list of lights casting shadow on the material.
  46306. * All scene shadow lights will be included if null.
  46307. */
  46308. shadowLights: Nullable<IShadowLight[]>;
  46309. protected _shadowLevel: float;
  46310. /**
  46311. * Helps adjusting the shadow to a softer level if required.
  46312. * 0 means black shadows and 1 means no shadows.
  46313. */
  46314. shadowLevel: float;
  46315. protected _sceneCenter: Vector3;
  46316. /**
  46317. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46318. * It is usually zero but might be interesting to modify according to your setup.
  46319. */
  46320. sceneCenter: Vector3;
  46321. protected _opacityFresnel: boolean;
  46322. /**
  46323. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46324. * This helps ensuring a nice transition when the camera goes under the ground.
  46325. */
  46326. opacityFresnel: boolean;
  46327. protected _reflectionFresnel: boolean;
  46328. /**
  46329. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46330. * This helps adding a mirror texture on the ground.
  46331. */
  46332. reflectionFresnel: boolean;
  46333. protected _reflectionFalloffDistance: number;
  46334. /**
  46335. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46336. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46337. */
  46338. reflectionFalloffDistance: number;
  46339. protected _reflectionAmount: number;
  46340. /**
  46341. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46342. */
  46343. reflectionAmount: number;
  46344. protected _reflectionReflectance0: number;
  46345. /**
  46346. * This specifies the weight of the reflection at grazing angle.
  46347. */
  46348. reflectionReflectance0: number;
  46349. protected _reflectionReflectance90: number;
  46350. /**
  46351. * This specifies the weight of the reflection at a perpendicular point of view.
  46352. */
  46353. reflectionReflectance90: number;
  46354. /**
  46355. * Sets the reflection reflectance fresnel values according to the default standard
  46356. * empirically know to work well :-)
  46357. */
  46358. reflectionStandardFresnelWeight: number;
  46359. protected _useRGBColor: boolean;
  46360. /**
  46361. * Helps to directly use the maps channels instead of their level.
  46362. */
  46363. useRGBColor: boolean;
  46364. protected _enableNoise: boolean;
  46365. /**
  46366. * This helps reducing the banding effect that could occur on the background.
  46367. */
  46368. enableNoise: boolean;
  46369. /**
  46370. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46371. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46372. * Recommended to be keep at 1.0 except for special cases.
  46373. */
  46374. fovMultiplier: number;
  46375. private _fovMultiplier;
  46376. /**
  46377. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46378. */
  46379. useEquirectangularFOV: boolean;
  46380. private _maxSimultaneousLights;
  46381. /**
  46382. * Number of Simultaneous lights allowed on the material.
  46383. */
  46384. maxSimultaneousLights: int;
  46385. /**
  46386. * Default configuration related to image processing available in the Background Material.
  46387. */
  46388. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46389. /**
  46390. * Keep track of the image processing observer to allow dispose and replace.
  46391. */
  46392. private _imageProcessingObserver;
  46393. /**
  46394. * Attaches a new image processing configuration to the PBR Material.
  46395. * @param configuration (if null the scene configuration will be use)
  46396. */
  46397. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46398. /**
  46399. * Gets the image processing configuration used either in this material.
  46400. */
  46401. /**
  46402. * Sets the Default image processing configuration used either in the this material.
  46403. *
  46404. * If sets to null, the scene one is in use.
  46405. */
  46406. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46407. /**
  46408. * Gets wether the color curves effect is enabled.
  46409. */
  46410. /**
  46411. * Sets wether the color curves effect is enabled.
  46412. */
  46413. cameraColorCurvesEnabled: boolean;
  46414. /**
  46415. * Gets wether the color grading effect is enabled.
  46416. */
  46417. /**
  46418. * Gets wether the color grading effect is enabled.
  46419. */
  46420. cameraColorGradingEnabled: boolean;
  46421. /**
  46422. * Gets wether tonemapping is enabled or not.
  46423. */
  46424. /**
  46425. * Sets wether tonemapping is enabled or not
  46426. */
  46427. cameraToneMappingEnabled: boolean;
  46428. /**
  46429. * The camera exposure used on this material.
  46430. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46431. * This corresponds to a photographic exposure.
  46432. */
  46433. /**
  46434. * The camera exposure used on this material.
  46435. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46436. * This corresponds to a photographic exposure.
  46437. */
  46438. cameraExposure: float;
  46439. /**
  46440. * Gets The camera contrast used on this material.
  46441. */
  46442. /**
  46443. * Sets The camera contrast used on this material.
  46444. */
  46445. cameraContrast: float;
  46446. /**
  46447. * Gets the Color Grading 2D Lookup Texture.
  46448. */
  46449. /**
  46450. * Sets the Color Grading 2D Lookup Texture.
  46451. */
  46452. cameraColorGradingTexture: Nullable<BaseTexture>;
  46453. /**
  46454. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46455. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46456. * 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;
  46457. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46458. */
  46459. /**
  46460. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46461. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46462. * 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;
  46463. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46464. */
  46465. cameraColorCurves: Nullable<ColorCurves>;
  46466. /**
  46467. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46468. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46469. */
  46470. switchToBGR: boolean;
  46471. private _renderTargets;
  46472. private _reflectionControls;
  46473. private _white;
  46474. private _primaryShadowColor;
  46475. private _primaryHighlightColor;
  46476. /**
  46477. * Instantiates a Background Material in the given scene
  46478. * @param name The friendly name of the material
  46479. * @param scene The scene to add the material to
  46480. */
  46481. constructor(name: string, scene: Scene);
  46482. /**
  46483. * Gets a boolean indicating that current material needs to register RTT
  46484. */
  46485. readonly hasRenderTargetTextures: boolean;
  46486. /**
  46487. * The entire material has been created in order to prevent overdraw.
  46488. * @returns false
  46489. */
  46490. needAlphaTesting(): boolean;
  46491. /**
  46492. * The entire material has been created in order to prevent overdraw.
  46493. * @returns true if blending is enable
  46494. */
  46495. needAlphaBlending(): boolean;
  46496. /**
  46497. * Checks wether the material is ready to be rendered for a given mesh.
  46498. * @param mesh The mesh to render
  46499. * @param subMesh The submesh to check against
  46500. * @param useInstances Specify wether or not the material is used with instances
  46501. * @returns true if all the dependencies are ready (Textures, Effects...)
  46502. */
  46503. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46504. /**
  46505. * Compute the primary color according to the chosen perceptual color.
  46506. */
  46507. private _computePrimaryColorFromPerceptualColor;
  46508. /**
  46509. * Compute the highlights and shadow colors according to their chosen levels.
  46510. */
  46511. private _computePrimaryColors;
  46512. /**
  46513. * Build the uniform buffer used in the material.
  46514. */
  46515. buildUniformLayout(): void;
  46516. /**
  46517. * Unbind the material.
  46518. */
  46519. unbind(): void;
  46520. /**
  46521. * Bind only the world matrix to the material.
  46522. * @param world The world matrix to bind.
  46523. */
  46524. bindOnlyWorldMatrix(world: Matrix): void;
  46525. /**
  46526. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46527. * @param world The world matrix to bind.
  46528. * @param subMesh The submesh to bind for.
  46529. */
  46530. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46531. /**
  46532. * Dispose the material.
  46533. * @param forceDisposeEffect Force disposal of the associated effect.
  46534. * @param forceDisposeTextures Force disposal of the associated textures.
  46535. */
  46536. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46537. /**
  46538. * Clones the material.
  46539. * @param name The cloned name.
  46540. * @returns The cloned material.
  46541. */
  46542. clone(name: string): BackgroundMaterial;
  46543. /**
  46544. * Serializes the current material to its JSON representation.
  46545. * @returns The JSON representation.
  46546. */
  46547. serialize(): any;
  46548. /**
  46549. * Gets the class name of the material
  46550. * @returns "BackgroundMaterial"
  46551. */
  46552. getClassName(): string;
  46553. /**
  46554. * Parse a JSON input to create back a background material.
  46555. * @param source The JSON data to parse
  46556. * @param scene The scene to create the parsed material in
  46557. * @param rootUrl The root url of the assets the material depends upon
  46558. * @returns the instantiated BackgroundMaterial.
  46559. */
  46560. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46561. }
  46562. }
  46563. declare module "babylonjs/Helpers/environmentHelper" {
  46564. import { Observable } from "babylonjs/Misc/observable";
  46565. import { Nullable } from "babylonjs/types";
  46566. import { Scene } from "babylonjs/scene";
  46567. import { Vector3 } from "babylonjs/Maths/math.vector";
  46568. import { Color3 } from "babylonjs/Maths/math.color";
  46569. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46570. import { Mesh } from "babylonjs/Meshes/mesh";
  46571. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46572. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46573. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46574. import "babylonjs/Meshes/Builders/planeBuilder";
  46575. import "babylonjs/Meshes/Builders/boxBuilder";
  46576. /**
  46577. * Represents the different options available during the creation of
  46578. * a Environment helper.
  46579. *
  46580. * This can control the default ground, skybox and image processing setup of your scene.
  46581. */
  46582. export interface IEnvironmentHelperOptions {
  46583. /**
  46584. * Specifies wether or not to create a ground.
  46585. * True by default.
  46586. */
  46587. createGround: boolean;
  46588. /**
  46589. * Specifies the ground size.
  46590. * 15 by default.
  46591. */
  46592. groundSize: number;
  46593. /**
  46594. * The texture used on the ground for the main color.
  46595. * Comes from the BabylonJS CDN by default.
  46596. *
  46597. * Remarks: Can be either a texture or a url.
  46598. */
  46599. groundTexture: string | BaseTexture;
  46600. /**
  46601. * The color mixed in the ground texture by default.
  46602. * BabylonJS clearColor by default.
  46603. */
  46604. groundColor: Color3;
  46605. /**
  46606. * Specifies the ground opacity.
  46607. * 1 by default.
  46608. */
  46609. groundOpacity: number;
  46610. /**
  46611. * Enables the ground to receive shadows.
  46612. * True by default.
  46613. */
  46614. enableGroundShadow: boolean;
  46615. /**
  46616. * Helps preventing the shadow to be fully black on the ground.
  46617. * 0.5 by default.
  46618. */
  46619. groundShadowLevel: number;
  46620. /**
  46621. * Creates a mirror texture attach to the ground.
  46622. * false by default.
  46623. */
  46624. enableGroundMirror: boolean;
  46625. /**
  46626. * Specifies the ground mirror size ratio.
  46627. * 0.3 by default as the default kernel is 64.
  46628. */
  46629. groundMirrorSizeRatio: number;
  46630. /**
  46631. * Specifies the ground mirror blur kernel size.
  46632. * 64 by default.
  46633. */
  46634. groundMirrorBlurKernel: number;
  46635. /**
  46636. * Specifies the ground mirror visibility amount.
  46637. * 1 by default
  46638. */
  46639. groundMirrorAmount: number;
  46640. /**
  46641. * Specifies the ground mirror reflectance weight.
  46642. * This uses the standard weight of the background material to setup the fresnel effect
  46643. * of the mirror.
  46644. * 1 by default.
  46645. */
  46646. groundMirrorFresnelWeight: number;
  46647. /**
  46648. * Specifies the ground mirror Falloff distance.
  46649. * This can helps reducing the size of the reflection.
  46650. * 0 by Default.
  46651. */
  46652. groundMirrorFallOffDistance: number;
  46653. /**
  46654. * Specifies the ground mirror texture type.
  46655. * Unsigned Int by Default.
  46656. */
  46657. groundMirrorTextureType: number;
  46658. /**
  46659. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46660. * the shown objects.
  46661. */
  46662. groundYBias: number;
  46663. /**
  46664. * Specifies wether or not to create a skybox.
  46665. * True by default.
  46666. */
  46667. createSkybox: boolean;
  46668. /**
  46669. * Specifies the skybox size.
  46670. * 20 by default.
  46671. */
  46672. skyboxSize: number;
  46673. /**
  46674. * The texture used on the skybox for the main color.
  46675. * Comes from the BabylonJS CDN by default.
  46676. *
  46677. * Remarks: Can be either a texture or a url.
  46678. */
  46679. skyboxTexture: string | BaseTexture;
  46680. /**
  46681. * The color mixed in the skybox texture by default.
  46682. * BabylonJS clearColor by default.
  46683. */
  46684. skyboxColor: Color3;
  46685. /**
  46686. * The background rotation around the Y axis of the scene.
  46687. * This helps aligning the key lights of your scene with the background.
  46688. * 0 by default.
  46689. */
  46690. backgroundYRotation: number;
  46691. /**
  46692. * Compute automatically the size of the elements to best fit with the scene.
  46693. */
  46694. sizeAuto: boolean;
  46695. /**
  46696. * Default position of the rootMesh if autoSize is not true.
  46697. */
  46698. rootPosition: Vector3;
  46699. /**
  46700. * Sets up the image processing in the scene.
  46701. * true by default.
  46702. */
  46703. setupImageProcessing: boolean;
  46704. /**
  46705. * The texture used as your environment texture in the scene.
  46706. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46707. *
  46708. * Remarks: Can be either a texture or a url.
  46709. */
  46710. environmentTexture: string | BaseTexture;
  46711. /**
  46712. * The value of the exposure to apply to the scene.
  46713. * 0.6 by default if setupImageProcessing is true.
  46714. */
  46715. cameraExposure: number;
  46716. /**
  46717. * The value of the contrast to apply to the scene.
  46718. * 1.6 by default if setupImageProcessing is true.
  46719. */
  46720. cameraContrast: number;
  46721. /**
  46722. * Specifies wether or not tonemapping should be enabled in the scene.
  46723. * true by default if setupImageProcessing is true.
  46724. */
  46725. toneMappingEnabled: boolean;
  46726. }
  46727. /**
  46728. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46729. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46730. * It also helps with the default setup of your imageProcessing configuration.
  46731. */
  46732. export class EnvironmentHelper {
  46733. /**
  46734. * Default ground texture URL.
  46735. */
  46736. private static _groundTextureCDNUrl;
  46737. /**
  46738. * Default skybox texture URL.
  46739. */
  46740. private static _skyboxTextureCDNUrl;
  46741. /**
  46742. * Default environment texture URL.
  46743. */
  46744. private static _environmentTextureCDNUrl;
  46745. /**
  46746. * Creates the default options for the helper.
  46747. */
  46748. private static _getDefaultOptions;
  46749. private _rootMesh;
  46750. /**
  46751. * Gets the root mesh created by the helper.
  46752. */
  46753. readonly rootMesh: Mesh;
  46754. private _skybox;
  46755. /**
  46756. * Gets the skybox created by the helper.
  46757. */
  46758. readonly skybox: Nullable<Mesh>;
  46759. private _skyboxTexture;
  46760. /**
  46761. * Gets the skybox texture created by the helper.
  46762. */
  46763. readonly skyboxTexture: Nullable<BaseTexture>;
  46764. private _skyboxMaterial;
  46765. /**
  46766. * Gets the skybox material created by the helper.
  46767. */
  46768. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46769. private _ground;
  46770. /**
  46771. * Gets the ground mesh created by the helper.
  46772. */
  46773. readonly ground: Nullable<Mesh>;
  46774. private _groundTexture;
  46775. /**
  46776. * Gets the ground texture created by the helper.
  46777. */
  46778. readonly groundTexture: Nullable<BaseTexture>;
  46779. private _groundMirror;
  46780. /**
  46781. * Gets the ground mirror created by the helper.
  46782. */
  46783. readonly groundMirror: Nullable<MirrorTexture>;
  46784. /**
  46785. * Gets the ground mirror render list to helps pushing the meshes
  46786. * you wish in the ground reflection.
  46787. */
  46788. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46789. private _groundMaterial;
  46790. /**
  46791. * Gets the ground material created by the helper.
  46792. */
  46793. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46794. /**
  46795. * Stores the creation options.
  46796. */
  46797. private readonly _scene;
  46798. private _options;
  46799. /**
  46800. * This observable will be notified with any error during the creation of the environment,
  46801. * mainly texture creation errors.
  46802. */
  46803. onErrorObservable: Observable<{
  46804. message?: string;
  46805. exception?: any;
  46806. }>;
  46807. /**
  46808. * constructor
  46809. * @param options Defines the options we want to customize the helper
  46810. * @param scene The scene to add the material to
  46811. */
  46812. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46813. /**
  46814. * Updates the background according to the new options
  46815. * @param options
  46816. */
  46817. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46818. /**
  46819. * Sets the primary color of all the available elements.
  46820. * @param color the main color to affect to the ground and the background
  46821. */
  46822. setMainColor(color: Color3): void;
  46823. /**
  46824. * Setup the image processing according to the specified options.
  46825. */
  46826. private _setupImageProcessing;
  46827. /**
  46828. * Setup the environment texture according to the specified options.
  46829. */
  46830. private _setupEnvironmentTexture;
  46831. /**
  46832. * Setup the background according to the specified options.
  46833. */
  46834. private _setupBackground;
  46835. /**
  46836. * Get the scene sizes according to the setup.
  46837. */
  46838. private _getSceneSize;
  46839. /**
  46840. * Setup the ground according to the specified options.
  46841. */
  46842. private _setupGround;
  46843. /**
  46844. * Setup the ground material according to the specified options.
  46845. */
  46846. private _setupGroundMaterial;
  46847. /**
  46848. * Setup the ground diffuse texture according to the specified options.
  46849. */
  46850. private _setupGroundDiffuseTexture;
  46851. /**
  46852. * Setup the ground mirror texture according to the specified options.
  46853. */
  46854. private _setupGroundMirrorTexture;
  46855. /**
  46856. * Setup the ground to receive the mirror texture.
  46857. */
  46858. private _setupMirrorInGroundMaterial;
  46859. /**
  46860. * Setup the skybox according to the specified options.
  46861. */
  46862. private _setupSkybox;
  46863. /**
  46864. * Setup the skybox material according to the specified options.
  46865. */
  46866. private _setupSkyboxMaterial;
  46867. /**
  46868. * Setup the skybox reflection texture according to the specified options.
  46869. */
  46870. private _setupSkyboxReflectionTexture;
  46871. private _errorHandler;
  46872. /**
  46873. * Dispose all the elements created by the Helper.
  46874. */
  46875. dispose(): void;
  46876. }
  46877. }
  46878. declare module "babylonjs/Helpers/photoDome" {
  46879. import { Observable } from "babylonjs/Misc/observable";
  46880. import { Nullable } from "babylonjs/types";
  46881. import { Scene } from "babylonjs/scene";
  46882. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46883. import { Mesh } from "babylonjs/Meshes/mesh";
  46884. import { Texture } from "babylonjs/Materials/Textures/texture";
  46885. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46886. import "babylonjs/Meshes/Builders/sphereBuilder";
  46887. /**
  46888. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46889. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46890. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46891. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46892. */
  46893. export class PhotoDome extends TransformNode {
  46894. /**
  46895. * Define the image as a Monoscopic panoramic 360 image.
  46896. */
  46897. static readonly MODE_MONOSCOPIC: number;
  46898. /**
  46899. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46900. */
  46901. static readonly MODE_TOPBOTTOM: number;
  46902. /**
  46903. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46904. */
  46905. static readonly MODE_SIDEBYSIDE: number;
  46906. private _useDirectMapping;
  46907. /**
  46908. * The texture being displayed on the sphere
  46909. */
  46910. protected _photoTexture: Texture;
  46911. /**
  46912. * Gets or sets the texture being displayed on the sphere
  46913. */
  46914. photoTexture: Texture;
  46915. /**
  46916. * Observable raised when an error occured while loading the 360 image
  46917. */
  46918. onLoadErrorObservable: Observable<string>;
  46919. /**
  46920. * The skybox material
  46921. */
  46922. protected _material: BackgroundMaterial;
  46923. /**
  46924. * The surface used for the skybox
  46925. */
  46926. protected _mesh: Mesh;
  46927. /**
  46928. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46929. * Also see the options.resolution property.
  46930. */
  46931. fovMultiplier: number;
  46932. private _imageMode;
  46933. /**
  46934. * Gets or set the current video mode for the video. It can be:
  46935. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46936. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46937. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46938. */
  46939. imageMode: number;
  46940. /**
  46941. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46942. * @param name Element's name, child elements will append suffixes for their own names.
  46943. * @param urlsOfPhoto defines the url of the photo to display
  46944. * @param options defines an object containing optional or exposed sub element properties
  46945. * @param onError defines a callback called when an error occured while loading the texture
  46946. */
  46947. constructor(name: string, urlOfPhoto: string, options: {
  46948. resolution?: number;
  46949. size?: number;
  46950. useDirectMapping?: boolean;
  46951. faceForward?: boolean;
  46952. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46953. private _onBeforeCameraRenderObserver;
  46954. private _changeImageMode;
  46955. /**
  46956. * Releases resources associated with this node.
  46957. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46958. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46959. */
  46960. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46961. }
  46962. }
  46963. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46964. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46965. /** @hidden */
  46966. export var rgbdDecodePixelShader: {
  46967. name: string;
  46968. shader: string;
  46969. };
  46970. }
  46971. declare module "babylonjs/Misc/brdfTextureTools" {
  46972. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46973. import { Scene } from "babylonjs/scene";
  46974. import "babylonjs/Shaders/rgbdDecode.fragment";
  46975. /**
  46976. * Class used to host texture specific utilities
  46977. */
  46978. export class BRDFTextureTools {
  46979. /**
  46980. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46981. * @param texture the texture to expand.
  46982. */
  46983. private static _ExpandDefaultBRDFTexture;
  46984. /**
  46985. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46986. * @param scene defines the hosting scene
  46987. * @returns the environment BRDF texture
  46988. */
  46989. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46990. private static _environmentBRDFBase64Texture;
  46991. }
  46992. }
  46993. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46994. import { Nullable } from "babylonjs/types";
  46995. import { Color3 } from "babylonjs/Maths/math.color";
  46996. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46997. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46998. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46999. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47000. import { Engine } from "babylonjs/Engines/engine";
  47001. import { Scene } from "babylonjs/scene";
  47002. /**
  47003. * @hidden
  47004. */
  47005. export interface IMaterialClearCoatDefines {
  47006. CLEARCOAT: boolean;
  47007. CLEARCOAT_DEFAULTIOR: boolean;
  47008. CLEARCOAT_TEXTURE: boolean;
  47009. CLEARCOAT_TEXTUREDIRECTUV: number;
  47010. CLEARCOAT_BUMP: boolean;
  47011. CLEARCOAT_BUMPDIRECTUV: number;
  47012. CLEARCOAT_TINT: boolean;
  47013. CLEARCOAT_TINT_TEXTURE: boolean;
  47014. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47015. /** @hidden */
  47016. _areTexturesDirty: boolean;
  47017. }
  47018. /**
  47019. * Define the code related to the clear coat parameters of the pbr material.
  47020. */
  47021. export class PBRClearCoatConfiguration {
  47022. /**
  47023. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47024. * The default fits with a polyurethane material.
  47025. */
  47026. private static readonly _DefaultIndexOfRefraction;
  47027. private _isEnabled;
  47028. /**
  47029. * Defines if the clear coat is enabled in the material.
  47030. */
  47031. isEnabled: boolean;
  47032. /**
  47033. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47034. */
  47035. intensity: number;
  47036. /**
  47037. * Defines the clear coat layer roughness.
  47038. */
  47039. roughness: number;
  47040. private _indexOfRefraction;
  47041. /**
  47042. * Defines the index of refraction of the clear coat.
  47043. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47044. * The default fits with a polyurethane material.
  47045. * Changing the default value is more performance intensive.
  47046. */
  47047. indexOfRefraction: number;
  47048. private _texture;
  47049. /**
  47050. * Stores the clear coat values in a texture.
  47051. */
  47052. texture: Nullable<BaseTexture>;
  47053. private _bumpTexture;
  47054. /**
  47055. * Define the clear coat specific bump texture.
  47056. */
  47057. bumpTexture: Nullable<BaseTexture>;
  47058. private _isTintEnabled;
  47059. /**
  47060. * Defines if the clear coat tint is enabled in the material.
  47061. */
  47062. isTintEnabled: boolean;
  47063. /**
  47064. * Defines the clear coat tint of the material.
  47065. * This is only use if tint is enabled
  47066. */
  47067. tintColor: Color3;
  47068. /**
  47069. * Defines the distance at which the tint color should be found in the
  47070. * clear coat media.
  47071. * This is only use if tint is enabled
  47072. */
  47073. tintColorAtDistance: number;
  47074. /**
  47075. * Defines the clear coat layer thickness.
  47076. * This is only use if tint is enabled
  47077. */
  47078. tintThickness: number;
  47079. private _tintTexture;
  47080. /**
  47081. * Stores the clear tint values in a texture.
  47082. * rgb is tint
  47083. * a is a thickness factor
  47084. */
  47085. tintTexture: Nullable<BaseTexture>;
  47086. /** @hidden */
  47087. private _internalMarkAllSubMeshesAsTexturesDirty;
  47088. /** @hidden */
  47089. _markAllSubMeshesAsTexturesDirty(): void;
  47090. /**
  47091. * Instantiate a new istance of clear coat configuration.
  47092. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47093. */
  47094. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47095. /**
  47096. * Gets wehter the submesh is ready to be used or not.
  47097. * @param defines the list of "defines" to update.
  47098. * @param scene defines the scene the material belongs to.
  47099. * @param engine defines the engine the material belongs to.
  47100. * @param disableBumpMap defines wether the material disables bump or not.
  47101. * @returns - boolean indicating that the submesh is ready or not.
  47102. */
  47103. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47104. /**
  47105. * Checks to see if a texture is used in the material.
  47106. * @param defines the list of "defines" to update.
  47107. * @param scene defines the scene to the material belongs to.
  47108. */
  47109. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47110. /**
  47111. * Binds the material data.
  47112. * @param uniformBuffer defines the Uniform buffer to fill in.
  47113. * @param scene defines the scene the material belongs to.
  47114. * @param engine defines the engine the material belongs to.
  47115. * @param disableBumpMap defines wether the material disables bump or not.
  47116. * @param isFrozen defines wether the material is frozen or not.
  47117. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47118. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47119. */
  47120. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47121. /**
  47122. * Checks to see if a texture is used in the material.
  47123. * @param texture - Base texture to use.
  47124. * @returns - Boolean specifying if a texture is used in the material.
  47125. */
  47126. hasTexture(texture: BaseTexture): boolean;
  47127. /**
  47128. * Returns an array of the actively used textures.
  47129. * @param activeTextures Array of BaseTextures
  47130. */
  47131. getActiveTextures(activeTextures: BaseTexture[]): void;
  47132. /**
  47133. * Returns the animatable textures.
  47134. * @param animatables Array of animatable textures.
  47135. */
  47136. getAnimatables(animatables: IAnimatable[]): void;
  47137. /**
  47138. * Disposes the resources of the material.
  47139. * @param forceDisposeTextures - Forces the disposal of all textures.
  47140. */
  47141. dispose(forceDisposeTextures?: boolean): void;
  47142. /**
  47143. * Get the current class name of the texture useful for serialization or dynamic coding.
  47144. * @returns "PBRClearCoatConfiguration"
  47145. */
  47146. getClassName(): string;
  47147. /**
  47148. * Add fallbacks to the effect fallbacks list.
  47149. * @param defines defines the Base texture to use.
  47150. * @param fallbacks defines the current fallback list.
  47151. * @param currentRank defines the current fallback rank.
  47152. * @returns the new fallback rank.
  47153. */
  47154. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47155. /**
  47156. * Add the required uniforms to the current list.
  47157. * @param uniforms defines the current uniform list.
  47158. */
  47159. static AddUniforms(uniforms: string[]): void;
  47160. /**
  47161. * Add the required samplers to the current list.
  47162. * @param samplers defines the current sampler list.
  47163. */
  47164. static AddSamplers(samplers: string[]): void;
  47165. /**
  47166. * Add the required uniforms to the current buffer.
  47167. * @param uniformBuffer defines the current uniform buffer.
  47168. */
  47169. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47170. /**
  47171. * Makes a duplicate of the current configuration into another one.
  47172. * @param clearCoatConfiguration define the config where to copy the info
  47173. */
  47174. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47175. /**
  47176. * Serializes this clear coat configuration.
  47177. * @returns - An object with the serialized config.
  47178. */
  47179. serialize(): any;
  47180. /**
  47181. * Parses a anisotropy Configuration from a serialized object.
  47182. * @param source - Serialized object.
  47183. * @param scene Defines the scene we are parsing for
  47184. * @param rootUrl Defines the rootUrl to load from
  47185. */
  47186. parse(source: any, scene: Scene, rootUrl: string): void;
  47187. }
  47188. }
  47189. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47190. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47191. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47192. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47193. import { Vector2 } from "babylonjs/Maths/math.vector";
  47194. import { Scene } from "babylonjs/scene";
  47195. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47196. import { Nullable } from "babylonjs/types";
  47197. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47198. /**
  47199. * @hidden
  47200. */
  47201. export interface IMaterialAnisotropicDefines {
  47202. ANISOTROPIC: boolean;
  47203. ANISOTROPIC_TEXTURE: boolean;
  47204. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47205. MAINUV1: boolean;
  47206. _areTexturesDirty: boolean;
  47207. _needUVs: boolean;
  47208. }
  47209. /**
  47210. * Define the code related to the anisotropic parameters of the pbr material.
  47211. */
  47212. export class PBRAnisotropicConfiguration {
  47213. private _isEnabled;
  47214. /**
  47215. * Defines if the anisotropy is enabled in the material.
  47216. */
  47217. isEnabled: boolean;
  47218. /**
  47219. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47220. */
  47221. intensity: number;
  47222. /**
  47223. * Defines if the effect is along the tangents, bitangents or in between.
  47224. * By default, the effect is "strectching" the highlights along the tangents.
  47225. */
  47226. direction: Vector2;
  47227. private _texture;
  47228. /**
  47229. * Stores the anisotropy values in a texture.
  47230. * rg is direction (like normal from -1 to 1)
  47231. * b is a intensity
  47232. */
  47233. texture: Nullable<BaseTexture>;
  47234. /** @hidden */
  47235. private _internalMarkAllSubMeshesAsTexturesDirty;
  47236. /** @hidden */
  47237. _markAllSubMeshesAsTexturesDirty(): void;
  47238. /**
  47239. * Instantiate a new istance of anisotropy configuration.
  47240. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47241. */
  47242. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47243. /**
  47244. * Specifies that the submesh is ready to be used.
  47245. * @param defines the list of "defines" to update.
  47246. * @param scene defines the scene the material belongs to.
  47247. * @returns - boolean indicating that the submesh is ready or not.
  47248. */
  47249. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47250. /**
  47251. * Checks to see if a texture is used in the material.
  47252. * @param defines the list of "defines" to update.
  47253. * @param mesh the mesh we are preparing the defines for.
  47254. * @param scene defines the scene the material belongs to.
  47255. */
  47256. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47257. /**
  47258. * Binds the material data.
  47259. * @param uniformBuffer defines the Uniform buffer to fill in.
  47260. * @param scene defines the scene the material belongs to.
  47261. * @param isFrozen defines wether the material is frozen or not.
  47262. */
  47263. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47264. /**
  47265. * Checks to see if a texture is used in the material.
  47266. * @param texture - Base texture to use.
  47267. * @returns - Boolean specifying if a texture is used in the material.
  47268. */
  47269. hasTexture(texture: BaseTexture): boolean;
  47270. /**
  47271. * Returns an array of the actively used textures.
  47272. * @param activeTextures Array of BaseTextures
  47273. */
  47274. getActiveTextures(activeTextures: BaseTexture[]): void;
  47275. /**
  47276. * Returns the animatable textures.
  47277. * @param animatables Array of animatable textures.
  47278. */
  47279. getAnimatables(animatables: IAnimatable[]): void;
  47280. /**
  47281. * Disposes the resources of the material.
  47282. * @param forceDisposeTextures - Forces the disposal of all textures.
  47283. */
  47284. dispose(forceDisposeTextures?: boolean): void;
  47285. /**
  47286. * Get the current class name of the texture useful for serialization or dynamic coding.
  47287. * @returns "PBRAnisotropicConfiguration"
  47288. */
  47289. getClassName(): string;
  47290. /**
  47291. * Add fallbacks to the effect fallbacks list.
  47292. * @param defines defines the Base texture to use.
  47293. * @param fallbacks defines the current fallback list.
  47294. * @param currentRank defines the current fallback rank.
  47295. * @returns the new fallback rank.
  47296. */
  47297. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47298. /**
  47299. * Add the required uniforms to the current list.
  47300. * @param uniforms defines the current uniform list.
  47301. */
  47302. static AddUniforms(uniforms: string[]): void;
  47303. /**
  47304. * Add the required uniforms to the current buffer.
  47305. * @param uniformBuffer defines the current uniform buffer.
  47306. */
  47307. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47308. /**
  47309. * Add the required samplers to the current list.
  47310. * @param samplers defines the current sampler list.
  47311. */
  47312. static AddSamplers(samplers: string[]): void;
  47313. /**
  47314. * Makes a duplicate of the current configuration into another one.
  47315. * @param anisotropicConfiguration define the config where to copy the info
  47316. */
  47317. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47318. /**
  47319. * Serializes this anisotropy configuration.
  47320. * @returns - An object with the serialized config.
  47321. */
  47322. serialize(): any;
  47323. /**
  47324. * Parses a anisotropy Configuration from a serialized object.
  47325. * @param source - Serialized object.
  47326. * @param scene Defines the scene we are parsing for
  47327. * @param rootUrl Defines the rootUrl to load from
  47328. */
  47329. parse(source: any, scene: Scene, rootUrl: string): void;
  47330. }
  47331. }
  47332. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47333. import { Scene } from "babylonjs/scene";
  47334. /**
  47335. * @hidden
  47336. */
  47337. export interface IMaterialBRDFDefines {
  47338. BRDF_V_HEIGHT_CORRELATED: boolean;
  47339. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47340. SPHERICAL_HARMONICS: boolean;
  47341. /** @hidden */
  47342. _areMiscDirty: boolean;
  47343. }
  47344. /**
  47345. * Define the code related to the BRDF parameters of the pbr material.
  47346. */
  47347. export class PBRBRDFConfiguration {
  47348. /**
  47349. * Default value used for the energy conservation.
  47350. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47351. */
  47352. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47353. /**
  47354. * Default value used for the Smith Visibility Height Correlated mode.
  47355. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47356. */
  47357. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47358. /**
  47359. * Default value used for the IBL diffuse part.
  47360. * This can help switching back to the polynomials mode globally which is a tiny bit
  47361. * less GPU intensive at the drawback of a lower quality.
  47362. */
  47363. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47364. private _useEnergyConservation;
  47365. /**
  47366. * Defines if the material uses energy conservation.
  47367. */
  47368. useEnergyConservation: boolean;
  47369. private _useSmithVisibilityHeightCorrelated;
  47370. /**
  47371. * LEGACY Mode set to false
  47372. * Defines if the material uses height smith correlated visibility term.
  47373. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47374. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47375. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47376. * Not relying on height correlated will also disable energy conservation.
  47377. */
  47378. useSmithVisibilityHeightCorrelated: boolean;
  47379. private _useSphericalHarmonics;
  47380. /**
  47381. * LEGACY Mode set to false
  47382. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47383. * diffuse part of the IBL.
  47384. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47385. * to the ground truth.
  47386. */
  47387. useSphericalHarmonics: boolean;
  47388. /** @hidden */
  47389. private _internalMarkAllSubMeshesAsMiscDirty;
  47390. /** @hidden */
  47391. _markAllSubMeshesAsMiscDirty(): void;
  47392. /**
  47393. * Instantiate a new istance of clear coat configuration.
  47394. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47395. */
  47396. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47397. /**
  47398. * Checks to see if a texture is used in the material.
  47399. * @param defines the list of "defines" to update.
  47400. */
  47401. prepareDefines(defines: IMaterialBRDFDefines): void;
  47402. /**
  47403. * Get the current class name of the texture useful for serialization or dynamic coding.
  47404. * @returns "PBRClearCoatConfiguration"
  47405. */
  47406. getClassName(): string;
  47407. /**
  47408. * Makes a duplicate of the current configuration into another one.
  47409. * @param brdfConfiguration define the config where to copy the info
  47410. */
  47411. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47412. /**
  47413. * Serializes this BRDF configuration.
  47414. * @returns - An object with the serialized config.
  47415. */
  47416. serialize(): any;
  47417. /**
  47418. * Parses a anisotropy Configuration from a serialized object.
  47419. * @param source - Serialized object.
  47420. * @param scene Defines the scene we are parsing for
  47421. * @param rootUrl Defines the rootUrl to load from
  47422. */
  47423. parse(source: any, scene: Scene, rootUrl: string): void;
  47424. }
  47425. }
  47426. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47427. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47428. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47429. import { Color3 } from "babylonjs/Maths/math.color";
  47430. import { Scene } from "babylonjs/scene";
  47431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47432. import { Nullable } from "babylonjs/types";
  47433. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47434. /**
  47435. * @hidden
  47436. */
  47437. export interface IMaterialSheenDefines {
  47438. SHEEN: boolean;
  47439. SHEEN_TEXTURE: boolean;
  47440. SHEEN_TEXTUREDIRECTUV: number;
  47441. SHEEN_LINKWITHALBEDO: boolean;
  47442. /** @hidden */
  47443. _areTexturesDirty: boolean;
  47444. }
  47445. /**
  47446. * Define the code related to the Sheen parameters of the pbr material.
  47447. */
  47448. export class PBRSheenConfiguration {
  47449. private _isEnabled;
  47450. /**
  47451. * Defines if the material uses sheen.
  47452. */
  47453. isEnabled: boolean;
  47454. private _linkSheenWithAlbedo;
  47455. /**
  47456. * Defines if the sheen is linked to the sheen color.
  47457. */
  47458. linkSheenWithAlbedo: boolean;
  47459. /**
  47460. * Defines the sheen intensity.
  47461. */
  47462. intensity: number;
  47463. /**
  47464. * Defines the sheen color.
  47465. */
  47466. color: Color3;
  47467. private _texture;
  47468. /**
  47469. * Stores the sheen tint values in a texture.
  47470. * rgb is tint
  47471. * a is a intensity
  47472. */
  47473. texture: Nullable<BaseTexture>;
  47474. /** @hidden */
  47475. private _internalMarkAllSubMeshesAsTexturesDirty;
  47476. /** @hidden */
  47477. _markAllSubMeshesAsTexturesDirty(): void;
  47478. /**
  47479. * Instantiate a new istance of clear coat configuration.
  47480. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47481. */
  47482. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47483. /**
  47484. * Specifies that the submesh is ready to be used.
  47485. * @param defines the list of "defines" to update.
  47486. * @param scene defines the scene the material belongs to.
  47487. * @returns - boolean indicating that the submesh is ready or not.
  47488. */
  47489. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47490. /**
  47491. * Checks to see if a texture is used in the material.
  47492. * @param defines the list of "defines" to update.
  47493. * @param scene defines the scene the material belongs to.
  47494. */
  47495. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47496. /**
  47497. * Binds the material data.
  47498. * @param uniformBuffer defines the Uniform buffer to fill in.
  47499. * @param scene defines the scene the material belongs to.
  47500. * @param isFrozen defines wether the material is frozen or not.
  47501. */
  47502. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47503. /**
  47504. * Checks to see if a texture is used in the material.
  47505. * @param texture - Base texture to use.
  47506. * @returns - Boolean specifying if a texture is used in the material.
  47507. */
  47508. hasTexture(texture: BaseTexture): boolean;
  47509. /**
  47510. * Returns an array of the actively used textures.
  47511. * @param activeTextures Array of BaseTextures
  47512. */
  47513. getActiveTextures(activeTextures: BaseTexture[]): void;
  47514. /**
  47515. * Returns the animatable textures.
  47516. * @param animatables Array of animatable textures.
  47517. */
  47518. getAnimatables(animatables: IAnimatable[]): void;
  47519. /**
  47520. * Disposes the resources of the material.
  47521. * @param forceDisposeTextures - Forces the disposal of all textures.
  47522. */
  47523. dispose(forceDisposeTextures?: boolean): void;
  47524. /**
  47525. * Get the current class name of the texture useful for serialization or dynamic coding.
  47526. * @returns "PBRSheenConfiguration"
  47527. */
  47528. getClassName(): string;
  47529. /**
  47530. * Add fallbacks to the effect fallbacks list.
  47531. * @param defines defines the Base texture to use.
  47532. * @param fallbacks defines the current fallback list.
  47533. * @param currentRank defines the current fallback rank.
  47534. * @returns the new fallback rank.
  47535. */
  47536. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47537. /**
  47538. * Add the required uniforms to the current list.
  47539. * @param uniforms defines the current uniform list.
  47540. */
  47541. static AddUniforms(uniforms: string[]): void;
  47542. /**
  47543. * Add the required uniforms to the current buffer.
  47544. * @param uniformBuffer defines the current uniform buffer.
  47545. */
  47546. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47547. /**
  47548. * Add the required samplers to the current list.
  47549. * @param samplers defines the current sampler list.
  47550. */
  47551. static AddSamplers(samplers: string[]): void;
  47552. /**
  47553. * Makes a duplicate of the current configuration into another one.
  47554. * @param sheenConfiguration define the config where to copy the info
  47555. */
  47556. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47557. /**
  47558. * Serializes this BRDF configuration.
  47559. * @returns - An object with the serialized config.
  47560. */
  47561. serialize(): any;
  47562. /**
  47563. * Parses a anisotropy Configuration from a serialized object.
  47564. * @param source - Serialized object.
  47565. * @param scene Defines the scene we are parsing for
  47566. * @param rootUrl Defines the rootUrl to load from
  47567. */
  47568. parse(source: any, scene: Scene, rootUrl: string): void;
  47569. }
  47570. }
  47571. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47572. import { Nullable } from "babylonjs/types";
  47573. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47574. import { Color3 } from "babylonjs/Maths/math.color";
  47575. import { SmartArray } from "babylonjs/Misc/smartArray";
  47576. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47577. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47578. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47579. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47580. import { Engine } from "babylonjs/Engines/engine";
  47581. import { Scene } from "babylonjs/scene";
  47582. /**
  47583. * @hidden
  47584. */
  47585. export interface IMaterialSubSurfaceDefines {
  47586. SUBSURFACE: boolean;
  47587. SS_REFRACTION: boolean;
  47588. SS_TRANSLUCENCY: boolean;
  47589. SS_SCATERRING: boolean;
  47590. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47591. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47592. SS_REFRACTIONMAP_3D: boolean;
  47593. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47594. SS_LODINREFRACTIONALPHA: boolean;
  47595. SS_GAMMAREFRACTION: boolean;
  47596. SS_RGBDREFRACTION: boolean;
  47597. SS_LINEARSPECULARREFRACTION: boolean;
  47598. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47599. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47600. /** @hidden */
  47601. _areTexturesDirty: boolean;
  47602. }
  47603. /**
  47604. * Define the code related to the sub surface parameters of the pbr material.
  47605. */
  47606. export class PBRSubSurfaceConfiguration {
  47607. private _isRefractionEnabled;
  47608. /**
  47609. * Defines if the refraction is enabled in the material.
  47610. */
  47611. isRefractionEnabled: boolean;
  47612. private _isTranslucencyEnabled;
  47613. /**
  47614. * Defines if the translucency is enabled in the material.
  47615. */
  47616. isTranslucencyEnabled: boolean;
  47617. private _isScatteringEnabled;
  47618. /**
  47619. * Defines the refraction intensity of the material.
  47620. * The refraction when enabled replaces the Diffuse part of the material.
  47621. * The intensity helps transitionning between diffuse and refraction.
  47622. */
  47623. refractionIntensity: number;
  47624. /**
  47625. * Defines the translucency intensity of the material.
  47626. * When translucency has been enabled, this defines how much of the "translucency"
  47627. * is addded to the diffuse part of the material.
  47628. */
  47629. translucencyIntensity: number;
  47630. /**
  47631. * Defines the scattering intensity of the material.
  47632. * When scattering has been enabled, this defines how much of the "scattered light"
  47633. * is addded to the diffuse part of the material.
  47634. */
  47635. scatteringIntensity: number;
  47636. private _thicknessTexture;
  47637. /**
  47638. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47639. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47640. * 0 would mean minimumThickness
  47641. * 1 would mean maximumThickness
  47642. * The other channels might be use as a mask to vary the different effects intensity.
  47643. */
  47644. thicknessTexture: Nullable<BaseTexture>;
  47645. private _refractionTexture;
  47646. /**
  47647. * Defines the texture to use for refraction.
  47648. */
  47649. refractionTexture: Nullable<BaseTexture>;
  47650. private _indexOfRefraction;
  47651. /**
  47652. * Defines the index of refraction used in the material.
  47653. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47654. */
  47655. indexOfRefraction: number;
  47656. private _invertRefractionY;
  47657. /**
  47658. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47659. */
  47660. invertRefractionY: boolean;
  47661. private _linkRefractionWithTransparency;
  47662. /**
  47663. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47664. * Materials half opaque for instance using refraction could benefit from this control.
  47665. */
  47666. linkRefractionWithTransparency: boolean;
  47667. /**
  47668. * Defines the minimum thickness stored in the thickness map.
  47669. * If no thickness map is defined, this value will be used to simulate thickness.
  47670. */
  47671. minimumThickness: number;
  47672. /**
  47673. * Defines the maximum thickness stored in the thickness map.
  47674. */
  47675. maximumThickness: number;
  47676. /**
  47677. * Defines the volume tint of the material.
  47678. * This is used for both translucency and scattering.
  47679. */
  47680. tintColor: Color3;
  47681. /**
  47682. * Defines the distance at which the tint color should be found in the media.
  47683. * This is used for refraction only.
  47684. */
  47685. tintColorAtDistance: number;
  47686. /**
  47687. * Defines how far each channel transmit through the media.
  47688. * It is defined as a color to simplify it selection.
  47689. */
  47690. diffusionDistance: Color3;
  47691. private _useMaskFromThicknessTexture;
  47692. /**
  47693. * Stores the intensity of the different subsurface effects in the thickness texture.
  47694. * * the green channel is the translucency intensity.
  47695. * * the blue channel is the scattering intensity.
  47696. * * the alpha channel is the refraction intensity.
  47697. */
  47698. useMaskFromThicknessTexture: boolean;
  47699. /** @hidden */
  47700. private _internalMarkAllSubMeshesAsTexturesDirty;
  47701. /** @hidden */
  47702. _markAllSubMeshesAsTexturesDirty(): void;
  47703. /**
  47704. * Instantiate a new istance of sub surface configuration.
  47705. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47706. */
  47707. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47708. /**
  47709. * Gets wehter the submesh is ready to be used or not.
  47710. * @param defines the list of "defines" to update.
  47711. * @param scene defines the scene the material belongs to.
  47712. * @returns - boolean indicating that the submesh is ready or not.
  47713. */
  47714. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47715. /**
  47716. * Checks to see if a texture is used in the material.
  47717. * @param defines the list of "defines" to update.
  47718. * @param scene defines the scene to the material belongs to.
  47719. */
  47720. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47721. /**
  47722. * Binds the material data.
  47723. * @param uniformBuffer defines the Uniform buffer to fill in.
  47724. * @param scene defines the scene the material belongs to.
  47725. * @param engine defines the engine the material belongs to.
  47726. * @param isFrozen defines wether the material is frozen or not.
  47727. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47728. */
  47729. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47730. /**
  47731. * Unbinds the material from the mesh.
  47732. * @param activeEffect defines the effect that should be unbound from.
  47733. * @returns true if unbound, otherwise false
  47734. */
  47735. unbind(activeEffect: Effect): boolean;
  47736. /**
  47737. * Returns the texture used for refraction or null if none is used.
  47738. * @param scene defines the scene the material belongs to.
  47739. * @returns - Refraction texture if present. If no refraction texture and refraction
  47740. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47741. */
  47742. private _getRefractionTexture;
  47743. /**
  47744. * Returns true if alpha blending should be disabled.
  47745. */
  47746. readonly disableAlphaBlending: boolean;
  47747. /**
  47748. * Fills the list of render target textures.
  47749. * @param renderTargets the list of render targets to update
  47750. */
  47751. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47752. /**
  47753. * Checks to see if a texture is used in the material.
  47754. * @param texture - Base texture to use.
  47755. * @returns - Boolean specifying if a texture is used in the material.
  47756. */
  47757. hasTexture(texture: BaseTexture): boolean;
  47758. /**
  47759. * Gets a boolean indicating that current material needs to register RTT
  47760. * @returns true if this uses a render target otherwise false.
  47761. */
  47762. hasRenderTargetTextures(): boolean;
  47763. /**
  47764. * Returns an array of the actively used textures.
  47765. * @param activeTextures Array of BaseTextures
  47766. */
  47767. getActiveTextures(activeTextures: BaseTexture[]): void;
  47768. /**
  47769. * Returns the animatable textures.
  47770. * @param animatables Array of animatable textures.
  47771. */
  47772. getAnimatables(animatables: IAnimatable[]): void;
  47773. /**
  47774. * Disposes the resources of the material.
  47775. * @param forceDisposeTextures - Forces the disposal of all textures.
  47776. */
  47777. dispose(forceDisposeTextures?: boolean): void;
  47778. /**
  47779. * Get the current class name of the texture useful for serialization or dynamic coding.
  47780. * @returns "PBRSubSurfaceConfiguration"
  47781. */
  47782. getClassName(): string;
  47783. /**
  47784. * Add fallbacks to the effect fallbacks list.
  47785. * @param defines defines the Base texture to use.
  47786. * @param fallbacks defines the current fallback list.
  47787. * @param currentRank defines the current fallback rank.
  47788. * @returns the new fallback rank.
  47789. */
  47790. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47791. /**
  47792. * Add the required uniforms to the current list.
  47793. * @param uniforms defines the current uniform list.
  47794. */
  47795. static AddUniforms(uniforms: string[]): void;
  47796. /**
  47797. * Add the required samplers to the current list.
  47798. * @param samplers defines the current sampler list.
  47799. */
  47800. static AddSamplers(samplers: string[]): void;
  47801. /**
  47802. * Add the required uniforms to the current buffer.
  47803. * @param uniformBuffer defines the current uniform buffer.
  47804. */
  47805. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47806. /**
  47807. * Makes a duplicate of the current configuration into another one.
  47808. * @param configuration define the config where to copy the info
  47809. */
  47810. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47811. /**
  47812. * Serializes this Sub Surface configuration.
  47813. * @returns - An object with the serialized config.
  47814. */
  47815. serialize(): any;
  47816. /**
  47817. * Parses a anisotropy Configuration from a serialized object.
  47818. * @param source - Serialized object.
  47819. * @param scene Defines the scene we are parsing for
  47820. * @param rootUrl Defines the rootUrl to load from
  47821. */
  47822. parse(source: any, scene: Scene, rootUrl: string): void;
  47823. }
  47824. }
  47825. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47826. /** @hidden */
  47827. export var pbrFragmentDeclaration: {
  47828. name: string;
  47829. shader: string;
  47830. };
  47831. }
  47832. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47833. /** @hidden */
  47834. export var pbrUboDeclaration: {
  47835. name: string;
  47836. shader: string;
  47837. };
  47838. }
  47839. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47840. /** @hidden */
  47841. export var pbrFragmentExtraDeclaration: {
  47842. name: string;
  47843. shader: string;
  47844. };
  47845. }
  47846. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47847. /** @hidden */
  47848. export var pbrFragmentSamplersDeclaration: {
  47849. name: string;
  47850. shader: string;
  47851. };
  47852. }
  47853. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47854. /** @hidden */
  47855. export var pbrHelperFunctions: {
  47856. name: string;
  47857. shader: string;
  47858. };
  47859. }
  47860. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47861. /** @hidden */
  47862. export var harmonicsFunctions: {
  47863. name: string;
  47864. shader: string;
  47865. };
  47866. }
  47867. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47868. /** @hidden */
  47869. export var pbrDirectLightingSetupFunctions: {
  47870. name: string;
  47871. shader: string;
  47872. };
  47873. }
  47874. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47875. /** @hidden */
  47876. export var pbrDirectLightingFalloffFunctions: {
  47877. name: string;
  47878. shader: string;
  47879. };
  47880. }
  47881. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47882. /** @hidden */
  47883. export var pbrBRDFFunctions: {
  47884. name: string;
  47885. shader: string;
  47886. };
  47887. }
  47888. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47889. /** @hidden */
  47890. export var pbrDirectLightingFunctions: {
  47891. name: string;
  47892. shader: string;
  47893. };
  47894. }
  47895. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47896. /** @hidden */
  47897. export var pbrIBLFunctions: {
  47898. name: string;
  47899. shader: string;
  47900. };
  47901. }
  47902. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47903. /** @hidden */
  47904. export var pbrDebug: {
  47905. name: string;
  47906. shader: string;
  47907. };
  47908. }
  47909. declare module "babylonjs/Shaders/pbr.fragment" {
  47910. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47911. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47912. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47913. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47914. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47915. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47916. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47917. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47918. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47919. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47920. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47921. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47922. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47923. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47924. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47925. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47926. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47927. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47928. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47929. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47930. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47931. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47932. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47933. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47934. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47935. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47936. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47937. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47938. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47939. /** @hidden */
  47940. export var pbrPixelShader: {
  47941. name: string;
  47942. shader: string;
  47943. };
  47944. }
  47945. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47946. /** @hidden */
  47947. export var pbrVertexDeclaration: {
  47948. name: string;
  47949. shader: string;
  47950. };
  47951. }
  47952. declare module "babylonjs/Shaders/pbr.vertex" {
  47953. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47954. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47955. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47956. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47957. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47958. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47959. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47960. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47961. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47962. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47963. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47964. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47965. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47966. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47967. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47968. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47969. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47970. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47971. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47972. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47973. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47974. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47975. /** @hidden */
  47976. export var pbrVertexShader: {
  47977. name: string;
  47978. shader: string;
  47979. };
  47980. }
  47981. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47982. import { Nullable } from "babylonjs/types";
  47983. import { Scene } from "babylonjs/scene";
  47984. import { Matrix } from "babylonjs/Maths/math.vector";
  47985. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47987. import { Mesh } from "babylonjs/Meshes/mesh";
  47988. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47989. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47990. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47991. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47992. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47993. import { Color3 } from "babylonjs/Maths/math.color";
  47994. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47995. import { Material } from "babylonjs/Materials/material";
  47996. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47997. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47998. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47999. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48000. import "babylonjs/Shaders/pbr.fragment";
  48001. import "babylonjs/Shaders/pbr.vertex";
  48002. /**
  48003. * Manages the defines for the PBR Material.
  48004. * @hidden
  48005. */
  48006. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48007. PBR: boolean;
  48008. MAINUV1: boolean;
  48009. MAINUV2: boolean;
  48010. UV1: boolean;
  48011. UV2: boolean;
  48012. ALBEDO: boolean;
  48013. ALBEDODIRECTUV: number;
  48014. VERTEXCOLOR: boolean;
  48015. AMBIENT: boolean;
  48016. AMBIENTDIRECTUV: number;
  48017. AMBIENTINGRAYSCALE: boolean;
  48018. OPACITY: boolean;
  48019. VERTEXALPHA: boolean;
  48020. OPACITYDIRECTUV: number;
  48021. OPACITYRGB: boolean;
  48022. ALPHATEST: boolean;
  48023. DEPTHPREPASS: boolean;
  48024. ALPHABLEND: boolean;
  48025. ALPHAFROMALBEDO: boolean;
  48026. ALPHATESTVALUE: string;
  48027. SPECULAROVERALPHA: boolean;
  48028. RADIANCEOVERALPHA: boolean;
  48029. ALPHAFRESNEL: boolean;
  48030. LINEARALPHAFRESNEL: boolean;
  48031. PREMULTIPLYALPHA: boolean;
  48032. EMISSIVE: boolean;
  48033. EMISSIVEDIRECTUV: number;
  48034. REFLECTIVITY: boolean;
  48035. REFLECTIVITYDIRECTUV: number;
  48036. SPECULARTERM: boolean;
  48037. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48038. MICROSURFACEAUTOMATIC: boolean;
  48039. LODBASEDMICROSFURACE: boolean;
  48040. MICROSURFACEMAP: boolean;
  48041. MICROSURFACEMAPDIRECTUV: number;
  48042. METALLICWORKFLOW: boolean;
  48043. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48044. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48045. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48046. AOSTOREINMETALMAPRED: boolean;
  48047. ENVIRONMENTBRDF: boolean;
  48048. ENVIRONMENTBRDF_RGBD: boolean;
  48049. NORMAL: boolean;
  48050. TANGENT: boolean;
  48051. BUMP: boolean;
  48052. BUMPDIRECTUV: number;
  48053. OBJECTSPACE_NORMALMAP: boolean;
  48054. PARALLAX: boolean;
  48055. PARALLAXOCCLUSION: boolean;
  48056. NORMALXYSCALE: boolean;
  48057. LIGHTMAP: boolean;
  48058. LIGHTMAPDIRECTUV: number;
  48059. USELIGHTMAPASSHADOWMAP: boolean;
  48060. GAMMALIGHTMAP: boolean;
  48061. REFLECTION: boolean;
  48062. REFLECTIONMAP_3D: boolean;
  48063. REFLECTIONMAP_SPHERICAL: boolean;
  48064. REFLECTIONMAP_PLANAR: boolean;
  48065. REFLECTIONMAP_CUBIC: boolean;
  48066. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48067. REFLECTIONMAP_PROJECTION: boolean;
  48068. REFLECTIONMAP_SKYBOX: boolean;
  48069. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48070. REFLECTIONMAP_EXPLICIT: boolean;
  48071. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48072. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48073. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48074. INVERTCUBICMAP: boolean;
  48075. USESPHERICALFROMREFLECTIONMAP: boolean;
  48076. USEIRRADIANCEMAP: boolean;
  48077. SPHERICAL_HARMONICS: boolean;
  48078. USESPHERICALINVERTEX: boolean;
  48079. REFLECTIONMAP_OPPOSITEZ: boolean;
  48080. LODINREFLECTIONALPHA: boolean;
  48081. GAMMAREFLECTION: boolean;
  48082. RGBDREFLECTION: boolean;
  48083. LINEARSPECULARREFLECTION: boolean;
  48084. RADIANCEOCCLUSION: boolean;
  48085. HORIZONOCCLUSION: boolean;
  48086. INSTANCES: boolean;
  48087. NUM_BONE_INFLUENCERS: number;
  48088. BonesPerMesh: number;
  48089. BONETEXTURE: boolean;
  48090. NONUNIFORMSCALING: boolean;
  48091. MORPHTARGETS: boolean;
  48092. MORPHTARGETS_NORMAL: boolean;
  48093. MORPHTARGETS_TANGENT: boolean;
  48094. MORPHTARGETS_UV: boolean;
  48095. NUM_MORPH_INFLUENCERS: number;
  48096. IMAGEPROCESSING: boolean;
  48097. VIGNETTE: boolean;
  48098. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48099. VIGNETTEBLENDMODEOPAQUE: boolean;
  48100. TONEMAPPING: boolean;
  48101. TONEMAPPING_ACES: boolean;
  48102. CONTRAST: boolean;
  48103. COLORCURVES: boolean;
  48104. COLORGRADING: boolean;
  48105. COLORGRADING3D: boolean;
  48106. SAMPLER3DGREENDEPTH: boolean;
  48107. SAMPLER3DBGRMAP: boolean;
  48108. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48109. EXPOSURE: boolean;
  48110. MULTIVIEW: boolean;
  48111. USEPHYSICALLIGHTFALLOFF: boolean;
  48112. USEGLTFLIGHTFALLOFF: boolean;
  48113. TWOSIDEDLIGHTING: boolean;
  48114. SHADOWFLOAT: boolean;
  48115. CLIPPLANE: boolean;
  48116. CLIPPLANE2: boolean;
  48117. CLIPPLANE3: boolean;
  48118. CLIPPLANE4: boolean;
  48119. POINTSIZE: boolean;
  48120. FOG: boolean;
  48121. LOGARITHMICDEPTH: boolean;
  48122. FORCENORMALFORWARD: boolean;
  48123. SPECULARAA: boolean;
  48124. CLEARCOAT: boolean;
  48125. CLEARCOAT_DEFAULTIOR: boolean;
  48126. CLEARCOAT_TEXTURE: boolean;
  48127. CLEARCOAT_TEXTUREDIRECTUV: number;
  48128. CLEARCOAT_BUMP: boolean;
  48129. CLEARCOAT_BUMPDIRECTUV: number;
  48130. CLEARCOAT_TINT: boolean;
  48131. CLEARCOAT_TINT_TEXTURE: boolean;
  48132. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48133. ANISOTROPIC: boolean;
  48134. ANISOTROPIC_TEXTURE: boolean;
  48135. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48136. BRDF_V_HEIGHT_CORRELATED: boolean;
  48137. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48138. SHEEN: boolean;
  48139. SHEEN_TEXTURE: boolean;
  48140. SHEEN_TEXTUREDIRECTUV: number;
  48141. SHEEN_LINKWITHALBEDO: boolean;
  48142. SUBSURFACE: boolean;
  48143. SS_REFRACTION: boolean;
  48144. SS_TRANSLUCENCY: boolean;
  48145. SS_SCATERRING: boolean;
  48146. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48147. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48148. SS_REFRACTIONMAP_3D: boolean;
  48149. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48150. SS_LODINREFRACTIONALPHA: boolean;
  48151. SS_GAMMAREFRACTION: boolean;
  48152. SS_RGBDREFRACTION: boolean;
  48153. SS_LINEARSPECULARREFRACTION: boolean;
  48154. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48155. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48156. UNLIT: boolean;
  48157. DEBUGMODE: number;
  48158. /**
  48159. * Initializes the PBR Material defines.
  48160. */
  48161. constructor();
  48162. /**
  48163. * Resets the PBR Material defines.
  48164. */
  48165. reset(): void;
  48166. }
  48167. /**
  48168. * The Physically based material base class of BJS.
  48169. *
  48170. * This offers the main features of a standard PBR material.
  48171. * For more information, please refer to the documentation :
  48172. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48173. */
  48174. export abstract class PBRBaseMaterial extends PushMaterial {
  48175. /**
  48176. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48177. */
  48178. static readonly PBRMATERIAL_OPAQUE: number;
  48179. /**
  48180. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48181. */
  48182. static readonly PBRMATERIAL_ALPHATEST: number;
  48183. /**
  48184. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48185. */
  48186. static readonly PBRMATERIAL_ALPHABLEND: number;
  48187. /**
  48188. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48189. * They are also discarded below the alpha cutoff threshold to improve performances.
  48190. */
  48191. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48192. /**
  48193. * Defines the default value of how much AO map is occluding the analytical lights
  48194. * (point spot...).
  48195. */
  48196. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48197. /**
  48198. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48199. */
  48200. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48201. /**
  48202. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48203. * to enhance interoperability with other engines.
  48204. */
  48205. static readonly LIGHTFALLOFF_GLTF: number;
  48206. /**
  48207. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48208. * to enhance interoperability with other materials.
  48209. */
  48210. static readonly LIGHTFALLOFF_STANDARD: number;
  48211. /**
  48212. * Intensity of the direct lights e.g. the four lights available in your scene.
  48213. * This impacts both the direct diffuse and specular highlights.
  48214. */
  48215. protected _directIntensity: number;
  48216. /**
  48217. * Intensity of the emissive part of the material.
  48218. * This helps controlling the emissive effect without modifying the emissive color.
  48219. */
  48220. protected _emissiveIntensity: number;
  48221. /**
  48222. * Intensity of the environment e.g. how much the environment will light the object
  48223. * either through harmonics for rough material or through the refelction for shiny ones.
  48224. */
  48225. protected _environmentIntensity: number;
  48226. /**
  48227. * This is a special control allowing the reduction of the specular highlights coming from the
  48228. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48229. */
  48230. protected _specularIntensity: number;
  48231. /**
  48232. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48233. */
  48234. private _lightingInfos;
  48235. /**
  48236. * Debug Control allowing disabling the bump map on this material.
  48237. */
  48238. protected _disableBumpMap: boolean;
  48239. /**
  48240. * AKA Diffuse Texture in standard nomenclature.
  48241. */
  48242. protected _albedoTexture: Nullable<BaseTexture>;
  48243. /**
  48244. * AKA Occlusion Texture in other nomenclature.
  48245. */
  48246. protected _ambientTexture: Nullable<BaseTexture>;
  48247. /**
  48248. * AKA Occlusion Texture Intensity in other nomenclature.
  48249. */
  48250. protected _ambientTextureStrength: number;
  48251. /**
  48252. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48253. * 1 means it completely occludes it
  48254. * 0 mean it has no impact
  48255. */
  48256. protected _ambientTextureImpactOnAnalyticalLights: number;
  48257. /**
  48258. * Stores the alpha values in a texture.
  48259. */
  48260. protected _opacityTexture: Nullable<BaseTexture>;
  48261. /**
  48262. * Stores the reflection values in a texture.
  48263. */
  48264. protected _reflectionTexture: Nullable<BaseTexture>;
  48265. /**
  48266. * Stores the emissive values in a texture.
  48267. */
  48268. protected _emissiveTexture: Nullable<BaseTexture>;
  48269. /**
  48270. * AKA Specular texture in other nomenclature.
  48271. */
  48272. protected _reflectivityTexture: Nullable<BaseTexture>;
  48273. /**
  48274. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48275. */
  48276. protected _metallicTexture: Nullable<BaseTexture>;
  48277. /**
  48278. * Specifies the metallic scalar of the metallic/roughness workflow.
  48279. * Can also be used to scale the metalness values of the metallic texture.
  48280. */
  48281. protected _metallic: Nullable<number>;
  48282. /**
  48283. * Specifies the roughness scalar of the metallic/roughness workflow.
  48284. * Can also be used to scale the roughness values of the metallic texture.
  48285. */
  48286. protected _roughness: Nullable<number>;
  48287. /**
  48288. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48289. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48290. */
  48291. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48292. /**
  48293. * Stores surface normal data used to displace a mesh in a texture.
  48294. */
  48295. protected _bumpTexture: Nullable<BaseTexture>;
  48296. /**
  48297. * Stores the pre-calculated light information of a mesh in a texture.
  48298. */
  48299. protected _lightmapTexture: Nullable<BaseTexture>;
  48300. /**
  48301. * The color of a material in ambient lighting.
  48302. */
  48303. protected _ambientColor: Color3;
  48304. /**
  48305. * AKA Diffuse Color in other nomenclature.
  48306. */
  48307. protected _albedoColor: Color3;
  48308. /**
  48309. * AKA Specular Color in other nomenclature.
  48310. */
  48311. protected _reflectivityColor: Color3;
  48312. /**
  48313. * The color applied when light is reflected from a material.
  48314. */
  48315. protected _reflectionColor: Color3;
  48316. /**
  48317. * The color applied when light is emitted from a material.
  48318. */
  48319. protected _emissiveColor: Color3;
  48320. /**
  48321. * AKA Glossiness in other nomenclature.
  48322. */
  48323. protected _microSurface: number;
  48324. /**
  48325. * Specifies that the material will use the light map as a show map.
  48326. */
  48327. protected _useLightmapAsShadowmap: boolean;
  48328. /**
  48329. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48330. * makes the reflect vector face the model (under horizon).
  48331. */
  48332. protected _useHorizonOcclusion: boolean;
  48333. /**
  48334. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48335. * too much the area relying on ambient texture to define their ambient occlusion.
  48336. */
  48337. protected _useRadianceOcclusion: boolean;
  48338. /**
  48339. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48340. */
  48341. protected _useAlphaFromAlbedoTexture: boolean;
  48342. /**
  48343. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48344. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48345. */
  48346. protected _useSpecularOverAlpha: boolean;
  48347. /**
  48348. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48349. */
  48350. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48351. /**
  48352. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48353. */
  48354. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48355. /**
  48356. * Specifies if the metallic texture contains the roughness information in its green channel.
  48357. */
  48358. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48359. /**
  48360. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48361. */
  48362. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48363. /**
  48364. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48365. */
  48366. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48367. /**
  48368. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48369. */
  48370. protected _useAmbientInGrayScale: boolean;
  48371. /**
  48372. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48373. * The material will try to infer what glossiness each pixel should be.
  48374. */
  48375. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48376. /**
  48377. * Defines the falloff type used in this material.
  48378. * It by default is Physical.
  48379. */
  48380. protected _lightFalloff: number;
  48381. /**
  48382. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48383. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48384. */
  48385. protected _useRadianceOverAlpha: boolean;
  48386. /**
  48387. * Allows using an object space normal map (instead of tangent space).
  48388. */
  48389. protected _useObjectSpaceNormalMap: boolean;
  48390. /**
  48391. * Allows using the bump map in parallax mode.
  48392. */
  48393. protected _useParallax: boolean;
  48394. /**
  48395. * Allows using the bump map in parallax occlusion mode.
  48396. */
  48397. protected _useParallaxOcclusion: boolean;
  48398. /**
  48399. * Controls the scale bias of the parallax mode.
  48400. */
  48401. protected _parallaxScaleBias: number;
  48402. /**
  48403. * If sets to true, disables all the lights affecting the material.
  48404. */
  48405. protected _disableLighting: boolean;
  48406. /**
  48407. * Number of Simultaneous lights allowed on the material.
  48408. */
  48409. protected _maxSimultaneousLights: number;
  48410. /**
  48411. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48412. */
  48413. protected _invertNormalMapX: boolean;
  48414. /**
  48415. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48416. */
  48417. protected _invertNormalMapY: boolean;
  48418. /**
  48419. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48420. */
  48421. protected _twoSidedLighting: boolean;
  48422. /**
  48423. * Defines the alpha limits in alpha test mode.
  48424. */
  48425. protected _alphaCutOff: number;
  48426. /**
  48427. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48428. */
  48429. protected _forceAlphaTest: boolean;
  48430. /**
  48431. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48432. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48433. */
  48434. protected _useAlphaFresnel: boolean;
  48435. /**
  48436. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48437. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48438. */
  48439. protected _useLinearAlphaFresnel: boolean;
  48440. /**
  48441. * The transparency mode of the material.
  48442. */
  48443. protected _transparencyMode: Nullable<number>;
  48444. /**
  48445. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48446. * from cos thetav and roughness:
  48447. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48448. */
  48449. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48450. /**
  48451. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48452. */
  48453. protected _forceIrradianceInFragment: boolean;
  48454. /**
  48455. * Force normal to face away from face.
  48456. */
  48457. protected _forceNormalForward: boolean;
  48458. /**
  48459. * Enables specular anti aliasing in the PBR shader.
  48460. * It will both interacts on the Geometry for analytical and IBL lighting.
  48461. * It also prefilter the roughness map based on the bump values.
  48462. */
  48463. protected _enableSpecularAntiAliasing: boolean;
  48464. /**
  48465. * Default configuration related to image processing available in the PBR Material.
  48466. */
  48467. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48468. /**
  48469. * Keep track of the image processing observer to allow dispose and replace.
  48470. */
  48471. private _imageProcessingObserver;
  48472. /**
  48473. * Attaches a new image processing configuration to the PBR Material.
  48474. * @param configuration
  48475. */
  48476. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48477. /**
  48478. * Stores the available render targets.
  48479. */
  48480. private _renderTargets;
  48481. /**
  48482. * Sets the global ambient color for the material used in lighting calculations.
  48483. */
  48484. private _globalAmbientColor;
  48485. /**
  48486. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48487. */
  48488. private _useLogarithmicDepth;
  48489. /**
  48490. * If set to true, no lighting calculations will be applied.
  48491. */
  48492. private _unlit;
  48493. private _debugMode;
  48494. /**
  48495. * @hidden
  48496. * This is reserved for the inspector.
  48497. * Defines the material debug mode.
  48498. * It helps seeing only some components of the material while troubleshooting.
  48499. */
  48500. debugMode: number;
  48501. /**
  48502. * @hidden
  48503. * This is reserved for the inspector.
  48504. * Specify from where on screen the debug mode should start.
  48505. * The value goes from -1 (full screen) to 1 (not visible)
  48506. * It helps with side by side comparison against the final render
  48507. * This defaults to -1
  48508. */
  48509. private debugLimit;
  48510. /**
  48511. * @hidden
  48512. * This is reserved for the inspector.
  48513. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48514. * You can use the factor to better multiply the final value.
  48515. */
  48516. private debugFactor;
  48517. /**
  48518. * Defines the clear coat layer parameters for the material.
  48519. */
  48520. readonly clearCoat: PBRClearCoatConfiguration;
  48521. /**
  48522. * Defines the anisotropic parameters for the material.
  48523. */
  48524. readonly anisotropy: PBRAnisotropicConfiguration;
  48525. /**
  48526. * Defines the BRDF parameters for the material.
  48527. */
  48528. readonly brdf: PBRBRDFConfiguration;
  48529. /**
  48530. * Defines the Sheen parameters for the material.
  48531. */
  48532. readonly sheen: PBRSheenConfiguration;
  48533. /**
  48534. * Defines the SubSurface parameters for the material.
  48535. */
  48536. readonly subSurface: PBRSubSurfaceConfiguration;
  48537. /**
  48538. * Custom callback helping to override the default shader used in the material.
  48539. */
  48540. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48541. /**
  48542. * Instantiates a new PBRMaterial instance.
  48543. *
  48544. * @param name The material name
  48545. * @param scene The scene the material will be use in.
  48546. */
  48547. constructor(name: string, scene: Scene);
  48548. /**
  48549. * Gets a boolean indicating that current material needs to register RTT
  48550. */
  48551. readonly hasRenderTargetTextures: boolean;
  48552. /**
  48553. * Gets the name of the material class.
  48554. */
  48555. getClassName(): string;
  48556. /**
  48557. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48558. */
  48559. /**
  48560. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48561. */
  48562. useLogarithmicDepth: boolean;
  48563. /**
  48564. * Gets the current transparency mode.
  48565. */
  48566. /**
  48567. * Sets the transparency mode of the material.
  48568. *
  48569. * | Value | Type | Description |
  48570. * | ----- | ----------------------------------- | ----------- |
  48571. * | 0 | OPAQUE | |
  48572. * | 1 | ALPHATEST | |
  48573. * | 2 | ALPHABLEND | |
  48574. * | 3 | ALPHATESTANDBLEND | |
  48575. *
  48576. */
  48577. transparencyMode: Nullable<number>;
  48578. /**
  48579. * Returns true if alpha blending should be disabled.
  48580. */
  48581. private readonly _disableAlphaBlending;
  48582. /**
  48583. * Specifies whether or not this material should be rendered in alpha blend mode.
  48584. */
  48585. needAlphaBlending(): boolean;
  48586. /**
  48587. * Specifies if the mesh will require alpha blending.
  48588. * @param mesh - BJS mesh.
  48589. */
  48590. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48591. /**
  48592. * Specifies whether or not this material should be rendered in alpha test mode.
  48593. */
  48594. needAlphaTesting(): boolean;
  48595. /**
  48596. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48597. */
  48598. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48599. /**
  48600. * Gets the texture used for the alpha test.
  48601. */
  48602. getAlphaTestTexture(): Nullable<BaseTexture>;
  48603. /**
  48604. * Specifies that the submesh is ready to be used.
  48605. * @param mesh - BJS mesh.
  48606. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48607. * @param useInstances - Specifies that instances should be used.
  48608. * @returns - boolean indicating that the submesh is ready or not.
  48609. */
  48610. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48611. /**
  48612. * Specifies if the material uses metallic roughness workflow.
  48613. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48614. */
  48615. isMetallicWorkflow(): boolean;
  48616. private _prepareEffect;
  48617. private _prepareDefines;
  48618. /**
  48619. * Force shader compilation
  48620. */
  48621. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48622. clipPlane: boolean;
  48623. }>): void;
  48624. /**
  48625. * Initializes the uniform buffer layout for the shader.
  48626. */
  48627. buildUniformLayout(): void;
  48628. /**
  48629. * Unbinds the material from the mesh
  48630. */
  48631. unbind(): void;
  48632. /**
  48633. * Binds the submesh data.
  48634. * @param world - The world matrix.
  48635. * @param mesh - The BJS mesh.
  48636. * @param subMesh - A submesh of the BJS mesh.
  48637. */
  48638. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48639. /**
  48640. * Returns the animatable textures.
  48641. * @returns - Array of animatable textures.
  48642. */
  48643. getAnimatables(): IAnimatable[];
  48644. /**
  48645. * Returns the texture used for reflections.
  48646. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48647. */
  48648. private _getReflectionTexture;
  48649. /**
  48650. * Returns an array of the actively used textures.
  48651. * @returns - Array of BaseTextures
  48652. */
  48653. getActiveTextures(): BaseTexture[];
  48654. /**
  48655. * Checks to see if a texture is used in the material.
  48656. * @param texture - Base texture to use.
  48657. * @returns - Boolean specifying if a texture is used in the material.
  48658. */
  48659. hasTexture(texture: BaseTexture): boolean;
  48660. /**
  48661. * Disposes the resources of the material.
  48662. * @param forceDisposeEffect - Forces the disposal of effects.
  48663. * @param forceDisposeTextures - Forces the disposal of all textures.
  48664. */
  48665. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48666. }
  48667. }
  48668. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48669. import { Nullable } from "babylonjs/types";
  48670. import { Scene } from "babylonjs/scene";
  48671. import { Color3 } from "babylonjs/Maths/math.color";
  48672. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48673. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48674. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48675. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48676. /**
  48677. * The Physically based material of BJS.
  48678. *
  48679. * This offers the main features of a standard PBR material.
  48680. * For more information, please refer to the documentation :
  48681. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48682. */
  48683. export class PBRMaterial extends PBRBaseMaterial {
  48684. /**
  48685. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48686. */
  48687. static readonly PBRMATERIAL_OPAQUE: number;
  48688. /**
  48689. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48690. */
  48691. static readonly PBRMATERIAL_ALPHATEST: number;
  48692. /**
  48693. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48694. */
  48695. static readonly PBRMATERIAL_ALPHABLEND: number;
  48696. /**
  48697. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48698. * They are also discarded below the alpha cutoff threshold to improve performances.
  48699. */
  48700. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48701. /**
  48702. * Defines the default value of how much AO map is occluding the analytical lights
  48703. * (point spot...).
  48704. */
  48705. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48706. /**
  48707. * Intensity of the direct lights e.g. the four lights available in your scene.
  48708. * This impacts both the direct diffuse and specular highlights.
  48709. */
  48710. directIntensity: number;
  48711. /**
  48712. * Intensity of the emissive part of the material.
  48713. * This helps controlling the emissive effect without modifying the emissive color.
  48714. */
  48715. emissiveIntensity: number;
  48716. /**
  48717. * Intensity of the environment e.g. how much the environment will light the object
  48718. * either through harmonics for rough material or through the refelction for shiny ones.
  48719. */
  48720. environmentIntensity: number;
  48721. /**
  48722. * This is a special control allowing the reduction of the specular highlights coming from the
  48723. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48724. */
  48725. specularIntensity: number;
  48726. /**
  48727. * Debug Control allowing disabling the bump map on this material.
  48728. */
  48729. disableBumpMap: boolean;
  48730. /**
  48731. * AKA Diffuse Texture in standard nomenclature.
  48732. */
  48733. albedoTexture: BaseTexture;
  48734. /**
  48735. * AKA Occlusion Texture in other nomenclature.
  48736. */
  48737. ambientTexture: BaseTexture;
  48738. /**
  48739. * AKA Occlusion Texture Intensity in other nomenclature.
  48740. */
  48741. ambientTextureStrength: number;
  48742. /**
  48743. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48744. * 1 means it completely occludes it
  48745. * 0 mean it has no impact
  48746. */
  48747. ambientTextureImpactOnAnalyticalLights: number;
  48748. /**
  48749. * Stores the alpha values in a texture.
  48750. */
  48751. opacityTexture: BaseTexture;
  48752. /**
  48753. * Stores the reflection values in a texture.
  48754. */
  48755. reflectionTexture: Nullable<BaseTexture>;
  48756. /**
  48757. * Stores the emissive values in a texture.
  48758. */
  48759. emissiveTexture: BaseTexture;
  48760. /**
  48761. * AKA Specular texture in other nomenclature.
  48762. */
  48763. reflectivityTexture: BaseTexture;
  48764. /**
  48765. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48766. */
  48767. metallicTexture: BaseTexture;
  48768. /**
  48769. * Specifies the metallic scalar of the metallic/roughness workflow.
  48770. * Can also be used to scale the metalness values of the metallic texture.
  48771. */
  48772. metallic: Nullable<number>;
  48773. /**
  48774. * Specifies the roughness scalar of the metallic/roughness workflow.
  48775. * Can also be used to scale the roughness values of the metallic texture.
  48776. */
  48777. roughness: Nullable<number>;
  48778. /**
  48779. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48780. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48781. */
  48782. microSurfaceTexture: BaseTexture;
  48783. /**
  48784. * Stores surface normal data used to displace a mesh in a texture.
  48785. */
  48786. bumpTexture: BaseTexture;
  48787. /**
  48788. * Stores the pre-calculated light information of a mesh in a texture.
  48789. */
  48790. lightmapTexture: BaseTexture;
  48791. /**
  48792. * Stores the refracted light information in a texture.
  48793. */
  48794. refractionTexture: Nullable<BaseTexture>;
  48795. /**
  48796. * The color of a material in ambient lighting.
  48797. */
  48798. ambientColor: Color3;
  48799. /**
  48800. * AKA Diffuse Color in other nomenclature.
  48801. */
  48802. albedoColor: Color3;
  48803. /**
  48804. * AKA Specular Color in other nomenclature.
  48805. */
  48806. reflectivityColor: Color3;
  48807. /**
  48808. * The color reflected from the material.
  48809. */
  48810. reflectionColor: Color3;
  48811. /**
  48812. * The color emitted from the material.
  48813. */
  48814. emissiveColor: Color3;
  48815. /**
  48816. * AKA Glossiness in other nomenclature.
  48817. */
  48818. microSurface: number;
  48819. /**
  48820. * source material index of refraction (IOR)' / 'destination material IOR.
  48821. */
  48822. indexOfRefraction: number;
  48823. /**
  48824. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48825. */
  48826. invertRefractionY: boolean;
  48827. /**
  48828. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48829. * Materials half opaque for instance using refraction could benefit from this control.
  48830. */
  48831. linkRefractionWithTransparency: boolean;
  48832. /**
  48833. * If true, the light map contains occlusion information instead of lighting info.
  48834. */
  48835. useLightmapAsShadowmap: boolean;
  48836. /**
  48837. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48838. */
  48839. useAlphaFromAlbedoTexture: boolean;
  48840. /**
  48841. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48842. */
  48843. forceAlphaTest: boolean;
  48844. /**
  48845. * Defines the alpha limits in alpha test mode.
  48846. */
  48847. alphaCutOff: number;
  48848. /**
  48849. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48850. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48851. */
  48852. useSpecularOverAlpha: boolean;
  48853. /**
  48854. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48855. */
  48856. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48857. /**
  48858. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48859. */
  48860. useRoughnessFromMetallicTextureAlpha: boolean;
  48861. /**
  48862. * Specifies if the metallic texture contains the roughness information in its green channel.
  48863. */
  48864. useRoughnessFromMetallicTextureGreen: boolean;
  48865. /**
  48866. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48867. */
  48868. useMetallnessFromMetallicTextureBlue: boolean;
  48869. /**
  48870. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48871. */
  48872. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48873. /**
  48874. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48875. */
  48876. useAmbientInGrayScale: boolean;
  48877. /**
  48878. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48879. * The material will try to infer what glossiness each pixel should be.
  48880. */
  48881. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48882. /**
  48883. * BJS is using an harcoded light falloff based on a manually sets up range.
  48884. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48885. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48886. */
  48887. /**
  48888. * BJS is using an harcoded light falloff based on a manually sets up range.
  48889. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48890. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48891. */
  48892. usePhysicalLightFalloff: boolean;
  48893. /**
  48894. * In order to support the falloff compatibility with gltf, a special mode has been added
  48895. * to reproduce the gltf light falloff.
  48896. */
  48897. /**
  48898. * In order to support the falloff compatibility with gltf, a special mode has been added
  48899. * to reproduce the gltf light falloff.
  48900. */
  48901. useGLTFLightFalloff: boolean;
  48902. /**
  48903. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48904. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48905. */
  48906. useRadianceOverAlpha: boolean;
  48907. /**
  48908. * Allows using an object space normal map (instead of tangent space).
  48909. */
  48910. useObjectSpaceNormalMap: boolean;
  48911. /**
  48912. * Allows using the bump map in parallax mode.
  48913. */
  48914. useParallax: boolean;
  48915. /**
  48916. * Allows using the bump map in parallax occlusion mode.
  48917. */
  48918. useParallaxOcclusion: boolean;
  48919. /**
  48920. * Controls the scale bias of the parallax mode.
  48921. */
  48922. parallaxScaleBias: number;
  48923. /**
  48924. * If sets to true, disables all the lights affecting the material.
  48925. */
  48926. disableLighting: boolean;
  48927. /**
  48928. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48929. */
  48930. forceIrradianceInFragment: boolean;
  48931. /**
  48932. * Number of Simultaneous lights allowed on the material.
  48933. */
  48934. maxSimultaneousLights: number;
  48935. /**
  48936. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48937. */
  48938. invertNormalMapX: boolean;
  48939. /**
  48940. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48941. */
  48942. invertNormalMapY: boolean;
  48943. /**
  48944. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48945. */
  48946. twoSidedLighting: boolean;
  48947. /**
  48948. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48949. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48950. */
  48951. useAlphaFresnel: boolean;
  48952. /**
  48953. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48954. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48955. */
  48956. useLinearAlphaFresnel: boolean;
  48957. /**
  48958. * Let user defines the brdf lookup texture used for IBL.
  48959. * A default 8bit version is embedded but you could point at :
  48960. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48961. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48962. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48963. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48964. */
  48965. environmentBRDFTexture: Nullable<BaseTexture>;
  48966. /**
  48967. * Force normal to face away from face.
  48968. */
  48969. forceNormalForward: boolean;
  48970. /**
  48971. * Enables specular anti aliasing in the PBR shader.
  48972. * It will both interacts on the Geometry for analytical and IBL lighting.
  48973. * It also prefilter the roughness map based on the bump values.
  48974. */
  48975. enableSpecularAntiAliasing: boolean;
  48976. /**
  48977. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48978. * makes the reflect vector face the model (under horizon).
  48979. */
  48980. useHorizonOcclusion: boolean;
  48981. /**
  48982. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48983. * too much the area relying on ambient texture to define their ambient occlusion.
  48984. */
  48985. useRadianceOcclusion: boolean;
  48986. /**
  48987. * If set to true, no lighting calculations will be applied.
  48988. */
  48989. unlit: boolean;
  48990. /**
  48991. * Gets the image processing configuration used either in this material.
  48992. */
  48993. /**
  48994. * Sets the Default image processing configuration used either in the this material.
  48995. *
  48996. * If sets to null, the scene one is in use.
  48997. */
  48998. imageProcessingConfiguration: ImageProcessingConfiguration;
  48999. /**
  49000. * Gets wether the color curves effect is enabled.
  49001. */
  49002. /**
  49003. * Sets wether the color curves effect is enabled.
  49004. */
  49005. cameraColorCurvesEnabled: boolean;
  49006. /**
  49007. * Gets wether the color grading effect is enabled.
  49008. */
  49009. /**
  49010. * Gets wether the color grading effect is enabled.
  49011. */
  49012. cameraColorGradingEnabled: boolean;
  49013. /**
  49014. * Gets wether tonemapping is enabled or not.
  49015. */
  49016. /**
  49017. * Sets wether tonemapping is enabled or not
  49018. */
  49019. cameraToneMappingEnabled: boolean;
  49020. /**
  49021. * The camera exposure used on this material.
  49022. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49023. * This corresponds to a photographic exposure.
  49024. */
  49025. /**
  49026. * The camera exposure used on this material.
  49027. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49028. * This corresponds to a photographic exposure.
  49029. */
  49030. cameraExposure: number;
  49031. /**
  49032. * Gets The camera contrast used on this material.
  49033. */
  49034. /**
  49035. * Sets The camera contrast used on this material.
  49036. */
  49037. cameraContrast: number;
  49038. /**
  49039. * Gets the Color Grading 2D Lookup Texture.
  49040. */
  49041. /**
  49042. * Sets the Color Grading 2D Lookup Texture.
  49043. */
  49044. cameraColorGradingTexture: Nullable<BaseTexture>;
  49045. /**
  49046. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49047. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49048. * 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;
  49049. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49050. */
  49051. /**
  49052. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49053. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49054. * 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;
  49055. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49056. */
  49057. cameraColorCurves: Nullable<ColorCurves>;
  49058. /**
  49059. * Instantiates a new PBRMaterial instance.
  49060. *
  49061. * @param name The material name
  49062. * @param scene The scene the material will be use in.
  49063. */
  49064. constructor(name: string, scene: Scene);
  49065. /**
  49066. * Returns the name of this material class.
  49067. */
  49068. getClassName(): string;
  49069. /**
  49070. * Makes a duplicate of the current material.
  49071. * @param name - name to use for the new material.
  49072. */
  49073. clone(name: string): PBRMaterial;
  49074. /**
  49075. * Serializes this PBR Material.
  49076. * @returns - An object with the serialized material.
  49077. */
  49078. serialize(): any;
  49079. /**
  49080. * Parses a PBR Material from a serialized object.
  49081. * @param source - Serialized object.
  49082. * @param scene - BJS scene instance.
  49083. * @param rootUrl - url for the scene object
  49084. * @returns - PBRMaterial
  49085. */
  49086. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49087. }
  49088. }
  49089. declare module "babylonjs/Misc/dds" {
  49090. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49091. import { Engine } from "babylonjs/Engines/engine";
  49092. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49093. import { Nullable } from "babylonjs/types";
  49094. import { Scene } from "babylonjs/scene";
  49095. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49096. /**
  49097. * Direct draw surface info
  49098. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49099. */
  49100. export interface DDSInfo {
  49101. /**
  49102. * Width of the texture
  49103. */
  49104. width: number;
  49105. /**
  49106. * Width of the texture
  49107. */
  49108. height: number;
  49109. /**
  49110. * Number of Mipmaps for the texture
  49111. * @see https://en.wikipedia.org/wiki/Mipmap
  49112. */
  49113. mipmapCount: number;
  49114. /**
  49115. * If the textures format is a known fourCC format
  49116. * @see https://www.fourcc.org/
  49117. */
  49118. isFourCC: boolean;
  49119. /**
  49120. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49121. */
  49122. isRGB: boolean;
  49123. /**
  49124. * If the texture is a lumincance format
  49125. */
  49126. isLuminance: boolean;
  49127. /**
  49128. * If this is a cube texture
  49129. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49130. */
  49131. isCube: boolean;
  49132. /**
  49133. * If the texture is a compressed format eg. FOURCC_DXT1
  49134. */
  49135. isCompressed: boolean;
  49136. /**
  49137. * The dxgiFormat of the texture
  49138. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49139. */
  49140. dxgiFormat: number;
  49141. /**
  49142. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49143. */
  49144. textureType: number;
  49145. /**
  49146. * Sphericle polynomial created for the dds texture
  49147. */
  49148. sphericalPolynomial?: SphericalPolynomial;
  49149. }
  49150. /**
  49151. * Class used to provide DDS decompression tools
  49152. */
  49153. export class DDSTools {
  49154. /**
  49155. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49156. */
  49157. static StoreLODInAlphaChannel: boolean;
  49158. /**
  49159. * Gets DDS information from an array buffer
  49160. * @param arrayBuffer defines the array buffer to read data from
  49161. * @returns the DDS information
  49162. */
  49163. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49164. private static _FloatView;
  49165. private static _Int32View;
  49166. private static _ToHalfFloat;
  49167. private static _FromHalfFloat;
  49168. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49169. private static _GetHalfFloatRGBAArrayBuffer;
  49170. private static _GetFloatRGBAArrayBuffer;
  49171. private static _GetFloatAsUIntRGBAArrayBuffer;
  49172. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49173. private static _GetRGBAArrayBuffer;
  49174. private static _ExtractLongWordOrder;
  49175. private static _GetRGBArrayBuffer;
  49176. private static _GetLuminanceArrayBuffer;
  49177. /**
  49178. * Uploads DDS Levels to a Babylon Texture
  49179. * @hidden
  49180. */
  49181. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49182. }
  49183. module "babylonjs/Engines/engine" {
  49184. interface Engine {
  49185. /**
  49186. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49187. * @param rootUrl defines the url where the file to load is located
  49188. * @param scene defines the current scene
  49189. * @param lodScale defines scale to apply to the mip map selection
  49190. * @param lodOffset defines offset to apply to the mip map selection
  49191. * @param onLoad defines an optional callback raised when the texture is loaded
  49192. * @param onError defines an optional callback raised if there is an issue to load the texture
  49193. * @param format defines the format of the data
  49194. * @param forcedExtension defines the extension to use to pick the right loader
  49195. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49196. * @returns the cube texture as an InternalTexture
  49197. */
  49198. 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;
  49199. }
  49200. }
  49201. }
  49202. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49203. import { Nullable } from "babylonjs/types";
  49204. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49205. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49206. /**
  49207. * Implementation of the DDS Texture Loader.
  49208. * @hidden
  49209. */
  49210. export class _DDSTextureLoader implements IInternalTextureLoader {
  49211. /**
  49212. * Defines wether the loader supports cascade loading the different faces.
  49213. */
  49214. readonly supportCascades: boolean;
  49215. /**
  49216. * This returns if the loader support the current file information.
  49217. * @param extension defines the file extension of the file being loaded
  49218. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49219. * @param fallback defines the fallback internal texture if any
  49220. * @param isBase64 defines whether the texture is encoded as a base64
  49221. * @param isBuffer defines whether the texture data are stored as a buffer
  49222. * @returns true if the loader can load the specified file
  49223. */
  49224. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49225. /**
  49226. * Transform the url before loading if required.
  49227. * @param rootUrl the url of the texture
  49228. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49229. * @returns the transformed texture
  49230. */
  49231. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49232. /**
  49233. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49234. * @param rootUrl the url of the texture
  49235. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49236. * @returns the fallback texture
  49237. */
  49238. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49239. /**
  49240. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49241. * @param data contains the texture data
  49242. * @param texture defines the BabylonJS internal texture
  49243. * @param createPolynomials will be true if polynomials have been requested
  49244. * @param onLoad defines the callback to trigger once the texture is ready
  49245. * @param onError defines the callback to trigger in case of error
  49246. */
  49247. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49248. /**
  49249. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49250. * @param data contains the texture data
  49251. * @param texture defines the BabylonJS internal texture
  49252. * @param callback defines the method to call once ready to upload
  49253. */
  49254. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49255. }
  49256. }
  49257. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49258. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49259. /** @hidden */
  49260. export var rgbdEncodePixelShader: {
  49261. name: string;
  49262. shader: string;
  49263. };
  49264. }
  49265. declare module "babylonjs/Misc/environmentTextureTools" {
  49266. import { Nullable } from "babylonjs/types";
  49267. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49268. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49269. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49270. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49271. import "babylonjs/Shaders/rgbdEncode.fragment";
  49272. import "babylonjs/Shaders/rgbdDecode.fragment";
  49273. /**
  49274. * Raw texture data and descriptor sufficient for WebGL texture upload
  49275. */
  49276. export interface EnvironmentTextureInfo {
  49277. /**
  49278. * Version of the environment map
  49279. */
  49280. version: number;
  49281. /**
  49282. * Width of image
  49283. */
  49284. width: number;
  49285. /**
  49286. * Irradiance information stored in the file.
  49287. */
  49288. irradiance: any;
  49289. /**
  49290. * Specular information stored in the file.
  49291. */
  49292. specular: any;
  49293. }
  49294. /**
  49295. * Sets of helpers addressing the serialization and deserialization of environment texture
  49296. * stored in a BabylonJS env file.
  49297. * Those files are usually stored as .env files.
  49298. */
  49299. export class EnvironmentTextureTools {
  49300. /**
  49301. * Magic number identifying the env file.
  49302. */
  49303. private static _MagicBytes;
  49304. /**
  49305. * Gets the environment info from an env file.
  49306. * @param data The array buffer containing the .env bytes.
  49307. * @returns the environment file info (the json header) if successfully parsed.
  49308. */
  49309. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49310. /**
  49311. * Creates an environment texture from a loaded cube texture.
  49312. * @param texture defines the cube texture to convert in env file
  49313. * @return a promise containing the environment data if succesfull.
  49314. */
  49315. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49316. /**
  49317. * Creates a JSON representation of the spherical data.
  49318. * @param texture defines the texture containing the polynomials
  49319. * @return the JSON representation of the spherical info
  49320. */
  49321. private static _CreateEnvTextureIrradiance;
  49322. /**
  49323. * Uploads the texture info contained in the env file to the GPU.
  49324. * @param texture defines the internal texture to upload to
  49325. * @param arrayBuffer defines the buffer cotaining the data to load
  49326. * @param info defines the texture info retrieved through the GetEnvInfo method
  49327. * @returns a promise
  49328. */
  49329. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49330. /**
  49331. * Uploads the levels of image data to the GPU.
  49332. * @param texture defines the internal texture to upload to
  49333. * @param imageData defines the array buffer views of image data [mipmap][face]
  49334. * @returns a promise
  49335. */
  49336. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49337. /**
  49338. * Uploads spherical polynomials information to the texture.
  49339. * @param texture defines the texture we are trying to upload the information to
  49340. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49341. */
  49342. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49343. /** @hidden */
  49344. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49345. }
  49346. }
  49347. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49348. import { Nullable } from "babylonjs/types";
  49349. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49350. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49351. /**
  49352. * Implementation of the ENV Texture Loader.
  49353. * @hidden
  49354. */
  49355. export class _ENVTextureLoader implements IInternalTextureLoader {
  49356. /**
  49357. * Defines wether the loader supports cascade loading the different faces.
  49358. */
  49359. readonly supportCascades: boolean;
  49360. /**
  49361. * This returns if the loader support the current file information.
  49362. * @param extension defines the file extension of the file being loaded
  49363. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49364. * @param fallback defines the fallback internal texture if any
  49365. * @param isBase64 defines whether the texture is encoded as a base64
  49366. * @param isBuffer defines whether the texture data are stored as a buffer
  49367. * @returns true if the loader can load the specified file
  49368. */
  49369. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49370. /**
  49371. * Transform the url before loading if required.
  49372. * @param rootUrl the url of the texture
  49373. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49374. * @returns the transformed texture
  49375. */
  49376. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49377. /**
  49378. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49379. * @param rootUrl the url of the texture
  49380. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49381. * @returns the fallback texture
  49382. */
  49383. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49384. /**
  49385. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49386. * @param data contains the texture data
  49387. * @param texture defines the BabylonJS internal texture
  49388. * @param createPolynomials will be true if polynomials have been requested
  49389. * @param onLoad defines the callback to trigger once the texture is ready
  49390. * @param onError defines the callback to trigger in case of error
  49391. */
  49392. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49393. /**
  49394. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49395. * @param data contains the texture data
  49396. * @param texture defines the BabylonJS internal texture
  49397. * @param callback defines the method to call once ready to upload
  49398. */
  49399. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49400. }
  49401. }
  49402. declare module "babylonjs/Misc/khronosTextureContainer" {
  49403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49404. /**
  49405. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49406. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49407. */
  49408. export class KhronosTextureContainer {
  49409. /** contents of the KTX container file */
  49410. arrayBuffer: any;
  49411. private static HEADER_LEN;
  49412. private static COMPRESSED_2D;
  49413. private static COMPRESSED_3D;
  49414. private static TEX_2D;
  49415. private static TEX_3D;
  49416. /**
  49417. * Gets the openGL type
  49418. */
  49419. glType: number;
  49420. /**
  49421. * Gets the openGL type size
  49422. */
  49423. glTypeSize: number;
  49424. /**
  49425. * Gets the openGL format
  49426. */
  49427. glFormat: number;
  49428. /**
  49429. * Gets the openGL internal format
  49430. */
  49431. glInternalFormat: number;
  49432. /**
  49433. * Gets the base internal format
  49434. */
  49435. glBaseInternalFormat: number;
  49436. /**
  49437. * Gets image width in pixel
  49438. */
  49439. pixelWidth: number;
  49440. /**
  49441. * Gets image height in pixel
  49442. */
  49443. pixelHeight: number;
  49444. /**
  49445. * Gets image depth in pixels
  49446. */
  49447. pixelDepth: number;
  49448. /**
  49449. * Gets the number of array elements
  49450. */
  49451. numberOfArrayElements: number;
  49452. /**
  49453. * Gets the number of faces
  49454. */
  49455. numberOfFaces: number;
  49456. /**
  49457. * Gets the number of mipmap levels
  49458. */
  49459. numberOfMipmapLevels: number;
  49460. /**
  49461. * Gets the bytes of key value data
  49462. */
  49463. bytesOfKeyValueData: number;
  49464. /**
  49465. * Gets the load type
  49466. */
  49467. loadType: number;
  49468. /**
  49469. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49470. */
  49471. isInvalid: boolean;
  49472. /**
  49473. * Creates a new KhronosTextureContainer
  49474. * @param arrayBuffer contents of the KTX container file
  49475. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49476. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49477. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49478. */
  49479. constructor(
  49480. /** contents of the KTX container file */
  49481. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49482. /**
  49483. * Uploads KTX content to a Babylon Texture.
  49484. * It is assumed that the texture has already been created & is currently bound
  49485. * @hidden
  49486. */
  49487. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49488. private _upload2DCompressedLevels;
  49489. }
  49490. }
  49491. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49492. import { Nullable } from "babylonjs/types";
  49493. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49494. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49495. /**
  49496. * Implementation of the KTX Texture Loader.
  49497. * @hidden
  49498. */
  49499. export class _KTXTextureLoader implements IInternalTextureLoader {
  49500. /**
  49501. * Defines wether the loader supports cascade loading the different faces.
  49502. */
  49503. readonly supportCascades: boolean;
  49504. /**
  49505. * This returns if the loader support the current file information.
  49506. * @param extension defines the file extension of the file being loaded
  49507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49508. * @param fallback defines the fallback internal texture if any
  49509. * @param isBase64 defines whether the texture is encoded as a base64
  49510. * @param isBuffer defines whether the texture data are stored as a buffer
  49511. * @returns true if the loader can load the specified file
  49512. */
  49513. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49514. /**
  49515. * Transform the url before loading if required.
  49516. * @param rootUrl the url of the texture
  49517. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49518. * @returns the transformed texture
  49519. */
  49520. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49521. /**
  49522. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49523. * @param rootUrl the url of the texture
  49524. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49525. * @returns the fallback texture
  49526. */
  49527. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49528. /**
  49529. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49530. * @param data contains the texture data
  49531. * @param texture defines the BabylonJS internal texture
  49532. * @param createPolynomials will be true if polynomials have been requested
  49533. * @param onLoad defines the callback to trigger once the texture is ready
  49534. * @param onError defines the callback to trigger in case of error
  49535. */
  49536. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49537. /**
  49538. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49539. * @param data contains the texture data
  49540. * @param texture defines the BabylonJS internal texture
  49541. * @param callback defines the method to call once ready to upload
  49542. */
  49543. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49544. }
  49545. }
  49546. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49547. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49548. import { Scene } from "babylonjs/scene";
  49549. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49550. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49551. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49552. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49553. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49554. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49555. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49556. /**
  49557. * Options for the default xr helper
  49558. */
  49559. export class WebXRDefaultExperienceOptions {
  49560. /**
  49561. * Floor meshes that should be used for teleporting
  49562. */
  49563. floorMeshes: Array<AbstractMesh>;
  49564. }
  49565. /**
  49566. * Default experience which provides a similar setup to the previous webVRExperience
  49567. */
  49568. export class WebXRDefaultExperience {
  49569. /**
  49570. * Base experience
  49571. */
  49572. baseExperience: WebXRExperienceHelper;
  49573. /**
  49574. * Input experience extension
  49575. */
  49576. input: WebXRInput;
  49577. /**
  49578. * Loads the controller models
  49579. */
  49580. controllerModelLoader: WebXRControllerModelLoader;
  49581. /**
  49582. * Enables laser pointer and selection
  49583. */
  49584. pointerSelection: WebXRControllerPointerSelection;
  49585. /**
  49586. * Enables teleportation
  49587. */
  49588. teleportation: WebXRControllerTeleportation;
  49589. /**
  49590. * Enables ui for enetering/exiting xr
  49591. */
  49592. enterExitUI: WebXREnterExitUI;
  49593. /**
  49594. * Default output canvas xr should render to
  49595. */
  49596. outputCanvas: WebXRManagedOutputCanvas;
  49597. /**
  49598. * Creates the default xr experience
  49599. * @param scene scene
  49600. * @param options options for basic configuration
  49601. * @returns resulting WebXRDefaultExperience
  49602. */
  49603. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49604. private constructor();
  49605. /**
  49606. * DIsposes of the experience helper
  49607. */
  49608. dispose(): void;
  49609. }
  49610. }
  49611. declare module "babylonjs/Helpers/sceneHelpers" {
  49612. import { Nullable } from "babylonjs/types";
  49613. import { Mesh } from "babylonjs/Meshes/mesh";
  49614. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49615. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49616. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49617. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49618. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49619. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49620. import "babylonjs/Meshes/Builders/boxBuilder";
  49621. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49622. /** @hidden */
  49623. export var _forceSceneHelpersToBundle: boolean;
  49624. module "babylonjs/scene" {
  49625. interface Scene {
  49626. /**
  49627. * Creates a default light for the scene.
  49628. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49629. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49630. */
  49631. createDefaultLight(replace?: boolean): void;
  49632. /**
  49633. * Creates a default camera for the scene.
  49634. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49635. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49636. * @param replace has default false, when true replaces the active camera in the scene
  49637. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49638. */
  49639. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49640. /**
  49641. * Creates a default camera and a default light.
  49642. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49643. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49644. * @param replace has the default false, when true replaces the active camera/light in the scene
  49645. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49646. */
  49647. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49648. /**
  49649. * Creates a new sky box
  49650. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49651. * @param environmentTexture defines the texture to use as environment texture
  49652. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49653. * @param scale defines the overall scale of the skybox
  49654. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49655. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49656. * @returns a new mesh holding the sky box
  49657. */
  49658. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49659. /**
  49660. * Creates a new environment
  49661. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49662. * @param options defines the options you can use to configure the environment
  49663. * @returns the new EnvironmentHelper
  49664. */
  49665. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49666. /**
  49667. * Creates a new VREXperienceHelper
  49668. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49669. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49670. * @returns a new VREXperienceHelper
  49671. */
  49672. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49673. /**
  49674. * Creates a new WebXRDefaultExperience
  49675. * @see http://doc.babylonjs.com/how_to/webxr
  49676. * @param options experience options
  49677. * @returns a promise for a new WebXRDefaultExperience
  49678. */
  49679. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49680. }
  49681. }
  49682. }
  49683. declare module "babylonjs/Helpers/videoDome" {
  49684. import { Scene } from "babylonjs/scene";
  49685. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49686. import { Mesh } from "babylonjs/Meshes/mesh";
  49687. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49688. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49689. import "babylonjs/Meshes/Builders/sphereBuilder";
  49690. /**
  49691. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49692. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49693. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49694. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49695. */
  49696. export class VideoDome extends TransformNode {
  49697. /**
  49698. * Define the video source as a Monoscopic panoramic 360 video.
  49699. */
  49700. static readonly MODE_MONOSCOPIC: number;
  49701. /**
  49702. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49703. */
  49704. static readonly MODE_TOPBOTTOM: number;
  49705. /**
  49706. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49707. */
  49708. static readonly MODE_SIDEBYSIDE: number;
  49709. private _useDirectMapping;
  49710. /**
  49711. * The video texture being displayed on the sphere
  49712. */
  49713. protected _videoTexture: VideoTexture;
  49714. /**
  49715. * Gets the video texture being displayed on the sphere
  49716. */
  49717. readonly videoTexture: VideoTexture;
  49718. /**
  49719. * The skybox material
  49720. */
  49721. protected _material: BackgroundMaterial;
  49722. /**
  49723. * The surface used for the skybox
  49724. */
  49725. protected _mesh: Mesh;
  49726. /**
  49727. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49728. * Also see the options.resolution property.
  49729. */
  49730. fovMultiplier: number;
  49731. private _videoMode;
  49732. /**
  49733. * Gets or set the current video mode for the video. It can be:
  49734. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49735. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49736. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49737. */
  49738. videoMode: number;
  49739. /**
  49740. * Oberserver used in Stereoscopic VR Mode.
  49741. */
  49742. private _onBeforeCameraRenderObserver;
  49743. /**
  49744. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49745. * @param name Element's name, child elements will append suffixes for their own names.
  49746. * @param urlsOrVideo defines the url(s) or the video element to use
  49747. * @param options An object containing optional or exposed sub element properties
  49748. */
  49749. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49750. resolution?: number;
  49751. clickToPlay?: boolean;
  49752. autoPlay?: boolean;
  49753. loop?: boolean;
  49754. size?: number;
  49755. poster?: string;
  49756. faceForward?: boolean;
  49757. useDirectMapping?: boolean;
  49758. }, scene: Scene);
  49759. private _changeVideoMode;
  49760. /**
  49761. * Releases resources associated with this node.
  49762. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49763. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49764. */
  49765. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49766. }
  49767. }
  49768. declare module "babylonjs/Helpers/index" {
  49769. export * from "babylonjs/Helpers/environmentHelper";
  49770. export * from "babylonjs/Helpers/photoDome";
  49771. export * from "babylonjs/Helpers/sceneHelpers";
  49772. export * from "babylonjs/Helpers/videoDome";
  49773. }
  49774. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49775. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49776. import { IDisposable } from "babylonjs/scene";
  49777. import { Engine } from "babylonjs/Engines/engine";
  49778. /**
  49779. * This class can be used to get instrumentation data from a Babylon engine
  49780. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49781. */
  49782. export class EngineInstrumentation implements IDisposable {
  49783. /**
  49784. * Define the instrumented engine.
  49785. */
  49786. engine: Engine;
  49787. private _captureGPUFrameTime;
  49788. private _gpuFrameTimeToken;
  49789. private _gpuFrameTime;
  49790. private _captureShaderCompilationTime;
  49791. private _shaderCompilationTime;
  49792. private _onBeginFrameObserver;
  49793. private _onEndFrameObserver;
  49794. private _onBeforeShaderCompilationObserver;
  49795. private _onAfterShaderCompilationObserver;
  49796. /**
  49797. * Gets the perf counter used for GPU frame time
  49798. */
  49799. readonly gpuFrameTimeCounter: PerfCounter;
  49800. /**
  49801. * Gets the GPU frame time capture status
  49802. */
  49803. /**
  49804. * Enable or disable the GPU frame time capture
  49805. */
  49806. captureGPUFrameTime: boolean;
  49807. /**
  49808. * Gets the perf counter used for shader compilation time
  49809. */
  49810. readonly shaderCompilationTimeCounter: PerfCounter;
  49811. /**
  49812. * Gets the shader compilation time capture status
  49813. */
  49814. /**
  49815. * Enable or disable the shader compilation time capture
  49816. */
  49817. captureShaderCompilationTime: boolean;
  49818. /**
  49819. * Instantiates a new engine instrumentation.
  49820. * This class can be used to get instrumentation data from a Babylon engine
  49821. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49822. * @param engine Defines the engine to instrument
  49823. */
  49824. constructor(
  49825. /**
  49826. * Define the instrumented engine.
  49827. */
  49828. engine: Engine);
  49829. /**
  49830. * Dispose and release associated resources.
  49831. */
  49832. dispose(): void;
  49833. }
  49834. }
  49835. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49836. import { Scene, IDisposable } from "babylonjs/scene";
  49837. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49838. /**
  49839. * This class can be used to get instrumentation data from a Babylon engine
  49840. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49841. */
  49842. export class SceneInstrumentation implements IDisposable {
  49843. /**
  49844. * Defines the scene to instrument
  49845. */
  49846. scene: Scene;
  49847. private _captureActiveMeshesEvaluationTime;
  49848. private _activeMeshesEvaluationTime;
  49849. private _captureRenderTargetsRenderTime;
  49850. private _renderTargetsRenderTime;
  49851. private _captureFrameTime;
  49852. private _frameTime;
  49853. private _captureRenderTime;
  49854. private _renderTime;
  49855. private _captureInterFrameTime;
  49856. private _interFrameTime;
  49857. private _captureParticlesRenderTime;
  49858. private _particlesRenderTime;
  49859. private _captureSpritesRenderTime;
  49860. private _spritesRenderTime;
  49861. private _capturePhysicsTime;
  49862. private _physicsTime;
  49863. private _captureAnimationsTime;
  49864. private _animationsTime;
  49865. private _captureCameraRenderTime;
  49866. private _cameraRenderTime;
  49867. private _onBeforeActiveMeshesEvaluationObserver;
  49868. private _onAfterActiveMeshesEvaluationObserver;
  49869. private _onBeforeRenderTargetsRenderObserver;
  49870. private _onAfterRenderTargetsRenderObserver;
  49871. private _onAfterRenderObserver;
  49872. private _onBeforeDrawPhaseObserver;
  49873. private _onAfterDrawPhaseObserver;
  49874. private _onBeforeAnimationsObserver;
  49875. private _onBeforeParticlesRenderingObserver;
  49876. private _onAfterParticlesRenderingObserver;
  49877. private _onBeforeSpritesRenderingObserver;
  49878. private _onAfterSpritesRenderingObserver;
  49879. private _onBeforePhysicsObserver;
  49880. private _onAfterPhysicsObserver;
  49881. private _onAfterAnimationsObserver;
  49882. private _onBeforeCameraRenderObserver;
  49883. private _onAfterCameraRenderObserver;
  49884. /**
  49885. * Gets the perf counter used for active meshes evaluation time
  49886. */
  49887. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49888. /**
  49889. * Gets the active meshes evaluation time capture status
  49890. */
  49891. /**
  49892. * Enable or disable the active meshes evaluation time capture
  49893. */
  49894. captureActiveMeshesEvaluationTime: boolean;
  49895. /**
  49896. * Gets the perf counter used for render targets render time
  49897. */
  49898. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49899. /**
  49900. * Gets the render targets render time capture status
  49901. */
  49902. /**
  49903. * Enable or disable the render targets render time capture
  49904. */
  49905. captureRenderTargetsRenderTime: boolean;
  49906. /**
  49907. * Gets the perf counter used for particles render time
  49908. */
  49909. readonly particlesRenderTimeCounter: PerfCounter;
  49910. /**
  49911. * Gets the particles render time capture status
  49912. */
  49913. /**
  49914. * Enable or disable the particles render time capture
  49915. */
  49916. captureParticlesRenderTime: boolean;
  49917. /**
  49918. * Gets the perf counter used for sprites render time
  49919. */
  49920. readonly spritesRenderTimeCounter: PerfCounter;
  49921. /**
  49922. * Gets the sprites render time capture status
  49923. */
  49924. /**
  49925. * Enable or disable the sprites render time capture
  49926. */
  49927. captureSpritesRenderTime: boolean;
  49928. /**
  49929. * Gets the perf counter used for physics time
  49930. */
  49931. readonly physicsTimeCounter: PerfCounter;
  49932. /**
  49933. * Gets the physics time capture status
  49934. */
  49935. /**
  49936. * Enable or disable the physics time capture
  49937. */
  49938. capturePhysicsTime: boolean;
  49939. /**
  49940. * Gets the perf counter used for animations time
  49941. */
  49942. readonly animationsTimeCounter: PerfCounter;
  49943. /**
  49944. * Gets the animations time capture status
  49945. */
  49946. /**
  49947. * Enable or disable the animations time capture
  49948. */
  49949. captureAnimationsTime: boolean;
  49950. /**
  49951. * Gets the perf counter used for frame time capture
  49952. */
  49953. readonly frameTimeCounter: PerfCounter;
  49954. /**
  49955. * Gets the frame time capture status
  49956. */
  49957. /**
  49958. * Enable or disable the frame time capture
  49959. */
  49960. captureFrameTime: boolean;
  49961. /**
  49962. * Gets the perf counter used for inter-frames time capture
  49963. */
  49964. readonly interFrameTimeCounter: PerfCounter;
  49965. /**
  49966. * Gets the inter-frames time capture status
  49967. */
  49968. /**
  49969. * Enable or disable the inter-frames time capture
  49970. */
  49971. captureInterFrameTime: boolean;
  49972. /**
  49973. * Gets the perf counter used for render time capture
  49974. */
  49975. readonly renderTimeCounter: PerfCounter;
  49976. /**
  49977. * Gets the render time capture status
  49978. */
  49979. /**
  49980. * Enable or disable the render time capture
  49981. */
  49982. captureRenderTime: boolean;
  49983. /**
  49984. * Gets the perf counter used for camera render time capture
  49985. */
  49986. readonly cameraRenderTimeCounter: PerfCounter;
  49987. /**
  49988. * Gets the camera render time capture status
  49989. */
  49990. /**
  49991. * Enable or disable the camera render time capture
  49992. */
  49993. captureCameraRenderTime: boolean;
  49994. /**
  49995. * Gets the perf counter used for draw calls
  49996. */
  49997. readonly drawCallsCounter: PerfCounter;
  49998. /**
  49999. * Instantiates a new scene instrumentation.
  50000. * This class can be used to get instrumentation data from a Babylon engine
  50001. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50002. * @param scene Defines the scene to instrument
  50003. */
  50004. constructor(
  50005. /**
  50006. * Defines the scene to instrument
  50007. */
  50008. scene: Scene);
  50009. /**
  50010. * Dispose and release associated resources.
  50011. */
  50012. dispose(): void;
  50013. }
  50014. }
  50015. declare module "babylonjs/Instrumentation/index" {
  50016. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50017. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50018. export * from "babylonjs/Instrumentation/timeToken";
  50019. }
  50020. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50021. /** @hidden */
  50022. export var glowMapGenerationPixelShader: {
  50023. name: string;
  50024. shader: string;
  50025. };
  50026. }
  50027. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50028. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50029. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50030. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50031. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50032. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50033. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50034. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50035. /** @hidden */
  50036. export var glowMapGenerationVertexShader: {
  50037. name: string;
  50038. shader: string;
  50039. };
  50040. }
  50041. declare module "babylonjs/Layers/effectLayer" {
  50042. import { Observable } from "babylonjs/Misc/observable";
  50043. import { Nullable } from "babylonjs/types";
  50044. import { Camera } from "babylonjs/Cameras/camera";
  50045. import { Scene } from "babylonjs/scene";
  50046. import { ISize } from "babylonjs/Maths/math.size";
  50047. import { Color4 } from "babylonjs/Maths/math.color";
  50048. import { Engine } from "babylonjs/Engines/engine";
  50049. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50051. import { Mesh } from "babylonjs/Meshes/mesh";
  50052. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50053. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50054. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50055. import { Effect } from "babylonjs/Materials/effect";
  50056. import { Material } from "babylonjs/Materials/material";
  50057. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50058. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50059. /**
  50060. * Effect layer options. This helps customizing the behaviour
  50061. * of the effect layer.
  50062. */
  50063. export interface IEffectLayerOptions {
  50064. /**
  50065. * Multiplication factor apply to the canvas size to compute the render target size
  50066. * used to generated the objects (the smaller the faster).
  50067. */
  50068. mainTextureRatio: number;
  50069. /**
  50070. * Enforces a fixed size texture to ensure effect stability across devices.
  50071. */
  50072. mainTextureFixedSize?: number;
  50073. /**
  50074. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50075. */
  50076. alphaBlendingMode: number;
  50077. /**
  50078. * The camera attached to the layer.
  50079. */
  50080. camera: Nullable<Camera>;
  50081. /**
  50082. * The rendering group to draw the layer in.
  50083. */
  50084. renderingGroupId: number;
  50085. }
  50086. /**
  50087. * The effect layer Helps adding post process effect blended with the main pass.
  50088. *
  50089. * This can be for instance use to generate glow or higlight effects on the scene.
  50090. *
  50091. * The effect layer class can not be used directly and is intented to inherited from to be
  50092. * customized per effects.
  50093. */
  50094. export abstract class EffectLayer {
  50095. private _vertexBuffers;
  50096. private _indexBuffer;
  50097. private _cachedDefines;
  50098. private _effectLayerMapGenerationEffect;
  50099. private _effectLayerOptions;
  50100. private _mergeEffect;
  50101. protected _scene: Scene;
  50102. protected _engine: Engine;
  50103. protected _maxSize: number;
  50104. protected _mainTextureDesiredSize: ISize;
  50105. protected _mainTexture: RenderTargetTexture;
  50106. protected _shouldRender: boolean;
  50107. protected _postProcesses: PostProcess[];
  50108. protected _textures: BaseTexture[];
  50109. protected _emissiveTextureAndColor: {
  50110. texture: Nullable<BaseTexture>;
  50111. color: Color4;
  50112. };
  50113. /**
  50114. * The name of the layer
  50115. */
  50116. name: string;
  50117. /**
  50118. * The clear color of the texture used to generate the glow map.
  50119. */
  50120. neutralColor: Color4;
  50121. /**
  50122. * Specifies wether the highlight layer is enabled or not.
  50123. */
  50124. isEnabled: boolean;
  50125. /**
  50126. * Gets the camera attached to the layer.
  50127. */
  50128. readonly camera: Nullable<Camera>;
  50129. /**
  50130. * Gets the rendering group id the layer should render in.
  50131. */
  50132. renderingGroupId: number;
  50133. /**
  50134. * An event triggered when the effect layer has been disposed.
  50135. */
  50136. onDisposeObservable: Observable<EffectLayer>;
  50137. /**
  50138. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50139. */
  50140. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50141. /**
  50142. * An event triggered when the generated texture is being merged in the scene.
  50143. */
  50144. onBeforeComposeObservable: Observable<EffectLayer>;
  50145. /**
  50146. * An event triggered when the generated texture has been merged in the scene.
  50147. */
  50148. onAfterComposeObservable: Observable<EffectLayer>;
  50149. /**
  50150. * An event triggered when the efffect layer changes its size.
  50151. */
  50152. onSizeChangedObservable: Observable<EffectLayer>;
  50153. /** @hidden */
  50154. static _SceneComponentInitialization: (scene: Scene) => void;
  50155. /**
  50156. * Instantiates a new effect Layer and references it in the scene.
  50157. * @param name The name of the layer
  50158. * @param scene The scene to use the layer in
  50159. */
  50160. constructor(
  50161. /** The Friendly of the effect in the scene */
  50162. name: string, scene: Scene);
  50163. /**
  50164. * Get the effect name of the layer.
  50165. * @return The effect name
  50166. */
  50167. abstract getEffectName(): string;
  50168. /**
  50169. * Checks for the readiness of the element composing the layer.
  50170. * @param subMesh the mesh to check for
  50171. * @param useInstances specify wether or not to use instances to render the mesh
  50172. * @return true if ready otherwise, false
  50173. */
  50174. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50175. /**
  50176. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50177. * @returns true if the effect requires stencil during the main canvas render pass.
  50178. */
  50179. abstract needStencil(): boolean;
  50180. /**
  50181. * Create the merge effect. This is the shader use to blit the information back
  50182. * to the main canvas at the end of the scene rendering.
  50183. * @returns The effect containing the shader used to merge the effect on the main canvas
  50184. */
  50185. protected abstract _createMergeEffect(): Effect;
  50186. /**
  50187. * Creates the render target textures and post processes used in the effect layer.
  50188. */
  50189. protected abstract _createTextureAndPostProcesses(): void;
  50190. /**
  50191. * Implementation specific of rendering the generating effect on the main canvas.
  50192. * @param effect The effect used to render through
  50193. */
  50194. protected abstract _internalRender(effect: Effect): void;
  50195. /**
  50196. * Sets the required values for both the emissive texture and and the main color.
  50197. */
  50198. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50199. /**
  50200. * Free any resources and references associated to a mesh.
  50201. * Internal use
  50202. * @param mesh The mesh to free.
  50203. */
  50204. abstract _disposeMesh(mesh: Mesh): void;
  50205. /**
  50206. * Serializes this layer (Glow or Highlight for example)
  50207. * @returns a serialized layer object
  50208. */
  50209. abstract serialize?(): any;
  50210. /**
  50211. * Initializes the effect layer with the required options.
  50212. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50213. */
  50214. protected _init(options: Partial<IEffectLayerOptions>): void;
  50215. /**
  50216. * Generates the index buffer of the full screen quad blending to the main canvas.
  50217. */
  50218. private _generateIndexBuffer;
  50219. /**
  50220. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50221. */
  50222. private _generateVertexBuffer;
  50223. /**
  50224. * Sets the main texture desired size which is the closest power of two
  50225. * of the engine canvas size.
  50226. */
  50227. private _setMainTextureSize;
  50228. /**
  50229. * Creates the main texture for the effect layer.
  50230. */
  50231. protected _createMainTexture(): void;
  50232. /**
  50233. * Adds specific effects defines.
  50234. * @param defines The defines to add specifics to.
  50235. */
  50236. protected _addCustomEffectDefines(defines: string[]): void;
  50237. /**
  50238. * Checks for the readiness of the element composing the layer.
  50239. * @param subMesh the mesh to check for
  50240. * @param useInstances specify wether or not to use instances to render the mesh
  50241. * @param emissiveTexture the associated emissive texture used to generate the glow
  50242. * @return true if ready otherwise, false
  50243. */
  50244. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50245. /**
  50246. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50247. */
  50248. render(): void;
  50249. /**
  50250. * Determine if a given mesh will be used in the current effect.
  50251. * @param mesh mesh to test
  50252. * @returns true if the mesh will be used
  50253. */
  50254. hasMesh(mesh: AbstractMesh): boolean;
  50255. /**
  50256. * Returns true if the layer contains information to display, otherwise false.
  50257. * @returns true if the glow layer should be rendered
  50258. */
  50259. shouldRender(): boolean;
  50260. /**
  50261. * Returns true if the mesh should render, otherwise false.
  50262. * @param mesh The mesh to render
  50263. * @returns true if it should render otherwise false
  50264. */
  50265. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50266. /**
  50267. * Returns true if the mesh can be rendered, otherwise false.
  50268. * @param mesh The mesh to render
  50269. * @param material The material used on the mesh
  50270. * @returns true if it can be rendered otherwise false
  50271. */
  50272. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50273. /**
  50274. * Returns true if the mesh should render, otherwise false.
  50275. * @param mesh The mesh to render
  50276. * @returns true if it should render otherwise false
  50277. */
  50278. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50279. /**
  50280. * Renders the submesh passed in parameter to the generation map.
  50281. */
  50282. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50283. /**
  50284. * Rebuild the required buffers.
  50285. * @hidden Internal use only.
  50286. */
  50287. _rebuild(): void;
  50288. /**
  50289. * Dispose only the render target textures and post process.
  50290. */
  50291. private _disposeTextureAndPostProcesses;
  50292. /**
  50293. * Dispose the highlight layer and free resources.
  50294. */
  50295. dispose(): void;
  50296. /**
  50297. * Gets the class name of the effect layer
  50298. * @returns the string with the class name of the effect layer
  50299. */
  50300. getClassName(): string;
  50301. /**
  50302. * Creates an effect layer from parsed effect layer data
  50303. * @param parsedEffectLayer defines effect layer data
  50304. * @param scene defines the current scene
  50305. * @param rootUrl defines the root URL containing the effect layer information
  50306. * @returns a parsed effect Layer
  50307. */
  50308. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50309. }
  50310. }
  50311. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50312. import { Scene } from "babylonjs/scene";
  50313. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50314. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50315. import { AbstractScene } from "babylonjs/abstractScene";
  50316. module "babylonjs/abstractScene" {
  50317. interface AbstractScene {
  50318. /**
  50319. * The list of effect layers (highlights/glow) added to the scene
  50320. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50321. * @see http://doc.babylonjs.com/how_to/glow_layer
  50322. */
  50323. effectLayers: Array<EffectLayer>;
  50324. /**
  50325. * Removes the given effect layer from this scene.
  50326. * @param toRemove defines the effect layer to remove
  50327. * @returns the index of the removed effect layer
  50328. */
  50329. removeEffectLayer(toRemove: EffectLayer): number;
  50330. /**
  50331. * Adds the given effect layer to this scene
  50332. * @param newEffectLayer defines the effect layer to add
  50333. */
  50334. addEffectLayer(newEffectLayer: EffectLayer): void;
  50335. }
  50336. }
  50337. /**
  50338. * Defines the layer scene component responsible to manage any effect layers
  50339. * in a given scene.
  50340. */
  50341. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50342. /**
  50343. * The component name helpfull to identify the component in the list of scene components.
  50344. */
  50345. readonly name: string;
  50346. /**
  50347. * The scene the component belongs to.
  50348. */
  50349. scene: Scene;
  50350. private _engine;
  50351. private _renderEffects;
  50352. private _needStencil;
  50353. private _previousStencilState;
  50354. /**
  50355. * Creates a new instance of the component for the given scene
  50356. * @param scene Defines the scene to register the component in
  50357. */
  50358. constructor(scene: Scene);
  50359. /**
  50360. * Registers the component in a given scene
  50361. */
  50362. register(): void;
  50363. /**
  50364. * Rebuilds the elements related to this component in case of
  50365. * context lost for instance.
  50366. */
  50367. rebuild(): void;
  50368. /**
  50369. * Serializes the component data to the specified json object
  50370. * @param serializationObject The object to serialize to
  50371. */
  50372. serialize(serializationObject: any): void;
  50373. /**
  50374. * Adds all the elements from the container to the scene
  50375. * @param container the container holding the elements
  50376. */
  50377. addFromContainer(container: AbstractScene): void;
  50378. /**
  50379. * Removes all the elements in the container from the scene
  50380. * @param container contains the elements to remove
  50381. * @param dispose if the removed element should be disposed (default: false)
  50382. */
  50383. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50384. /**
  50385. * Disposes the component and the associated ressources.
  50386. */
  50387. dispose(): void;
  50388. private _isReadyForMesh;
  50389. private _renderMainTexture;
  50390. private _setStencil;
  50391. private _setStencilBack;
  50392. private _draw;
  50393. private _drawCamera;
  50394. private _drawRenderingGroup;
  50395. }
  50396. }
  50397. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50398. /** @hidden */
  50399. export var glowMapMergePixelShader: {
  50400. name: string;
  50401. shader: string;
  50402. };
  50403. }
  50404. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50405. /** @hidden */
  50406. export var glowMapMergeVertexShader: {
  50407. name: string;
  50408. shader: string;
  50409. };
  50410. }
  50411. declare module "babylonjs/Layers/glowLayer" {
  50412. import { Nullable } from "babylonjs/types";
  50413. import { Camera } from "babylonjs/Cameras/camera";
  50414. import { Scene } from "babylonjs/scene";
  50415. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50416. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50417. import { Mesh } from "babylonjs/Meshes/mesh";
  50418. import { Texture } from "babylonjs/Materials/Textures/texture";
  50419. import { Effect } from "babylonjs/Materials/effect";
  50420. import { Material } from "babylonjs/Materials/material";
  50421. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50422. import { Color4 } from "babylonjs/Maths/math.color";
  50423. import "babylonjs/Shaders/glowMapMerge.fragment";
  50424. import "babylonjs/Shaders/glowMapMerge.vertex";
  50425. import "babylonjs/Layers/effectLayerSceneComponent";
  50426. module "babylonjs/abstractScene" {
  50427. interface AbstractScene {
  50428. /**
  50429. * Return a the first highlight layer of the scene with a given name.
  50430. * @param name The name of the highlight layer to look for.
  50431. * @return The highlight layer if found otherwise null.
  50432. */
  50433. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50434. }
  50435. }
  50436. /**
  50437. * Glow layer options. This helps customizing the behaviour
  50438. * of the glow layer.
  50439. */
  50440. export interface IGlowLayerOptions {
  50441. /**
  50442. * Multiplication factor apply to the canvas size to compute the render target size
  50443. * used to generated the glowing objects (the smaller the faster).
  50444. */
  50445. mainTextureRatio: number;
  50446. /**
  50447. * Enforces a fixed size texture to ensure resize independant blur.
  50448. */
  50449. mainTextureFixedSize?: number;
  50450. /**
  50451. * How big is the kernel of the blur texture.
  50452. */
  50453. blurKernelSize: number;
  50454. /**
  50455. * The camera attached to the layer.
  50456. */
  50457. camera: Nullable<Camera>;
  50458. /**
  50459. * Enable MSAA by chosing the number of samples.
  50460. */
  50461. mainTextureSamples?: number;
  50462. /**
  50463. * The rendering group to draw the layer in.
  50464. */
  50465. renderingGroupId: number;
  50466. }
  50467. /**
  50468. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50469. *
  50470. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50471. * glowy meshes to your scene.
  50472. *
  50473. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50474. */
  50475. export class GlowLayer extends EffectLayer {
  50476. /**
  50477. * Effect Name of the layer.
  50478. */
  50479. static readonly EffectName: string;
  50480. /**
  50481. * The default blur kernel size used for the glow.
  50482. */
  50483. static DefaultBlurKernelSize: number;
  50484. /**
  50485. * The default texture size ratio used for the glow.
  50486. */
  50487. static DefaultTextureRatio: number;
  50488. /**
  50489. * Sets the kernel size of the blur.
  50490. */
  50491. /**
  50492. * Gets the kernel size of the blur.
  50493. */
  50494. blurKernelSize: number;
  50495. /**
  50496. * Sets the glow intensity.
  50497. */
  50498. /**
  50499. * Gets the glow intensity.
  50500. */
  50501. intensity: number;
  50502. private _options;
  50503. private _intensity;
  50504. private _horizontalBlurPostprocess1;
  50505. private _verticalBlurPostprocess1;
  50506. private _horizontalBlurPostprocess2;
  50507. private _verticalBlurPostprocess2;
  50508. private _blurTexture1;
  50509. private _blurTexture2;
  50510. private _postProcesses1;
  50511. private _postProcesses2;
  50512. private _includedOnlyMeshes;
  50513. private _excludedMeshes;
  50514. /**
  50515. * Callback used to let the user override the color selection on a per mesh basis
  50516. */
  50517. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50518. /**
  50519. * Callback used to let the user override the texture selection on a per mesh basis
  50520. */
  50521. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50522. /**
  50523. * Instantiates a new glow Layer and references it to the scene.
  50524. * @param name The name of the layer
  50525. * @param scene The scene to use the layer in
  50526. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50527. */
  50528. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50529. /**
  50530. * Get the effect name of the layer.
  50531. * @return The effect name
  50532. */
  50533. getEffectName(): string;
  50534. /**
  50535. * Create the merge effect. This is the shader use to blit the information back
  50536. * to the main canvas at the end of the scene rendering.
  50537. */
  50538. protected _createMergeEffect(): Effect;
  50539. /**
  50540. * Creates the render target textures and post processes used in the glow layer.
  50541. */
  50542. protected _createTextureAndPostProcesses(): void;
  50543. /**
  50544. * Checks for the readiness of the element composing the layer.
  50545. * @param subMesh the mesh to check for
  50546. * @param useInstances specify wether or not to use instances to render the mesh
  50547. * @param emissiveTexture the associated emissive texture used to generate the glow
  50548. * @return true if ready otherwise, false
  50549. */
  50550. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50551. /**
  50552. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50553. */
  50554. needStencil(): boolean;
  50555. /**
  50556. * Returns true if the mesh can be rendered, otherwise false.
  50557. * @param mesh The mesh to render
  50558. * @param material The material used on the mesh
  50559. * @returns true if it can be rendered otherwise false
  50560. */
  50561. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50562. /**
  50563. * Implementation specific of rendering the generating effect on the main canvas.
  50564. * @param effect The effect used to render through
  50565. */
  50566. protected _internalRender(effect: Effect): void;
  50567. /**
  50568. * Sets the required values for both the emissive texture and and the main color.
  50569. */
  50570. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50571. /**
  50572. * Returns true if the mesh should render, otherwise false.
  50573. * @param mesh The mesh to render
  50574. * @returns true if it should render otherwise false
  50575. */
  50576. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50577. /**
  50578. * Adds specific effects defines.
  50579. * @param defines The defines to add specifics to.
  50580. */
  50581. protected _addCustomEffectDefines(defines: string[]): void;
  50582. /**
  50583. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50584. * @param mesh The mesh to exclude from the glow layer
  50585. */
  50586. addExcludedMesh(mesh: Mesh): void;
  50587. /**
  50588. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50589. * @param mesh The mesh to remove
  50590. */
  50591. removeExcludedMesh(mesh: Mesh): void;
  50592. /**
  50593. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50594. * @param mesh The mesh to include in the glow layer
  50595. */
  50596. addIncludedOnlyMesh(mesh: Mesh): void;
  50597. /**
  50598. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50599. * @param mesh The mesh to remove
  50600. */
  50601. removeIncludedOnlyMesh(mesh: Mesh): void;
  50602. /**
  50603. * Determine if a given mesh will be used in the glow layer
  50604. * @param mesh The mesh to test
  50605. * @returns true if the mesh will be highlighted by the current glow layer
  50606. */
  50607. hasMesh(mesh: AbstractMesh): boolean;
  50608. /**
  50609. * Free any resources and references associated to a mesh.
  50610. * Internal use
  50611. * @param mesh The mesh to free.
  50612. * @hidden
  50613. */
  50614. _disposeMesh(mesh: Mesh): void;
  50615. /**
  50616. * Gets the class name of the effect layer
  50617. * @returns the string with the class name of the effect layer
  50618. */
  50619. getClassName(): string;
  50620. /**
  50621. * Serializes this glow layer
  50622. * @returns a serialized glow layer object
  50623. */
  50624. serialize(): any;
  50625. /**
  50626. * Creates a Glow Layer from parsed glow layer data
  50627. * @param parsedGlowLayer defines glow layer data
  50628. * @param scene defines the current scene
  50629. * @param rootUrl defines the root URL containing the glow layer information
  50630. * @returns a parsed Glow Layer
  50631. */
  50632. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50633. }
  50634. }
  50635. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50636. /** @hidden */
  50637. export var glowBlurPostProcessPixelShader: {
  50638. name: string;
  50639. shader: string;
  50640. };
  50641. }
  50642. declare module "babylonjs/Layers/highlightLayer" {
  50643. import { Observable } from "babylonjs/Misc/observable";
  50644. import { Nullable } from "babylonjs/types";
  50645. import { Camera } from "babylonjs/Cameras/camera";
  50646. import { Scene } from "babylonjs/scene";
  50647. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50648. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50649. import { Mesh } from "babylonjs/Meshes/mesh";
  50650. import { Effect } from "babylonjs/Materials/effect";
  50651. import { Material } from "babylonjs/Materials/material";
  50652. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50653. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50654. import "babylonjs/Shaders/glowMapMerge.fragment";
  50655. import "babylonjs/Shaders/glowMapMerge.vertex";
  50656. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50657. module "babylonjs/abstractScene" {
  50658. interface AbstractScene {
  50659. /**
  50660. * Return a the first highlight layer of the scene with a given name.
  50661. * @param name The name of the highlight layer to look for.
  50662. * @return The highlight layer if found otherwise null.
  50663. */
  50664. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50665. }
  50666. }
  50667. /**
  50668. * Highlight layer options. This helps customizing the behaviour
  50669. * of the highlight layer.
  50670. */
  50671. export interface IHighlightLayerOptions {
  50672. /**
  50673. * Multiplication factor apply to the canvas size to compute the render target size
  50674. * used to generated the glowing objects (the smaller the faster).
  50675. */
  50676. mainTextureRatio: number;
  50677. /**
  50678. * Enforces a fixed size texture to ensure resize independant blur.
  50679. */
  50680. mainTextureFixedSize?: number;
  50681. /**
  50682. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50683. * of the picture to blur (the smaller the faster).
  50684. */
  50685. blurTextureSizeRatio: number;
  50686. /**
  50687. * How big in texel of the blur texture is the vertical blur.
  50688. */
  50689. blurVerticalSize: number;
  50690. /**
  50691. * How big in texel of the blur texture is the horizontal blur.
  50692. */
  50693. blurHorizontalSize: number;
  50694. /**
  50695. * Alpha blending mode used to apply the blur. Default is combine.
  50696. */
  50697. alphaBlendingMode: number;
  50698. /**
  50699. * The camera attached to the layer.
  50700. */
  50701. camera: Nullable<Camera>;
  50702. /**
  50703. * Should we display highlight as a solid stroke?
  50704. */
  50705. isStroke?: boolean;
  50706. /**
  50707. * The rendering group to draw the layer in.
  50708. */
  50709. renderingGroupId: number;
  50710. }
  50711. /**
  50712. * The highlight layer Helps adding a glow effect around a mesh.
  50713. *
  50714. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50715. * glowy meshes to your scene.
  50716. *
  50717. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50718. */
  50719. export class HighlightLayer extends EffectLayer {
  50720. name: string;
  50721. /**
  50722. * Effect Name of the highlight layer.
  50723. */
  50724. static readonly EffectName: string;
  50725. /**
  50726. * The neutral color used during the preparation of the glow effect.
  50727. * This is black by default as the blend operation is a blend operation.
  50728. */
  50729. static NeutralColor: Color4;
  50730. /**
  50731. * Stencil value used for glowing meshes.
  50732. */
  50733. static GlowingMeshStencilReference: number;
  50734. /**
  50735. * Stencil value used for the other meshes in the scene.
  50736. */
  50737. static NormalMeshStencilReference: number;
  50738. /**
  50739. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50740. */
  50741. innerGlow: boolean;
  50742. /**
  50743. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50744. */
  50745. outerGlow: boolean;
  50746. /**
  50747. * Specifies the horizontal size of the blur.
  50748. */
  50749. /**
  50750. * Gets the horizontal size of the blur.
  50751. */
  50752. blurHorizontalSize: number;
  50753. /**
  50754. * Specifies the vertical size of the blur.
  50755. */
  50756. /**
  50757. * Gets the vertical size of the blur.
  50758. */
  50759. blurVerticalSize: number;
  50760. /**
  50761. * An event triggered when the highlight layer is being blurred.
  50762. */
  50763. onBeforeBlurObservable: Observable<HighlightLayer>;
  50764. /**
  50765. * An event triggered when the highlight layer has been blurred.
  50766. */
  50767. onAfterBlurObservable: Observable<HighlightLayer>;
  50768. private _instanceGlowingMeshStencilReference;
  50769. private _options;
  50770. private _downSamplePostprocess;
  50771. private _horizontalBlurPostprocess;
  50772. private _verticalBlurPostprocess;
  50773. private _blurTexture;
  50774. private _meshes;
  50775. private _excludedMeshes;
  50776. /**
  50777. * Instantiates a new highlight Layer and references it to the scene..
  50778. * @param name The name of the layer
  50779. * @param scene The scene to use the layer in
  50780. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50781. */
  50782. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50783. /**
  50784. * Get the effect name of the layer.
  50785. * @return The effect name
  50786. */
  50787. getEffectName(): string;
  50788. /**
  50789. * Create the merge effect. This is the shader use to blit the information back
  50790. * to the main canvas at the end of the scene rendering.
  50791. */
  50792. protected _createMergeEffect(): Effect;
  50793. /**
  50794. * Creates the render target textures and post processes used in the highlight layer.
  50795. */
  50796. protected _createTextureAndPostProcesses(): void;
  50797. /**
  50798. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50799. */
  50800. needStencil(): boolean;
  50801. /**
  50802. * Checks for the readiness of the element composing the layer.
  50803. * @param subMesh the mesh to check for
  50804. * @param useInstances specify wether or not to use instances to render the mesh
  50805. * @param emissiveTexture the associated emissive texture used to generate the glow
  50806. * @return true if ready otherwise, false
  50807. */
  50808. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50809. /**
  50810. * Implementation specific of rendering the generating effect on the main canvas.
  50811. * @param effect The effect used to render through
  50812. */
  50813. protected _internalRender(effect: Effect): void;
  50814. /**
  50815. * Returns true if the layer contains information to display, otherwise false.
  50816. */
  50817. shouldRender(): boolean;
  50818. /**
  50819. * Returns true if the mesh should render, otherwise false.
  50820. * @param mesh The mesh to render
  50821. * @returns true if it should render otherwise false
  50822. */
  50823. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50824. /**
  50825. * Sets the required values for both the emissive texture and and the main color.
  50826. */
  50827. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50828. /**
  50829. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50830. * @param mesh The mesh to exclude from the highlight layer
  50831. */
  50832. addExcludedMesh(mesh: Mesh): void;
  50833. /**
  50834. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50835. * @param mesh The mesh to highlight
  50836. */
  50837. removeExcludedMesh(mesh: Mesh): void;
  50838. /**
  50839. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50840. * @param mesh mesh to test
  50841. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50842. */
  50843. hasMesh(mesh: AbstractMesh): boolean;
  50844. /**
  50845. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50846. * @param mesh The mesh to highlight
  50847. * @param color The color of the highlight
  50848. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50849. */
  50850. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50851. /**
  50852. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50853. * @param mesh The mesh to highlight
  50854. */
  50855. removeMesh(mesh: Mesh): void;
  50856. /**
  50857. * Force the stencil to the normal expected value for none glowing parts
  50858. */
  50859. private _defaultStencilReference;
  50860. /**
  50861. * Free any resources and references associated to a mesh.
  50862. * Internal use
  50863. * @param mesh The mesh to free.
  50864. * @hidden
  50865. */
  50866. _disposeMesh(mesh: Mesh): void;
  50867. /**
  50868. * Dispose the highlight layer and free resources.
  50869. */
  50870. dispose(): void;
  50871. /**
  50872. * Gets the class name of the effect layer
  50873. * @returns the string with the class name of the effect layer
  50874. */
  50875. getClassName(): string;
  50876. /**
  50877. * Serializes this Highlight layer
  50878. * @returns a serialized Highlight layer object
  50879. */
  50880. serialize(): any;
  50881. /**
  50882. * Creates a Highlight layer from parsed Highlight layer data
  50883. * @param parsedHightlightLayer defines the Highlight layer data
  50884. * @param scene defines the current scene
  50885. * @param rootUrl defines the root URL containing the Highlight layer information
  50886. * @returns a parsed Highlight layer
  50887. */
  50888. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50889. }
  50890. }
  50891. declare module "babylonjs/Layers/layerSceneComponent" {
  50892. import { Scene } from "babylonjs/scene";
  50893. import { ISceneComponent } from "babylonjs/sceneComponent";
  50894. import { Layer } from "babylonjs/Layers/layer";
  50895. import { AbstractScene } from "babylonjs/abstractScene";
  50896. module "babylonjs/abstractScene" {
  50897. interface AbstractScene {
  50898. /**
  50899. * The list of layers (background and foreground) of the scene
  50900. */
  50901. layers: Array<Layer>;
  50902. }
  50903. }
  50904. /**
  50905. * Defines the layer scene component responsible to manage any layers
  50906. * in a given scene.
  50907. */
  50908. export class LayerSceneComponent implements ISceneComponent {
  50909. /**
  50910. * The component name helpfull to identify the component in the list of scene components.
  50911. */
  50912. readonly name: string;
  50913. /**
  50914. * The scene the component belongs to.
  50915. */
  50916. scene: Scene;
  50917. private _engine;
  50918. /**
  50919. * Creates a new instance of the component for the given scene
  50920. * @param scene Defines the scene to register the component in
  50921. */
  50922. constructor(scene: Scene);
  50923. /**
  50924. * Registers the component in a given scene
  50925. */
  50926. register(): void;
  50927. /**
  50928. * Rebuilds the elements related to this component in case of
  50929. * context lost for instance.
  50930. */
  50931. rebuild(): void;
  50932. /**
  50933. * Disposes the component and the associated ressources.
  50934. */
  50935. dispose(): void;
  50936. private _draw;
  50937. private _drawCameraPredicate;
  50938. private _drawCameraBackground;
  50939. private _drawCameraForeground;
  50940. private _drawRenderTargetPredicate;
  50941. private _drawRenderTargetBackground;
  50942. private _drawRenderTargetForeground;
  50943. /**
  50944. * Adds all the elements from the container to the scene
  50945. * @param container the container holding the elements
  50946. */
  50947. addFromContainer(container: AbstractScene): void;
  50948. /**
  50949. * Removes all the elements in the container from the scene
  50950. * @param container contains the elements to remove
  50951. * @param dispose if the removed element should be disposed (default: false)
  50952. */
  50953. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50954. }
  50955. }
  50956. declare module "babylonjs/Shaders/layer.fragment" {
  50957. /** @hidden */
  50958. export var layerPixelShader: {
  50959. name: string;
  50960. shader: string;
  50961. };
  50962. }
  50963. declare module "babylonjs/Shaders/layer.vertex" {
  50964. /** @hidden */
  50965. export var layerVertexShader: {
  50966. name: string;
  50967. shader: string;
  50968. };
  50969. }
  50970. declare module "babylonjs/Layers/layer" {
  50971. import { Observable } from "babylonjs/Misc/observable";
  50972. import { Nullable } from "babylonjs/types";
  50973. import { Scene } from "babylonjs/scene";
  50974. import { Vector2 } from "babylonjs/Maths/math.vector";
  50975. import { Color4 } from "babylonjs/Maths/math.color";
  50976. import { Texture } from "babylonjs/Materials/Textures/texture";
  50977. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50978. import "babylonjs/Shaders/layer.fragment";
  50979. import "babylonjs/Shaders/layer.vertex";
  50980. /**
  50981. * This represents a full screen 2d layer.
  50982. * This can be useful to display a picture in the background of your scene for instance.
  50983. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50984. */
  50985. export class Layer {
  50986. /**
  50987. * Define the name of the layer.
  50988. */
  50989. name: string;
  50990. /**
  50991. * Define the texture the layer should display.
  50992. */
  50993. texture: Nullable<Texture>;
  50994. /**
  50995. * Is the layer in background or foreground.
  50996. */
  50997. isBackground: boolean;
  50998. /**
  50999. * Define the color of the layer (instead of texture).
  51000. */
  51001. color: Color4;
  51002. /**
  51003. * Define the scale of the layer in order to zoom in out of the texture.
  51004. */
  51005. scale: Vector2;
  51006. /**
  51007. * Define an offset for the layer in order to shift the texture.
  51008. */
  51009. offset: Vector2;
  51010. /**
  51011. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51012. */
  51013. alphaBlendingMode: number;
  51014. /**
  51015. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51016. * Alpha test will not mix with the background color in case of transparency.
  51017. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51018. */
  51019. alphaTest: boolean;
  51020. /**
  51021. * Define a mask to restrict the layer to only some of the scene cameras.
  51022. */
  51023. layerMask: number;
  51024. /**
  51025. * Define the list of render target the layer is visible into.
  51026. */
  51027. renderTargetTextures: RenderTargetTexture[];
  51028. /**
  51029. * Define if the layer is only used in renderTarget or if it also
  51030. * renders in the main frame buffer of the canvas.
  51031. */
  51032. renderOnlyInRenderTargetTextures: boolean;
  51033. private _scene;
  51034. private _vertexBuffers;
  51035. private _indexBuffer;
  51036. private _effect;
  51037. private _alphaTestEffect;
  51038. /**
  51039. * An event triggered when the layer is disposed.
  51040. */
  51041. onDisposeObservable: Observable<Layer>;
  51042. private _onDisposeObserver;
  51043. /**
  51044. * Back compatibility with callback before the onDisposeObservable existed.
  51045. * The set callback will be triggered when the layer has been disposed.
  51046. */
  51047. onDispose: () => void;
  51048. /**
  51049. * An event triggered before rendering the scene
  51050. */
  51051. onBeforeRenderObservable: Observable<Layer>;
  51052. private _onBeforeRenderObserver;
  51053. /**
  51054. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51055. * The set callback will be triggered just before rendering the layer.
  51056. */
  51057. onBeforeRender: () => void;
  51058. /**
  51059. * An event triggered after rendering the scene
  51060. */
  51061. onAfterRenderObservable: Observable<Layer>;
  51062. private _onAfterRenderObserver;
  51063. /**
  51064. * Back compatibility with callback before the onAfterRenderObservable existed.
  51065. * The set callback will be triggered just after rendering the layer.
  51066. */
  51067. onAfterRender: () => void;
  51068. /**
  51069. * Instantiates a new layer.
  51070. * This represents a full screen 2d layer.
  51071. * This can be useful to display a picture in the background of your scene for instance.
  51072. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51073. * @param name Define the name of the layer in the scene
  51074. * @param imgUrl Define the url of the texture to display in the layer
  51075. * @param scene Define the scene the layer belongs to
  51076. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51077. * @param color Defines a color for the layer
  51078. */
  51079. constructor(
  51080. /**
  51081. * Define the name of the layer.
  51082. */
  51083. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51084. private _createIndexBuffer;
  51085. /** @hidden */
  51086. _rebuild(): void;
  51087. /**
  51088. * Renders the layer in the scene.
  51089. */
  51090. render(): void;
  51091. /**
  51092. * Disposes and releases the associated ressources.
  51093. */
  51094. dispose(): void;
  51095. }
  51096. }
  51097. declare module "babylonjs/Layers/index" {
  51098. export * from "babylonjs/Layers/effectLayer";
  51099. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51100. export * from "babylonjs/Layers/glowLayer";
  51101. export * from "babylonjs/Layers/highlightLayer";
  51102. export * from "babylonjs/Layers/layer";
  51103. export * from "babylonjs/Layers/layerSceneComponent";
  51104. }
  51105. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51106. /** @hidden */
  51107. export var lensFlarePixelShader: {
  51108. name: string;
  51109. shader: string;
  51110. };
  51111. }
  51112. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51113. /** @hidden */
  51114. export var lensFlareVertexShader: {
  51115. name: string;
  51116. shader: string;
  51117. };
  51118. }
  51119. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51120. import { Scene } from "babylonjs/scene";
  51121. import { Vector3 } from "babylonjs/Maths/math.vector";
  51122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51123. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51124. import "babylonjs/Shaders/lensFlare.fragment";
  51125. import "babylonjs/Shaders/lensFlare.vertex";
  51126. import { Viewport } from "babylonjs/Maths/math.viewport";
  51127. /**
  51128. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51129. * It is usually composed of several `lensFlare`.
  51130. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51131. */
  51132. export class LensFlareSystem {
  51133. /**
  51134. * Define the name of the lens flare system
  51135. */
  51136. name: string;
  51137. /**
  51138. * List of lens flares used in this system.
  51139. */
  51140. lensFlares: LensFlare[];
  51141. /**
  51142. * Define a limit from the border the lens flare can be visible.
  51143. */
  51144. borderLimit: number;
  51145. /**
  51146. * Define a viewport border we do not want to see the lens flare in.
  51147. */
  51148. viewportBorder: number;
  51149. /**
  51150. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51151. */
  51152. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51153. /**
  51154. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51155. */
  51156. layerMask: number;
  51157. /**
  51158. * Define the id of the lens flare system in the scene.
  51159. * (equal to name by default)
  51160. */
  51161. id: string;
  51162. private _scene;
  51163. private _emitter;
  51164. private _vertexBuffers;
  51165. private _indexBuffer;
  51166. private _effect;
  51167. private _positionX;
  51168. private _positionY;
  51169. private _isEnabled;
  51170. /** @hidden */
  51171. static _SceneComponentInitialization: (scene: Scene) => void;
  51172. /**
  51173. * Instantiates a lens flare system.
  51174. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51175. * It is usually composed of several `lensFlare`.
  51176. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51177. * @param name Define the name of the lens flare system in the scene
  51178. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51179. * @param scene Define the scene the lens flare system belongs to
  51180. */
  51181. constructor(
  51182. /**
  51183. * Define the name of the lens flare system
  51184. */
  51185. name: string, emitter: any, scene: Scene);
  51186. /**
  51187. * Define if the lens flare system is enabled.
  51188. */
  51189. isEnabled: boolean;
  51190. /**
  51191. * Get the scene the effects belongs to.
  51192. * @returns the scene holding the lens flare system
  51193. */
  51194. getScene(): Scene;
  51195. /**
  51196. * Get the emitter of the lens flare system.
  51197. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51198. * @returns the emitter of the lens flare system
  51199. */
  51200. getEmitter(): any;
  51201. /**
  51202. * Set the emitter of the lens flare system.
  51203. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51204. * @param newEmitter Define the new emitter of the system
  51205. */
  51206. setEmitter(newEmitter: any): void;
  51207. /**
  51208. * Get the lens flare system emitter position.
  51209. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51210. * @returns the position
  51211. */
  51212. getEmitterPosition(): Vector3;
  51213. /**
  51214. * @hidden
  51215. */
  51216. computeEffectivePosition(globalViewport: Viewport): boolean;
  51217. /** @hidden */
  51218. _isVisible(): boolean;
  51219. /**
  51220. * @hidden
  51221. */
  51222. render(): boolean;
  51223. /**
  51224. * Dispose and release the lens flare with its associated resources.
  51225. */
  51226. dispose(): void;
  51227. /**
  51228. * Parse a lens flare system from a JSON repressentation
  51229. * @param parsedLensFlareSystem Define the JSON to parse
  51230. * @param scene Define the scene the parsed system should be instantiated in
  51231. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51232. * @returns the parsed system
  51233. */
  51234. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51235. /**
  51236. * Serialize the current Lens Flare System into a JSON representation.
  51237. * @returns the serialized JSON
  51238. */
  51239. serialize(): any;
  51240. }
  51241. }
  51242. declare module "babylonjs/LensFlares/lensFlare" {
  51243. import { Nullable } from "babylonjs/types";
  51244. import { Color3 } from "babylonjs/Maths/math.color";
  51245. import { Texture } from "babylonjs/Materials/Textures/texture";
  51246. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51247. /**
  51248. * This represents one of the lens effect in a `lensFlareSystem`.
  51249. * It controls one of the indiviual texture used in the effect.
  51250. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51251. */
  51252. export class LensFlare {
  51253. /**
  51254. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51255. */
  51256. size: number;
  51257. /**
  51258. * 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.
  51259. */
  51260. position: number;
  51261. /**
  51262. * Define the lens color.
  51263. */
  51264. color: Color3;
  51265. /**
  51266. * Define the lens texture.
  51267. */
  51268. texture: Nullable<Texture>;
  51269. /**
  51270. * Define the alpha mode to render this particular lens.
  51271. */
  51272. alphaMode: number;
  51273. private _system;
  51274. /**
  51275. * Creates a new Lens Flare.
  51276. * This represents one of the lens effect in a `lensFlareSystem`.
  51277. * It controls one of the indiviual texture used in the effect.
  51278. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51279. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51280. * @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.
  51281. * @param color Define the lens color
  51282. * @param imgUrl Define the lens texture url
  51283. * @param system Define the `lensFlareSystem` this flare is part of
  51284. * @returns The newly created Lens Flare
  51285. */
  51286. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51287. /**
  51288. * Instantiates a new Lens Flare.
  51289. * This represents one of the lens effect in a `lensFlareSystem`.
  51290. * It controls one of the indiviual texture used in the effect.
  51291. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51292. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51293. * @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.
  51294. * @param color Define the lens color
  51295. * @param imgUrl Define the lens texture url
  51296. * @param system Define the `lensFlareSystem` this flare is part of
  51297. */
  51298. constructor(
  51299. /**
  51300. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51301. */
  51302. size: number,
  51303. /**
  51304. * 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.
  51305. */
  51306. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51307. /**
  51308. * Dispose and release the lens flare with its associated resources.
  51309. */
  51310. dispose(): void;
  51311. }
  51312. }
  51313. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51314. import { Nullable } from "babylonjs/types";
  51315. import { Scene } from "babylonjs/scene";
  51316. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51317. import { AbstractScene } from "babylonjs/abstractScene";
  51318. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51319. module "babylonjs/abstractScene" {
  51320. interface AbstractScene {
  51321. /**
  51322. * The list of lens flare system added to the scene
  51323. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51324. */
  51325. lensFlareSystems: Array<LensFlareSystem>;
  51326. /**
  51327. * Removes the given lens flare system from this scene.
  51328. * @param toRemove The lens flare system to remove
  51329. * @returns The index of the removed lens flare system
  51330. */
  51331. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51332. /**
  51333. * Adds the given lens flare system to this scene
  51334. * @param newLensFlareSystem The lens flare system to add
  51335. */
  51336. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51337. /**
  51338. * Gets a lens flare system using its name
  51339. * @param name defines the name to look for
  51340. * @returns the lens flare system or null if not found
  51341. */
  51342. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51343. /**
  51344. * Gets a lens flare system using its id
  51345. * @param id defines the id to look for
  51346. * @returns the lens flare system or null if not found
  51347. */
  51348. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51349. }
  51350. }
  51351. /**
  51352. * Defines the lens flare scene component responsible to manage any lens flares
  51353. * in a given scene.
  51354. */
  51355. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51356. /**
  51357. * The component name helpfull to identify the component in the list of scene components.
  51358. */
  51359. readonly name: string;
  51360. /**
  51361. * The scene the component belongs to.
  51362. */
  51363. scene: Scene;
  51364. /**
  51365. * Creates a new instance of the component for the given scene
  51366. * @param scene Defines the scene to register the component in
  51367. */
  51368. constructor(scene: Scene);
  51369. /**
  51370. * Registers the component in a given scene
  51371. */
  51372. register(): void;
  51373. /**
  51374. * Rebuilds the elements related to this component in case of
  51375. * context lost for instance.
  51376. */
  51377. rebuild(): void;
  51378. /**
  51379. * Adds all the elements from the container to the scene
  51380. * @param container the container holding the elements
  51381. */
  51382. addFromContainer(container: AbstractScene): void;
  51383. /**
  51384. * Removes all the elements in the container from the scene
  51385. * @param container contains the elements to remove
  51386. * @param dispose if the removed element should be disposed (default: false)
  51387. */
  51388. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51389. /**
  51390. * Serializes the component data to the specified json object
  51391. * @param serializationObject The object to serialize to
  51392. */
  51393. serialize(serializationObject: any): void;
  51394. /**
  51395. * Disposes the component and the associated ressources.
  51396. */
  51397. dispose(): void;
  51398. private _draw;
  51399. }
  51400. }
  51401. declare module "babylonjs/LensFlares/index" {
  51402. export * from "babylonjs/LensFlares/lensFlare";
  51403. export * from "babylonjs/LensFlares/lensFlareSystem";
  51404. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51405. }
  51406. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51407. import { Scene } from "babylonjs/scene";
  51408. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51409. import { AbstractScene } from "babylonjs/abstractScene";
  51410. /**
  51411. * Defines the shadow generator component responsible to manage any shadow generators
  51412. * in a given scene.
  51413. */
  51414. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51415. /**
  51416. * The component name helpfull to identify the component in the list of scene components.
  51417. */
  51418. readonly name: string;
  51419. /**
  51420. * The scene the component belongs to.
  51421. */
  51422. scene: Scene;
  51423. /**
  51424. * Creates a new instance of the component for the given scene
  51425. * @param scene Defines the scene to register the component in
  51426. */
  51427. constructor(scene: Scene);
  51428. /**
  51429. * Registers the component in a given scene
  51430. */
  51431. register(): void;
  51432. /**
  51433. * Rebuilds the elements related to this component in case of
  51434. * context lost for instance.
  51435. */
  51436. rebuild(): void;
  51437. /**
  51438. * Serializes the component data to the specified json object
  51439. * @param serializationObject The object to serialize to
  51440. */
  51441. serialize(serializationObject: any): void;
  51442. /**
  51443. * Adds all the elements from the container to the scene
  51444. * @param container the container holding the elements
  51445. */
  51446. addFromContainer(container: AbstractScene): void;
  51447. /**
  51448. * Removes all the elements in the container from the scene
  51449. * @param container contains the elements to remove
  51450. * @param dispose if the removed element should be disposed (default: false)
  51451. */
  51452. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51453. /**
  51454. * Rebuilds the elements related to this component in case of
  51455. * context lost for instance.
  51456. */
  51457. dispose(): void;
  51458. private _gatherRenderTargets;
  51459. }
  51460. }
  51461. declare module "babylonjs/Lights/Shadows/index" {
  51462. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51463. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51464. }
  51465. declare module "babylonjs/Lights/pointLight" {
  51466. import { Scene } from "babylonjs/scene";
  51467. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51469. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51470. import { Effect } from "babylonjs/Materials/effect";
  51471. /**
  51472. * A point light is a light defined by an unique point in world space.
  51473. * The light is emitted in every direction from this point.
  51474. * A good example of a point light is a standard light bulb.
  51475. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51476. */
  51477. export class PointLight extends ShadowLight {
  51478. private _shadowAngle;
  51479. /**
  51480. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51481. * This specifies what angle the shadow will use to be created.
  51482. *
  51483. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51484. */
  51485. /**
  51486. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51487. * This specifies what angle the shadow will use to be created.
  51488. *
  51489. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51490. */
  51491. shadowAngle: number;
  51492. /**
  51493. * Gets the direction if it has been set.
  51494. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51495. */
  51496. /**
  51497. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51498. */
  51499. direction: Vector3;
  51500. /**
  51501. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51502. * A PointLight emits the light in every direction.
  51503. * It can cast shadows.
  51504. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51505. * ```javascript
  51506. * var pointLight = new PointLight("pl", camera.position, scene);
  51507. * ```
  51508. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51509. * @param name The light friendly name
  51510. * @param position The position of the point light in the scene
  51511. * @param scene The scene the lights belongs to
  51512. */
  51513. constructor(name: string, position: Vector3, scene: Scene);
  51514. /**
  51515. * Returns the string "PointLight"
  51516. * @returns the class name
  51517. */
  51518. getClassName(): string;
  51519. /**
  51520. * Returns the integer 0.
  51521. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51522. */
  51523. getTypeID(): number;
  51524. /**
  51525. * Specifies wether or not the shadowmap should be a cube texture.
  51526. * @returns true if the shadowmap needs to be a cube texture.
  51527. */
  51528. needCube(): boolean;
  51529. /**
  51530. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51531. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51532. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51533. */
  51534. getShadowDirection(faceIndex?: number): Vector3;
  51535. /**
  51536. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51537. * - fov = PI / 2
  51538. * - aspect ratio : 1.0
  51539. * - z-near and far equal to the active camera minZ and maxZ.
  51540. * Returns the PointLight.
  51541. */
  51542. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51543. protected _buildUniformLayout(): void;
  51544. /**
  51545. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51546. * @param effect The effect to update
  51547. * @param lightIndex The index of the light in the effect to update
  51548. * @returns The point light
  51549. */
  51550. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51551. /**
  51552. * Prepares the list of defines specific to the light type.
  51553. * @param defines the list of defines
  51554. * @param lightIndex defines the index of the light for the effect
  51555. */
  51556. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51557. }
  51558. }
  51559. declare module "babylonjs/Lights/index" {
  51560. export * from "babylonjs/Lights/light";
  51561. export * from "babylonjs/Lights/shadowLight";
  51562. export * from "babylonjs/Lights/Shadows/index";
  51563. export * from "babylonjs/Lights/directionalLight";
  51564. export * from "babylonjs/Lights/hemisphericLight";
  51565. export * from "babylonjs/Lights/pointLight";
  51566. export * from "babylonjs/Lights/spotLight";
  51567. }
  51568. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51569. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51570. /**
  51571. * Header information of HDR texture files.
  51572. */
  51573. export interface HDRInfo {
  51574. /**
  51575. * The height of the texture in pixels.
  51576. */
  51577. height: number;
  51578. /**
  51579. * The width of the texture in pixels.
  51580. */
  51581. width: number;
  51582. /**
  51583. * The index of the beginning of the data in the binary file.
  51584. */
  51585. dataPosition: number;
  51586. }
  51587. /**
  51588. * This groups tools to convert HDR texture to native colors array.
  51589. */
  51590. export class HDRTools {
  51591. private static Ldexp;
  51592. private static Rgbe2float;
  51593. private static readStringLine;
  51594. /**
  51595. * Reads header information from an RGBE texture stored in a native array.
  51596. * More information on this format are available here:
  51597. * https://en.wikipedia.org/wiki/RGBE_image_format
  51598. *
  51599. * @param uint8array The binary file stored in native array.
  51600. * @return The header information.
  51601. */
  51602. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51603. /**
  51604. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51605. * This RGBE texture needs to store the information as a panorama.
  51606. *
  51607. * More information on this format are available here:
  51608. * https://en.wikipedia.org/wiki/RGBE_image_format
  51609. *
  51610. * @param buffer The binary file stored in an array buffer.
  51611. * @param size The expected size of the extracted cubemap.
  51612. * @return The Cube Map information.
  51613. */
  51614. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51615. /**
  51616. * Returns the pixels data extracted from an RGBE texture.
  51617. * This pixels will be stored left to right up to down in the R G B order in one array.
  51618. *
  51619. * More information on this format are available here:
  51620. * https://en.wikipedia.org/wiki/RGBE_image_format
  51621. *
  51622. * @param uint8array The binary file stored in an array buffer.
  51623. * @param hdrInfo The header information of the file.
  51624. * @return The pixels data in RGB right to left up to down order.
  51625. */
  51626. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51627. private static RGBE_ReadPixels_RLE;
  51628. }
  51629. }
  51630. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51631. import { Nullable } from "babylonjs/types";
  51632. import { Scene } from "babylonjs/scene";
  51633. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51634. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51635. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51636. /**
  51637. * This represents a texture coming from an HDR input.
  51638. *
  51639. * The only supported format is currently panorama picture stored in RGBE format.
  51640. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51641. */
  51642. export class HDRCubeTexture extends BaseTexture {
  51643. private static _facesMapping;
  51644. private _generateHarmonics;
  51645. private _noMipmap;
  51646. private _textureMatrix;
  51647. private _size;
  51648. private _onLoad;
  51649. private _onError;
  51650. /**
  51651. * The texture URL.
  51652. */
  51653. url: string;
  51654. /**
  51655. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51656. */
  51657. coordinatesMode: number;
  51658. protected _isBlocking: boolean;
  51659. /**
  51660. * Sets wether or not the texture is blocking during loading.
  51661. */
  51662. /**
  51663. * Gets wether or not the texture is blocking during loading.
  51664. */
  51665. isBlocking: boolean;
  51666. protected _rotationY: number;
  51667. /**
  51668. * Sets texture matrix rotation angle around Y axis in radians.
  51669. */
  51670. /**
  51671. * Gets texture matrix rotation angle around Y axis radians.
  51672. */
  51673. rotationY: number;
  51674. /**
  51675. * Gets or sets the center of the bounding box associated with the cube texture
  51676. * It must define where the camera used to render the texture was set
  51677. */
  51678. boundingBoxPosition: Vector3;
  51679. private _boundingBoxSize;
  51680. /**
  51681. * Gets or sets the size of the bounding box associated with the cube texture
  51682. * When defined, the cubemap will switch to local mode
  51683. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51684. * @example https://www.babylonjs-playground.com/#RNASML
  51685. */
  51686. boundingBoxSize: Vector3;
  51687. /**
  51688. * Instantiates an HDRTexture from the following parameters.
  51689. *
  51690. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51691. * @param scene The scene the texture will be used in
  51692. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51693. * @param noMipmap Forces to not generate the mipmap if true
  51694. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51695. * @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)
  51696. * @param reserved Reserved flag for internal use.
  51697. */
  51698. 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>);
  51699. /**
  51700. * Get the current class name of the texture useful for serialization or dynamic coding.
  51701. * @returns "HDRCubeTexture"
  51702. */
  51703. getClassName(): string;
  51704. /**
  51705. * Occurs when the file is raw .hdr file.
  51706. */
  51707. private loadTexture;
  51708. clone(): HDRCubeTexture;
  51709. delayLoad(): void;
  51710. /**
  51711. * Get the texture reflection matrix used to rotate/transform the reflection.
  51712. * @returns the reflection matrix
  51713. */
  51714. getReflectionTextureMatrix(): Matrix;
  51715. /**
  51716. * Set the texture reflection matrix used to rotate/transform the reflection.
  51717. * @param value Define the reflection matrix to set
  51718. */
  51719. setReflectionTextureMatrix(value: Matrix): void;
  51720. /**
  51721. * Parses a JSON representation of an HDR Texture in order to create the texture
  51722. * @param parsedTexture Define the JSON representation
  51723. * @param scene Define the scene the texture should be created in
  51724. * @param rootUrl Define the root url in case we need to load relative dependencies
  51725. * @returns the newly created texture after parsing
  51726. */
  51727. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51728. serialize(): any;
  51729. }
  51730. }
  51731. declare module "babylonjs/Physics/physicsEngine" {
  51732. import { Nullable } from "babylonjs/types";
  51733. import { Vector3 } from "babylonjs/Maths/math.vector";
  51734. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51735. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51736. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51737. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51738. /**
  51739. * Class used to control physics engine
  51740. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51741. */
  51742. export class PhysicsEngine implements IPhysicsEngine {
  51743. private _physicsPlugin;
  51744. /**
  51745. * Global value used to control the smallest number supported by the simulation
  51746. */
  51747. static Epsilon: number;
  51748. private _impostors;
  51749. private _joints;
  51750. /**
  51751. * Gets the gravity vector used by the simulation
  51752. */
  51753. gravity: Vector3;
  51754. /**
  51755. * Factory used to create the default physics plugin.
  51756. * @returns The default physics plugin
  51757. */
  51758. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51759. /**
  51760. * Creates a new Physics Engine
  51761. * @param gravity defines the gravity vector used by the simulation
  51762. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51763. */
  51764. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51765. /**
  51766. * Sets the gravity vector used by the simulation
  51767. * @param gravity defines the gravity vector to use
  51768. */
  51769. setGravity(gravity: Vector3): void;
  51770. /**
  51771. * Set the time step of the physics engine.
  51772. * Default is 1/60.
  51773. * To slow it down, enter 1/600 for example.
  51774. * To speed it up, 1/30
  51775. * @param newTimeStep defines the new timestep to apply to this world.
  51776. */
  51777. setTimeStep(newTimeStep?: number): void;
  51778. /**
  51779. * Get the time step of the physics engine.
  51780. * @returns the current time step
  51781. */
  51782. getTimeStep(): number;
  51783. /**
  51784. * Release all resources
  51785. */
  51786. dispose(): void;
  51787. /**
  51788. * Gets the name of the current physics plugin
  51789. * @returns the name of the plugin
  51790. */
  51791. getPhysicsPluginName(): string;
  51792. /**
  51793. * Adding a new impostor for the impostor tracking.
  51794. * This will be done by the impostor itself.
  51795. * @param impostor the impostor to add
  51796. */
  51797. addImpostor(impostor: PhysicsImpostor): void;
  51798. /**
  51799. * Remove an impostor from the engine.
  51800. * This impostor and its mesh will not longer be updated by the physics engine.
  51801. * @param impostor the impostor to remove
  51802. */
  51803. removeImpostor(impostor: PhysicsImpostor): void;
  51804. /**
  51805. * Add a joint to the physics engine
  51806. * @param mainImpostor defines the main impostor to which the joint is added.
  51807. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51808. * @param joint defines the joint that will connect both impostors.
  51809. */
  51810. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51811. /**
  51812. * Removes a joint from the simulation
  51813. * @param mainImpostor defines the impostor used with the joint
  51814. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51815. * @param joint defines the joint to remove
  51816. */
  51817. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51818. /**
  51819. * Called by the scene. No need to call it.
  51820. * @param delta defines the timespam between frames
  51821. */
  51822. _step(delta: number): void;
  51823. /**
  51824. * Gets the current plugin used to run the simulation
  51825. * @returns current plugin
  51826. */
  51827. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51828. /**
  51829. * Gets the list of physic impostors
  51830. * @returns an array of PhysicsImpostor
  51831. */
  51832. getImpostors(): Array<PhysicsImpostor>;
  51833. /**
  51834. * Gets the impostor for a physics enabled object
  51835. * @param object defines the object impersonated by the impostor
  51836. * @returns the PhysicsImpostor or null if not found
  51837. */
  51838. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51839. /**
  51840. * Gets the impostor for a physics body object
  51841. * @param body defines physics body used by the impostor
  51842. * @returns the PhysicsImpostor or null if not found
  51843. */
  51844. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51845. /**
  51846. * Does a raycast in the physics world
  51847. * @param from when should the ray start?
  51848. * @param to when should the ray end?
  51849. * @returns PhysicsRaycastResult
  51850. */
  51851. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51852. }
  51853. }
  51854. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51855. import { Nullable } from "babylonjs/types";
  51856. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51858. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51859. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51860. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51861. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51862. /** @hidden */
  51863. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51864. private _useDeltaForWorldStep;
  51865. world: any;
  51866. name: string;
  51867. private _physicsMaterials;
  51868. private _fixedTimeStep;
  51869. private _cannonRaycastResult;
  51870. private _raycastResult;
  51871. private _physicsBodysToRemoveAfterStep;
  51872. BJSCANNON: any;
  51873. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51874. setGravity(gravity: Vector3): void;
  51875. setTimeStep(timeStep: number): void;
  51876. getTimeStep(): number;
  51877. executeStep(delta: number): void;
  51878. private _removeMarkedPhysicsBodiesFromWorld;
  51879. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51880. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51881. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51882. private _processChildMeshes;
  51883. removePhysicsBody(impostor: PhysicsImpostor): void;
  51884. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51885. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51886. private _addMaterial;
  51887. private _checkWithEpsilon;
  51888. private _createShape;
  51889. private _createHeightmap;
  51890. private _minus90X;
  51891. private _plus90X;
  51892. private _tmpPosition;
  51893. private _tmpDeltaPosition;
  51894. private _tmpUnityRotation;
  51895. private _updatePhysicsBodyTransformation;
  51896. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51897. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51898. isSupported(): boolean;
  51899. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51900. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51901. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51902. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51903. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51904. getBodyMass(impostor: PhysicsImpostor): number;
  51905. getBodyFriction(impostor: PhysicsImpostor): number;
  51906. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51907. getBodyRestitution(impostor: PhysicsImpostor): number;
  51908. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51909. sleepBody(impostor: PhysicsImpostor): void;
  51910. wakeUpBody(impostor: PhysicsImpostor): void;
  51911. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51912. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51913. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51914. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51915. getRadius(impostor: PhysicsImpostor): number;
  51916. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51917. dispose(): void;
  51918. private _extendNamespace;
  51919. /**
  51920. * Does a raycast in the physics world
  51921. * @param from when should the ray start?
  51922. * @param to when should the ray end?
  51923. * @returns PhysicsRaycastResult
  51924. */
  51925. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51926. }
  51927. }
  51928. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51929. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51930. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51931. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51933. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51934. import { Nullable } from "babylonjs/types";
  51935. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51936. /** @hidden */
  51937. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51938. world: any;
  51939. name: string;
  51940. BJSOIMO: any;
  51941. private _raycastResult;
  51942. constructor(iterations?: number, oimoInjection?: any);
  51943. setGravity(gravity: Vector3): void;
  51944. setTimeStep(timeStep: number): void;
  51945. getTimeStep(): number;
  51946. private _tmpImpostorsArray;
  51947. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51948. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51949. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51950. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51951. private _tmpPositionVector;
  51952. removePhysicsBody(impostor: PhysicsImpostor): void;
  51953. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51954. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51955. isSupported(): boolean;
  51956. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51957. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51958. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51959. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51960. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51961. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51962. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51963. getBodyMass(impostor: PhysicsImpostor): number;
  51964. getBodyFriction(impostor: PhysicsImpostor): number;
  51965. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51966. getBodyRestitution(impostor: PhysicsImpostor): number;
  51967. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51968. sleepBody(impostor: PhysicsImpostor): void;
  51969. wakeUpBody(impostor: PhysicsImpostor): void;
  51970. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51971. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51972. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51973. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51974. getRadius(impostor: PhysicsImpostor): number;
  51975. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51976. dispose(): void;
  51977. /**
  51978. * Does a raycast in the physics world
  51979. * @param from when should the ray start?
  51980. * @param to when should the ray end?
  51981. * @returns PhysicsRaycastResult
  51982. */
  51983. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51984. }
  51985. }
  51986. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51987. import { Nullable } from "babylonjs/types";
  51988. import { Scene } from "babylonjs/scene";
  51989. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51990. import { Color4 } from "babylonjs/Maths/math.color";
  51991. import { Mesh } from "babylonjs/Meshes/mesh";
  51992. /**
  51993. * Class containing static functions to help procedurally build meshes
  51994. */
  51995. export class RibbonBuilder {
  51996. /**
  51997. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51998. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51999. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52000. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52001. * * 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
  52002. * * 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
  52003. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52004. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52005. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52006. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52007. * * 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
  52008. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52009. * * 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
  52010. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52012. * @param name defines the name of the mesh
  52013. * @param options defines the options used to create the mesh
  52014. * @param scene defines the hosting scene
  52015. * @returns the ribbon mesh
  52016. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52017. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52018. */
  52019. static CreateRibbon(name: string, options: {
  52020. pathArray: Vector3[][];
  52021. closeArray?: boolean;
  52022. closePath?: boolean;
  52023. offset?: number;
  52024. updatable?: boolean;
  52025. sideOrientation?: number;
  52026. frontUVs?: Vector4;
  52027. backUVs?: Vector4;
  52028. instance?: Mesh;
  52029. invertUV?: boolean;
  52030. uvs?: Vector2[];
  52031. colors?: Color4[];
  52032. }, scene?: Nullable<Scene>): Mesh;
  52033. }
  52034. }
  52035. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52036. import { Nullable } from "babylonjs/types";
  52037. import { Scene } from "babylonjs/scene";
  52038. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52039. import { Mesh } from "babylonjs/Meshes/mesh";
  52040. /**
  52041. * Class containing static functions to help procedurally build meshes
  52042. */
  52043. export class ShapeBuilder {
  52044. /**
  52045. * 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.
  52046. * * 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.
  52047. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52048. * * 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.
  52049. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52050. * * 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
  52051. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52052. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52054. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52055. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52057. * @param name defines the name of the mesh
  52058. * @param options defines the options used to create the mesh
  52059. * @param scene defines the hosting scene
  52060. * @returns the extruded shape mesh
  52061. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52062. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52063. */
  52064. static ExtrudeShape(name: string, options: {
  52065. shape: Vector3[];
  52066. path: Vector3[];
  52067. scale?: number;
  52068. rotation?: number;
  52069. cap?: number;
  52070. updatable?: boolean;
  52071. sideOrientation?: number;
  52072. frontUVs?: Vector4;
  52073. backUVs?: Vector4;
  52074. instance?: Mesh;
  52075. invertUV?: boolean;
  52076. }, scene?: Nullable<Scene>): Mesh;
  52077. /**
  52078. * Creates an custom extruded shape mesh.
  52079. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52080. * * 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.
  52081. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52082. * * 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
  52083. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52084. * * 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
  52085. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52086. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52087. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52088. * * 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
  52089. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52090. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52092. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52093. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52095. * @param name defines the name of the mesh
  52096. * @param options defines the options used to create the mesh
  52097. * @param scene defines the hosting scene
  52098. * @returns the custom extruded shape mesh
  52099. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52102. */
  52103. static ExtrudeShapeCustom(name: string, options: {
  52104. shape: Vector3[];
  52105. path: Vector3[];
  52106. scaleFunction?: any;
  52107. rotationFunction?: any;
  52108. ribbonCloseArray?: boolean;
  52109. ribbonClosePath?: boolean;
  52110. cap?: number;
  52111. updatable?: boolean;
  52112. sideOrientation?: number;
  52113. frontUVs?: Vector4;
  52114. backUVs?: Vector4;
  52115. instance?: Mesh;
  52116. invertUV?: boolean;
  52117. }, scene?: Nullable<Scene>): Mesh;
  52118. private static _ExtrudeShapeGeneric;
  52119. }
  52120. }
  52121. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52122. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52123. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52124. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52125. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52126. import { Nullable } from "babylonjs/types";
  52127. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52128. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52129. /**
  52130. * AmmoJS Physics plugin
  52131. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52132. * @see https://github.com/kripken/ammo.js/
  52133. */
  52134. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52135. private _useDeltaForWorldStep;
  52136. /**
  52137. * Reference to the Ammo library
  52138. */
  52139. bjsAMMO: any;
  52140. /**
  52141. * Created ammoJS world which physics bodies are added to
  52142. */
  52143. world: any;
  52144. /**
  52145. * Name of the plugin
  52146. */
  52147. name: string;
  52148. private _timeStep;
  52149. private _fixedTimeStep;
  52150. private _maxSteps;
  52151. private _tmpQuaternion;
  52152. private _tmpAmmoTransform;
  52153. private _tmpAmmoQuaternion;
  52154. private _tmpAmmoConcreteContactResultCallback;
  52155. private _collisionConfiguration;
  52156. private _dispatcher;
  52157. private _overlappingPairCache;
  52158. private _solver;
  52159. private _softBodySolver;
  52160. private _tmpAmmoVectorA;
  52161. private _tmpAmmoVectorB;
  52162. private _tmpAmmoVectorC;
  52163. private _tmpAmmoVectorD;
  52164. private _tmpContactCallbackResult;
  52165. private _tmpAmmoVectorRCA;
  52166. private _tmpAmmoVectorRCB;
  52167. private _raycastResult;
  52168. private static readonly DISABLE_COLLISION_FLAG;
  52169. private static readonly KINEMATIC_FLAG;
  52170. private static readonly DISABLE_DEACTIVATION_FLAG;
  52171. /**
  52172. * Initializes the ammoJS plugin
  52173. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52174. * @param ammoInjection can be used to inject your own ammo reference
  52175. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52176. */
  52177. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52178. /**
  52179. * Sets the gravity of the physics world (m/(s^2))
  52180. * @param gravity Gravity to set
  52181. */
  52182. setGravity(gravity: Vector3): void;
  52183. /**
  52184. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52185. * @param timeStep timestep to use in seconds
  52186. */
  52187. setTimeStep(timeStep: number): void;
  52188. /**
  52189. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52190. * @param fixedTimeStep fixedTimeStep to use in seconds
  52191. */
  52192. setFixedTimeStep(fixedTimeStep: number): void;
  52193. /**
  52194. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52195. * @param maxSteps the maximum number of steps by the physics engine per frame
  52196. */
  52197. setMaxSteps(maxSteps: number): void;
  52198. /**
  52199. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52200. * @returns the current timestep in seconds
  52201. */
  52202. getTimeStep(): number;
  52203. private _isImpostorInContact;
  52204. private _isImpostorPairInContact;
  52205. private _stepSimulation;
  52206. /**
  52207. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52208. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52209. * After the step the babylon meshes are set to the position of the physics imposters
  52210. * @param delta amount of time to step forward
  52211. * @param impostors array of imposters to update before/after the step
  52212. */
  52213. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52214. /**
  52215. * Update babylon mesh to match physics world object
  52216. * @param impostor imposter to match
  52217. */
  52218. private _afterSoftStep;
  52219. /**
  52220. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52221. * @param impostor imposter to match
  52222. */
  52223. private _ropeStep;
  52224. /**
  52225. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52226. * @param impostor imposter to match
  52227. */
  52228. private _softbodyOrClothStep;
  52229. private _tmpVector;
  52230. private _tmpMatrix;
  52231. /**
  52232. * Applies an impulse on the imposter
  52233. * @param impostor imposter to apply impulse to
  52234. * @param force amount of force to be applied to the imposter
  52235. * @param contactPoint the location to apply the impulse on the imposter
  52236. */
  52237. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52238. /**
  52239. * Applies a force on the imposter
  52240. * @param impostor imposter to apply force
  52241. * @param force amount of force to be applied to the imposter
  52242. * @param contactPoint the location to apply the force on the imposter
  52243. */
  52244. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52245. /**
  52246. * Creates a physics body using the plugin
  52247. * @param impostor the imposter to create the physics body on
  52248. */
  52249. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52250. /**
  52251. * Removes the physics body from the imposter and disposes of the body's memory
  52252. * @param impostor imposter to remove the physics body from
  52253. */
  52254. removePhysicsBody(impostor: PhysicsImpostor): void;
  52255. /**
  52256. * Generates a joint
  52257. * @param impostorJoint the imposter joint to create the joint with
  52258. */
  52259. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52260. /**
  52261. * Removes a joint
  52262. * @param impostorJoint the imposter joint to remove the joint from
  52263. */
  52264. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52265. private _addMeshVerts;
  52266. /**
  52267. * Initialise the soft body vertices to match its object's (mesh) vertices
  52268. * Softbody vertices (nodes) are in world space and to match this
  52269. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52270. * @param impostor to create the softbody for
  52271. */
  52272. private _softVertexData;
  52273. /**
  52274. * Create an impostor's soft body
  52275. * @param impostor to create the softbody for
  52276. */
  52277. private _createSoftbody;
  52278. /**
  52279. * Create cloth for an impostor
  52280. * @param impostor to create the softbody for
  52281. */
  52282. private _createCloth;
  52283. /**
  52284. * Create rope for an impostor
  52285. * @param impostor to create the softbody for
  52286. */
  52287. private _createRope;
  52288. private _addHullVerts;
  52289. private _createShape;
  52290. /**
  52291. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52292. * @param impostor imposter containing the physics body and babylon object
  52293. */
  52294. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52295. /**
  52296. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52297. * @param impostor imposter containing the physics body and babylon object
  52298. * @param newPosition new position
  52299. * @param newRotation new rotation
  52300. */
  52301. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52302. /**
  52303. * If this plugin is supported
  52304. * @returns true if its supported
  52305. */
  52306. isSupported(): boolean;
  52307. /**
  52308. * Sets the linear velocity of the physics body
  52309. * @param impostor imposter to set the velocity on
  52310. * @param velocity velocity to set
  52311. */
  52312. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52313. /**
  52314. * Sets the angular velocity of the physics body
  52315. * @param impostor imposter to set the velocity on
  52316. * @param velocity velocity to set
  52317. */
  52318. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52319. /**
  52320. * gets the linear velocity
  52321. * @param impostor imposter to get linear velocity from
  52322. * @returns linear velocity
  52323. */
  52324. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52325. /**
  52326. * gets the angular velocity
  52327. * @param impostor imposter to get angular velocity from
  52328. * @returns angular velocity
  52329. */
  52330. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52331. /**
  52332. * Sets the mass of physics body
  52333. * @param impostor imposter to set the mass on
  52334. * @param mass mass to set
  52335. */
  52336. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52337. /**
  52338. * Gets the mass of the physics body
  52339. * @param impostor imposter to get the mass from
  52340. * @returns mass
  52341. */
  52342. getBodyMass(impostor: PhysicsImpostor): number;
  52343. /**
  52344. * Gets friction of the impostor
  52345. * @param impostor impostor to get friction from
  52346. * @returns friction value
  52347. */
  52348. getBodyFriction(impostor: PhysicsImpostor): number;
  52349. /**
  52350. * Sets friction of the impostor
  52351. * @param impostor impostor to set friction on
  52352. * @param friction friction value
  52353. */
  52354. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52355. /**
  52356. * Gets restitution of the impostor
  52357. * @param impostor impostor to get restitution from
  52358. * @returns restitution value
  52359. */
  52360. getBodyRestitution(impostor: PhysicsImpostor): number;
  52361. /**
  52362. * Sets resitution of the impostor
  52363. * @param impostor impostor to set resitution on
  52364. * @param restitution resitution value
  52365. */
  52366. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52367. /**
  52368. * Gets pressure inside the impostor
  52369. * @param impostor impostor to get pressure from
  52370. * @returns pressure value
  52371. */
  52372. getBodyPressure(impostor: PhysicsImpostor): number;
  52373. /**
  52374. * Sets pressure inside a soft body impostor
  52375. * Cloth and rope must remain 0 pressure
  52376. * @param impostor impostor to set pressure on
  52377. * @param pressure pressure value
  52378. */
  52379. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52380. /**
  52381. * Gets stiffness of the impostor
  52382. * @param impostor impostor to get stiffness from
  52383. * @returns pressure value
  52384. */
  52385. getBodyStiffness(impostor: PhysicsImpostor): number;
  52386. /**
  52387. * Sets stiffness of the impostor
  52388. * @param impostor impostor to set stiffness on
  52389. * @param stiffness stiffness value from 0 to 1
  52390. */
  52391. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52392. /**
  52393. * Gets velocityIterations of the impostor
  52394. * @param impostor impostor to get velocity iterations from
  52395. * @returns velocityIterations value
  52396. */
  52397. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52398. /**
  52399. * Sets velocityIterations of the impostor
  52400. * @param impostor impostor to set velocity iterations on
  52401. * @param velocityIterations velocityIterations value
  52402. */
  52403. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52404. /**
  52405. * Gets positionIterations of the impostor
  52406. * @param impostor impostor to get position iterations from
  52407. * @returns positionIterations value
  52408. */
  52409. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52410. /**
  52411. * Sets positionIterations of the impostor
  52412. * @param impostor impostor to set position on
  52413. * @param positionIterations positionIterations value
  52414. */
  52415. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52416. /**
  52417. * Append an anchor to a cloth object
  52418. * @param impostor is the cloth impostor to add anchor to
  52419. * @param otherImpostor is the rigid impostor to anchor to
  52420. * @param width ratio across width from 0 to 1
  52421. * @param height ratio up height from 0 to 1
  52422. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52423. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52424. */
  52425. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52426. /**
  52427. * Append an hook to a rope object
  52428. * @param impostor is the rope impostor to add hook to
  52429. * @param otherImpostor is the rigid impostor to hook to
  52430. * @param length ratio along the rope from 0 to 1
  52431. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52432. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52433. */
  52434. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52435. /**
  52436. * Sleeps the physics body and stops it from being active
  52437. * @param impostor impostor to sleep
  52438. */
  52439. sleepBody(impostor: PhysicsImpostor): void;
  52440. /**
  52441. * Activates the physics body
  52442. * @param impostor impostor to activate
  52443. */
  52444. wakeUpBody(impostor: PhysicsImpostor): void;
  52445. /**
  52446. * Updates the distance parameters of the joint
  52447. * @param joint joint to update
  52448. * @param maxDistance maximum distance of the joint
  52449. * @param minDistance minimum distance of the joint
  52450. */
  52451. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52452. /**
  52453. * Sets a motor on the joint
  52454. * @param joint joint to set motor on
  52455. * @param speed speed of the motor
  52456. * @param maxForce maximum force of the motor
  52457. * @param motorIndex index of the motor
  52458. */
  52459. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52460. /**
  52461. * Sets the motors limit
  52462. * @param joint joint to set limit on
  52463. * @param upperLimit upper limit
  52464. * @param lowerLimit lower limit
  52465. */
  52466. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52467. /**
  52468. * Syncs the position and rotation of a mesh with the impostor
  52469. * @param mesh mesh to sync
  52470. * @param impostor impostor to update the mesh with
  52471. */
  52472. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52473. /**
  52474. * Gets the radius of the impostor
  52475. * @param impostor impostor to get radius from
  52476. * @returns the radius
  52477. */
  52478. getRadius(impostor: PhysicsImpostor): number;
  52479. /**
  52480. * Gets the box size of the impostor
  52481. * @param impostor impostor to get box size from
  52482. * @param result the resulting box size
  52483. */
  52484. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52485. /**
  52486. * Disposes of the impostor
  52487. */
  52488. dispose(): void;
  52489. /**
  52490. * Does a raycast in the physics world
  52491. * @param from when should the ray start?
  52492. * @param to when should the ray end?
  52493. * @returns PhysicsRaycastResult
  52494. */
  52495. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52496. }
  52497. }
  52498. declare module "babylonjs/Probes/reflectionProbe" {
  52499. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52500. import { Vector3 } from "babylonjs/Maths/math.vector";
  52501. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52502. import { Nullable } from "babylonjs/types";
  52503. import { Scene } from "babylonjs/scene";
  52504. module "babylonjs/abstractScene" {
  52505. interface AbstractScene {
  52506. /**
  52507. * The list of reflection probes added to the scene
  52508. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52509. */
  52510. reflectionProbes: Array<ReflectionProbe>;
  52511. /**
  52512. * Removes the given reflection probe from this scene.
  52513. * @param toRemove The reflection probe to remove
  52514. * @returns The index of the removed reflection probe
  52515. */
  52516. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52517. /**
  52518. * Adds the given reflection probe to this scene.
  52519. * @param newReflectionProbe The reflection probe to add
  52520. */
  52521. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52522. }
  52523. }
  52524. /**
  52525. * Class used to generate realtime reflection / refraction cube textures
  52526. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52527. */
  52528. export class ReflectionProbe {
  52529. /** defines the name of the probe */
  52530. name: string;
  52531. private _scene;
  52532. private _renderTargetTexture;
  52533. private _projectionMatrix;
  52534. private _viewMatrix;
  52535. private _target;
  52536. private _add;
  52537. private _attachedMesh;
  52538. private _invertYAxis;
  52539. /** Gets or sets probe position (center of the cube map) */
  52540. position: Vector3;
  52541. /**
  52542. * Creates a new reflection probe
  52543. * @param name defines the name of the probe
  52544. * @param size defines the texture resolution (for each face)
  52545. * @param scene defines the hosting scene
  52546. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52547. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52548. */
  52549. constructor(
  52550. /** defines the name of the probe */
  52551. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52552. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52553. samples: number;
  52554. /** Gets or sets the refresh rate to use (on every frame by default) */
  52555. refreshRate: number;
  52556. /**
  52557. * Gets the hosting scene
  52558. * @returns a Scene
  52559. */
  52560. getScene(): Scene;
  52561. /** Gets the internal CubeTexture used to render to */
  52562. readonly cubeTexture: RenderTargetTexture;
  52563. /** Gets the list of meshes to render */
  52564. readonly renderList: Nullable<AbstractMesh[]>;
  52565. /**
  52566. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52567. * @param mesh defines the mesh to attach to
  52568. */
  52569. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52570. /**
  52571. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52572. * @param renderingGroupId The rendering group id corresponding to its index
  52573. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52574. */
  52575. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52576. /**
  52577. * Clean all associated resources
  52578. */
  52579. dispose(): void;
  52580. /**
  52581. * Converts the reflection probe information to a readable string for debug purpose.
  52582. * @param fullDetails Supports for multiple levels of logging within scene loading
  52583. * @returns the human readable reflection probe info
  52584. */
  52585. toString(fullDetails?: boolean): string;
  52586. /**
  52587. * Get the class name of the relfection probe.
  52588. * @returns "ReflectionProbe"
  52589. */
  52590. getClassName(): string;
  52591. /**
  52592. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52593. * @returns The JSON representation of the texture
  52594. */
  52595. serialize(): any;
  52596. /**
  52597. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52598. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52599. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52600. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52601. * @returns The parsed reflection probe if successful
  52602. */
  52603. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52604. }
  52605. }
  52606. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52607. /** @hidden */
  52608. export var _BabylonLoaderRegistered: boolean;
  52609. }
  52610. declare module "babylonjs/Loading/Plugins/index" {
  52611. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52612. }
  52613. declare module "babylonjs/Loading/index" {
  52614. export * from "babylonjs/Loading/loadingScreen";
  52615. export * from "babylonjs/Loading/Plugins/index";
  52616. export * from "babylonjs/Loading/sceneLoader";
  52617. export * from "babylonjs/Loading/sceneLoaderFlags";
  52618. }
  52619. declare module "babylonjs/Materials/Background/index" {
  52620. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52621. }
  52622. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52623. import { Scene } from "babylonjs/scene";
  52624. import { Color3 } from "babylonjs/Maths/math.color";
  52625. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52626. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52627. /**
  52628. * The Physically based simple base material of BJS.
  52629. *
  52630. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52631. * It is used as the base class for both the specGloss and metalRough conventions.
  52632. */
  52633. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52634. /**
  52635. * Number of Simultaneous lights allowed on the material.
  52636. */
  52637. maxSimultaneousLights: number;
  52638. /**
  52639. * If sets to true, disables all the lights affecting the material.
  52640. */
  52641. disableLighting: boolean;
  52642. /**
  52643. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52644. */
  52645. environmentTexture: BaseTexture;
  52646. /**
  52647. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52648. */
  52649. invertNormalMapX: boolean;
  52650. /**
  52651. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52652. */
  52653. invertNormalMapY: boolean;
  52654. /**
  52655. * Normal map used in the model.
  52656. */
  52657. normalTexture: BaseTexture;
  52658. /**
  52659. * Emissivie color used to self-illuminate the model.
  52660. */
  52661. emissiveColor: Color3;
  52662. /**
  52663. * Emissivie texture used to self-illuminate the model.
  52664. */
  52665. emissiveTexture: BaseTexture;
  52666. /**
  52667. * Occlusion Channel Strenght.
  52668. */
  52669. occlusionStrength: number;
  52670. /**
  52671. * Occlusion Texture of the material (adding extra occlusion effects).
  52672. */
  52673. occlusionTexture: BaseTexture;
  52674. /**
  52675. * Defines the alpha limits in alpha test mode.
  52676. */
  52677. alphaCutOff: number;
  52678. /**
  52679. * Gets the current double sided mode.
  52680. */
  52681. /**
  52682. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52683. */
  52684. doubleSided: boolean;
  52685. /**
  52686. * Stores the pre-calculated light information of a mesh in a texture.
  52687. */
  52688. lightmapTexture: BaseTexture;
  52689. /**
  52690. * If true, the light map contains occlusion information instead of lighting info.
  52691. */
  52692. useLightmapAsShadowmap: boolean;
  52693. /**
  52694. * Instantiates a new PBRMaterial instance.
  52695. *
  52696. * @param name The material name
  52697. * @param scene The scene the material will be use in.
  52698. */
  52699. constructor(name: string, scene: Scene);
  52700. getClassName(): string;
  52701. }
  52702. }
  52703. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52704. import { Scene } from "babylonjs/scene";
  52705. import { Color3 } from "babylonjs/Maths/math.color";
  52706. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52707. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52708. /**
  52709. * The PBR material of BJS following the metal roughness convention.
  52710. *
  52711. * This fits to the PBR convention in the GLTF definition:
  52712. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52713. */
  52714. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52715. /**
  52716. * The base color has two different interpretations depending on the value of metalness.
  52717. * When the material is a metal, the base color is the specific measured reflectance value
  52718. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52719. * of the material.
  52720. */
  52721. baseColor: Color3;
  52722. /**
  52723. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52724. * well as opacity information in the alpha channel.
  52725. */
  52726. baseTexture: BaseTexture;
  52727. /**
  52728. * Specifies the metallic scalar value of the material.
  52729. * Can also be used to scale the metalness values of the metallic texture.
  52730. */
  52731. metallic: number;
  52732. /**
  52733. * Specifies the roughness scalar value of the material.
  52734. * Can also be used to scale the roughness values of the metallic texture.
  52735. */
  52736. roughness: number;
  52737. /**
  52738. * Texture containing both the metallic value in the B channel and the
  52739. * roughness value in the G channel to keep better precision.
  52740. */
  52741. metallicRoughnessTexture: BaseTexture;
  52742. /**
  52743. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52744. *
  52745. * @param name The material name
  52746. * @param scene The scene the material will be use in.
  52747. */
  52748. constructor(name: string, scene: Scene);
  52749. /**
  52750. * Return the currrent class name of the material.
  52751. */
  52752. getClassName(): string;
  52753. /**
  52754. * Makes a duplicate of the current material.
  52755. * @param name - name to use for the new material.
  52756. */
  52757. clone(name: string): PBRMetallicRoughnessMaterial;
  52758. /**
  52759. * Serialize the material to a parsable JSON object.
  52760. */
  52761. serialize(): any;
  52762. /**
  52763. * Parses a JSON object correponding to the serialize function.
  52764. */
  52765. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52766. }
  52767. }
  52768. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52769. import { Scene } from "babylonjs/scene";
  52770. import { Color3 } from "babylonjs/Maths/math.color";
  52771. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52772. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52773. /**
  52774. * The PBR material of BJS following the specular glossiness convention.
  52775. *
  52776. * This fits to the PBR convention in the GLTF definition:
  52777. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52778. */
  52779. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52780. /**
  52781. * Specifies the diffuse color of the material.
  52782. */
  52783. diffuseColor: Color3;
  52784. /**
  52785. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52786. * channel.
  52787. */
  52788. diffuseTexture: BaseTexture;
  52789. /**
  52790. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52791. */
  52792. specularColor: Color3;
  52793. /**
  52794. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52795. */
  52796. glossiness: number;
  52797. /**
  52798. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52799. */
  52800. specularGlossinessTexture: BaseTexture;
  52801. /**
  52802. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52803. *
  52804. * @param name The material name
  52805. * @param scene The scene the material will be use in.
  52806. */
  52807. constructor(name: string, scene: Scene);
  52808. /**
  52809. * Return the currrent class name of the material.
  52810. */
  52811. getClassName(): string;
  52812. /**
  52813. * Makes a duplicate of the current material.
  52814. * @param name - name to use for the new material.
  52815. */
  52816. clone(name: string): PBRSpecularGlossinessMaterial;
  52817. /**
  52818. * Serialize the material to a parsable JSON object.
  52819. */
  52820. serialize(): any;
  52821. /**
  52822. * Parses a JSON object correponding to the serialize function.
  52823. */
  52824. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52825. }
  52826. }
  52827. declare module "babylonjs/Materials/PBR/index" {
  52828. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52829. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52830. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52831. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52832. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52833. }
  52834. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52835. import { Nullable } from "babylonjs/types";
  52836. import { Scene } from "babylonjs/scene";
  52837. import { Matrix } from "babylonjs/Maths/math.vector";
  52838. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52839. /**
  52840. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52841. * It can help converting any input color in a desired output one. This can then be used to create effects
  52842. * from sepia, black and white to sixties or futuristic rendering...
  52843. *
  52844. * The only supported format is currently 3dl.
  52845. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52846. */
  52847. export class ColorGradingTexture extends BaseTexture {
  52848. /**
  52849. * The current texture matrix. (will always be identity in color grading texture)
  52850. */
  52851. private _textureMatrix;
  52852. /**
  52853. * The texture URL.
  52854. */
  52855. url: string;
  52856. /**
  52857. * Empty line regex stored for GC.
  52858. */
  52859. private static _noneEmptyLineRegex;
  52860. private _engine;
  52861. /**
  52862. * Instantiates a ColorGradingTexture from the following parameters.
  52863. *
  52864. * @param url The location of the color gradind data (currently only supporting 3dl)
  52865. * @param scene The scene the texture will be used in
  52866. */
  52867. constructor(url: string, scene: Scene);
  52868. /**
  52869. * Returns the texture matrix used in most of the material.
  52870. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52871. */
  52872. getTextureMatrix(): Matrix;
  52873. /**
  52874. * Occurs when the file being loaded is a .3dl LUT file.
  52875. */
  52876. private load3dlTexture;
  52877. /**
  52878. * Starts the loading process of the texture.
  52879. */
  52880. private loadTexture;
  52881. /**
  52882. * Clones the color gradind texture.
  52883. */
  52884. clone(): ColorGradingTexture;
  52885. /**
  52886. * Called during delayed load for textures.
  52887. */
  52888. delayLoad(): void;
  52889. /**
  52890. * Parses a color grading texture serialized by Babylon.
  52891. * @param parsedTexture The texture information being parsedTexture
  52892. * @param scene The scene to load the texture in
  52893. * @param rootUrl The root url of the data assets to load
  52894. * @return A color gradind texture
  52895. */
  52896. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52897. /**
  52898. * Serializes the LUT texture to json format.
  52899. */
  52900. serialize(): any;
  52901. }
  52902. }
  52903. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52904. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52905. import { Scene } from "babylonjs/scene";
  52906. import { Nullable } from "babylonjs/types";
  52907. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52908. /**
  52909. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52910. */
  52911. export class EquiRectangularCubeTexture extends BaseTexture {
  52912. /** The six faces of the cube. */
  52913. private static _FacesMapping;
  52914. private _noMipmap;
  52915. private _onLoad;
  52916. private _onError;
  52917. /** The size of the cubemap. */
  52918. private _size;
  52919. /** The buffer of the image. */
  52920. private _buffer;
  52921. /** The width of the input image. */
  52922. private _width;
  52923. /** The height of the input image. */
  52924. private _height;
  52925. /** The URL to the image. */
  52926. url: string;
  52927. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52928. coordinatesMode: number;
  52929. /**
  52930. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52931. * @param url The location of the image
  52932. * @param scene The scene the texture will be used in
  52933. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52934. * @param noMipmap Forces to not generate the mipmap if true
  52935. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52936. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52937. * @param onLoad — defines a callback called when texture is loaded
  52938. * @param onError — defines a callback called if there is an error
  52939. */
  52940. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52941. /**
  52942. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52943. */
  52944. private loadImage;
  52945. /**
  52946. * Convert the image buffer into a cubemap and create a CubeTexture.
  52947. */
  52948. private loadTexture;
  52949. /**
  52950. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52951. * @param buffer The ArrayBuffer that should be converted.
  52952. * @returns The buffer as Float32Array.
  52953. */
  52954. private getFloat32ArrayFromArrayBuffer;
  52955. /**
  52956. * Get the current class name of the texture useful for serialization or dynamic coding.
  52957. * @returns "EquiRectangularCubeTexture"
  52958. */
  52959. getClassName(): string;
  52960. /**
  52961. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52962. * @returns A clone of the current EquiRectangularCubeTexture.
  52963. */
  52964. clone(): EquiRectangularCubeTexture;
  52965. }
  52966. }
  52967. declare module "babylonjs/Misc/tga" {
  52968. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52969. /**
  52970. * Based on jsTGALoader - Javascript loader for TGA file
  52971. * By Vincent Thibault
  52972. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52973. */
  52974. export class TGATools {
  52975. private static _TYPE_INDEXED;
  52976. private static _TYPE_RGB;
  52977. private static _TYPE_GREY;
  52978. private static _TYPE_RLE_INDEXED;
  52979. private static _TYPE_RLE_RGB;
  52980. private static _TYPE_RLE_GREY;
  52981. private static _ORIGIN_MASK;
  52982. private static _ORIGIN_SHIFT;
  52983. private static _ORIGIN_BL;
  52984. private static _ORIGIN_BR;
  52985. private static _ORIGIN_UL;
  52986. private static _ORIGIN_UR;
  52987. /**
  52988. * Gets the header of a TGA file
  52989. * @param data defines the TGA data
  52990. * @returns the header
  52991. */
  52992. static GetTGAHeader(data: Uint8Array): any;
  52993. /**
  52994. * Uploads TGA content to a Babylon Texture
  52995. * @hidden
  52996. */
  52997. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52998. /** @hidden */
  52999. 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;
  53000. /** @hidden */
  53001. 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;
  53002. /** @hidden */
  53003. 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;
  53004. /** @hidden */
  53005. 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;
  53006. /** @hidden */
  53007. 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;
  53008. /** @hidden */
  53009. 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;
  53010. }
  53011. }
  53012. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53013. import { Nullable } from "babylonjs/types";
  53014. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53015. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53016. /**
  53017. * Implementation of the TGA Texture Loader.
  53018. * @hidden
  53019. */
  53020. export class _TGATextureLoader implements IInternalTextureLoader {
  53021. /**
  53022. * Defines wether the loader supports cascade loading the different faces.
  53023. */
  53024. readonly supportCascades: boolean;
  53025. /**
  53026. * This returns if the loader support the current file information.
  53027. * @param extension defines the file extension of the file being loaded
  53028. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53029. * @param fallback defines the fallback internal texture if any
  53030. * @param isBase64 defines whether the texture is encoded as a base64
  53031. * @param isBuffer defines whether the texture data are stored as a buffer
  53032. * @returns true if the loader can load the specified file
  53033. */
  53034. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53035. /**
  53036. * Transform the url before loading if required.
  53037. * @param rootUrl the url of the texture
  53038. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53039. * @returns the transformed texture
  53040. */
  53041. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53042. /**
  53043. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53044. * @param rootUrl the url of the texture
  53045. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53046. * @returns the fallback texture
  53047. */
  53048. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53049. /**
  53050. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53051. * @param data contains the texture data
  53052. * @param texture defines the BabylonJS internal texture
  53053. * @param createPolynomials will be true if polynomials have been requested
  53054. * @param onLoad defines the callback to trigger once the texture is ready
  53055. * @param onError defines the callback to trigger in case of error
  53056. */
  53057. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53058. /**
  53059. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53060. * @param data contains the texture data
  53061. * @param texture defines the BabylonJS internal texture
  53062. * @param callback defines the method to call once ready to upload
  53063. */
  53064. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53065. }
  53066. }
  53067. declare module "babylonjs/Misc/basis" {
  53068. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53069. /**
  53070. * Info about the .basis files
  53071. */
  53072. class BasisFileInfo {
  53073. /**
  53074. * If the file has alpha
  53075. */
  53076. hasAlpha: boolean;
  53077. /**
  53078. * Info about each image of the basis file
  53079. */
  53080. images: Array<{
  53081. levels: Array<{
  53082. width: number;
  53083. height: number;
  53084. transcodedPixels: ArrayBufferView;
  53085. }>;
  53086. }>;
  53087. }
  53088. /**
  53089. * Result of transcoding a basis file
  53090. */
  53091. class TranscodeResult {
  53092. /**
  53093. * Info about the .basis file
  53094. */
  53095. fileInfo: BasisFileInfo;
  53096. /**
  53097. * Format to use when loading the file
  53098. */
  53099. format: number;
  53100. }
  53101. /**
  53102. * Configuration options for the Basis transcoder
  53103. */
  53104. export class BasisTranscodeConfiguration {
  53105. /**
  53106. * Supported compression formats used to determine the supported output format of the transcoder
  53107. */
  53108. supportedCompressionFormats?: {
  53109. /**
  53110. * etc1 compression format
  53111. */
  53112. etc1?: boolean;
  53113. /**
  53114. * s3tc compression format
  53115. */
  53116. s3tc?: boolean;
  53117. /**
  53118. * pvrtc compression format
  53119. */
  53120. pvrtc?: boolean;
  53121. /**
  53122. * etc2 compression format
  53123. */
  53124. etc2?: boolean;
  53125. };
  53126. /**
  53127. * If mipmap levels should be loaded for transcoded images (Default: true)
  53128. */
  53129. loadMipmapLevels?: boolean;
  53130. /**
  53131. * Index of a single image to load (Default: all images)
  53132. */
  53133. loadSingleImage?: number;
  53134. }
  53135. /**
  53136. * Used to load .Basis files
  53137. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53138. */
  53139. export class BasisTools {
  53140. private static _IgnoreSupportedFormats;
  53141. /**
  53142. * URL to use when loading the basis transcoder
  53143. */
  53144. static JSModuleURL: string;
  53145. /**
  53146. * URL to use when loading the wasm module for the transcoder
  53147. */
  53148. static WasmModuleURL: string;
  53149. /**
  53150. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53151. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53152. * @returns internal format corresponding to the Basis format
  53153. */
  53154. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53155. private static _WorkerPromise;
  53156. private static _Worker;
  53157. private static _actionId;
  53158. private static _CreateWorkerAsync;
  53159. /**
  53160. * Transcodes a loaded image file to compressed pixel data
  53161. * @param imageData image data to transcode
  53162. * @param config configuration options for the transcoding
  53163. * @returns a promise resulting in the transcoded image
  53164. */
  53165. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53166. /**
  53167. * Loads a texture from the transcode result
  53168. * @param texture texture load to
  53169. * @param transcodeResult the result of transcoding the basis file to load from
  53170. */
  53171. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53172. }
  53173. }
  53174. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53175. import { Nullable } from "babylonjs/types";
  53176. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53177. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53178. /**
  53179. * Loader for .basis file format
  53180. */
  53181. export class _BasisTextureLoader implements IInternalTextureLoader {
  53182. /**
  53183. * Defines whether the loader supports cascade loading the different faces.
  53184. */
  53185. readonly supportCascades: boolean;
  53186. /**
  53187. * This returns if the loader support the current file information.
  53188. * @param extension defines the file extension of the file being loaded
  53189. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53190. * @param fallback defines the fallback internal texture if any
  53191. * @param isBase64 defines whether the texture is encoded as a base64
  53192. * @param isBuffer defines whether the texture data are stored as a buffer
  53193. * @returns true if the loader can load the specified file
  53194. */
  53195. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53196. /**
  53197. * Transform the url before loading if required.
  53198. * @param rootUrl the url of the texture
  53199. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53200. * @returns the transformed texture
  53201. */
  53202. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53203. /**
  53204. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53205. * @param rootUrl the url of the texture
  53206. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53207. * @returns the fallback texture
  53208. */
  53209. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53210. /**
  53211. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53212. * @param data contains the texture data
  53213. * @param texture defines the BabylonJS internal texture
  53214. * @param createPolynomials will be true if polynomials have been requested
  53215. * @param onLoad defines the callback to trigger once the texture is ready
  53216. * @param onError defines the callback to trigger in case of error
  53217. */
  53218. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53219. /**
  53220. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53221. * @param data contains the texture data
  53222. * @param texture defines the BabylonJS internal texture
  53223. * @param callback defines the method to call once ready to upload
  53224. */
  53225. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53226. }
  53227. }
  53228. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53229. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53230. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53231. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53232. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53233. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53234. }
  53235. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53236. import { Scene } from "babylonjs/scene";
  53237. import { Texture } from "babylonjs/Materials/Textures/texture";
  53238. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53239. /**
  53240. * 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.
  53241. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53243. */
  53244. export class CustomProceduralTexture extends ProceduralTexture {
  53245. private _animate;
  53246. private _time;
  53247. private _config;
  53248. private _texturePath;
  53249. /**
  53250. * Instantiates a new Custom Procedural Texture.
  53251. * 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.
  53252. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53253. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53254. * @param name Define the name of the texture
  53255. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53256. * @param size Define the size of the texture to create
  53257. * @param scene Define the scene the texture belongs to
  53258. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53259. * @param generateMipMaps Define if the texture should creates mip maps or not
  53260. */
  53261. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53262. private _loadJson;
  53263. /**
  53264. * Is the texture ready to be used ? (rendered at least once)
  53265. * @returns true if ready, otherwise, false.
  53266. */
  53267. isReady(): boolean;
  53268. /**
  53269. * Render the texture to its associated render target.
  53270. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53271. */
  53272. render(useCameraPostProcess?: boolean): void;
  53273. /**
  53274. * Update the list of dependant textures samplers in the shader.
  53275. */
  53276. updateTextures(): void;
  53277. /**
  53278. * Update the uniform values of the procedural texture in the shader.
  53279. */
  53280. updateShaderUniforms(): void;
  53281. /**
  53282. * Define if the texture animates or not.
  53283. */
  53284. animate: boolean;
  53285. }
  53286. }
  53287. declare module "babylonjs/Shaders/noise.fragment" {
  53288. /** @hidden */
  53289. export var noisePixelShader: {
  53290. name: string;
  53291. shader: string;
  53292. };
  53293. }
  53294. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53295. import { Nullable } from "babylonjs/types";
  53296. import { Scene } from "babylonjs/scene";
  53297. import { Texture } from "babylonjs/Materials/Textures/texture";
  53298. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53299. import "babylonjs/Shaders/noise.fragment";
  53300. /**
  53301. * Class used to generate noise procedural textures
  53302. */
  53303. export class NoiseProceduralTexture extends ProceduralTexture {
  53304. private _time;
  53305. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53306. brightness: number;
  53307. /** Defines the number of octaves to process */
  53308. octaves: number;
  53309. /** Defines the level of persistence (0.8 by default) */
  53310. persistence: number;
  53311. /** Gets or sets animation speed factor (default is 1) */
  53312. animationSpeedFactor: number;
  53313. /**
  53314. * Creates a new NoiseProceduralTexture
  53315. * @param name defines the name fo the texture
  53316. * @param size defines the size of the texture (default is 256)
  53317. * @param scene defines the hosting scene
  53318. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53319. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53320. */
  53321. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53322. private _updateShaderUniforms;
  53323. protected _getDefines(): string;
  53324. /** Generate the current state of the procedural texture */
  53325. render(useCameraPostProcess?: boolean): void;
  53326. /**
  53327. * Serializes this noise procedural texture
  53328. * @returns a serialized noise procedural texture object
  53329. */
  53330. serialize(): any;
  53331. /**
  53332. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53333. * @param parsedTexture defines parsed texture data
  53334. * @param scene defines the current scene
  53335. * @param rootUrl defines the root URL containing noise procedural texture information
  53336. * @returns a parsed NoiseProceduralTexture
  53337. */
  53338. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53339. }
  53340. }
  53341. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53342. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53343. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53344. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53345. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53346. }
  53347. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53348. import { Nullable } from "babylonjs/types";
  53349. import { Scene } from "babylonjs/scene";
  53350. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53351. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53352. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53353. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53354. /**
  53355. * Raw cube texture where the raw buffers are passed in
  53356. */
  53357. export class RawCubeTexture extends CubeTexture {
  53358. /**
  53359. * Creates a cube texture where the raw buffers are passed in.
  53360. * @param scene defines the scene the texture is attached to
  53361. * @param data defines the array of data to use to create each face
  53362. * @param size defines the size of the textures
  53363. * @param format defines the format of the data
  53364. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53365. * @param generateMipMaps defines if the engine should generate the mip levels
  53366. * @param invertY defines if data must be stored with Y axis inverted
  53367. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53368. * @param compression defines the compression used (null by default)
  53369. */
  53370. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53371. /**
  53372. * Updates the raw cube texture.
  53373. * @param data defines the data to store
  53374. * @param format defines the data format
  53375. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53376. * @param invertY defines if data must be stored with Y axis inverted
  53377. * @param compression defines the compression used (null by default)
  53378. * @param level defines which level of the texture to update
  53379. */
  53380. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53381. /**
  53382. * Updates a raw cube texture with RGBD encoded data.
  53383. * @param data defines the array of data [mipmap][face] to use to create each face
  53384. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53385. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53386. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53387. * @returns a promsie that resolves when the operation is complete
  53388. */
  53389. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53390. /**
  53391. * Clones the raw cube texture.
  53392. * @return a new cube texture
  53393. */
  53394. clone(): CubeTexture;
  53395. /** @hidden */
  53396. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53397. }
  53398. }
  53399. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53400. import { Scene } from "babylonjs/scene";
  53401. import { Texture } from "babylonjs/Materials/Textures/texture";
  53402. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53403. /**
  53404. * Class used to store 3D textures containing user data
  53405. */
  53406. export class RawTexture3D extends Texture {
  53407. /** Gets or sets the texture format to use */
  53408. format: number;
  53409. private _engine;
  53410. /**
  53411. * Create a new RawTexture3D
  53412. * @param data defines the data of the texture
  53413. * @param width defines the width of the texture
  53414. * @param height defines the height of the texture
  53415. * @param depth defines the depth of the texture
  53416. * @param format defines the texture format to use
  53417. * @param scene defines the hosting scene
  53418. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53419. * @param invertY defines if texture must be stored with Y axis inverted
  53420. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53421. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53422. */
  53423. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53424. /** Gets or sets the texture format to use */
  53425. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53426. /**
  53427. * Update the texture with new data
  53428. * @param data defines the data to store in the texture
  53429. */
  53430. update(data: ArrayBufferView): void;
  53431. }
  53432. }
  53433. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53434. import { Scene } from "babylonjs/scene";
  53435. import { Plane } from "babylonjs/Maths/math.plane";
  53436. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53437. /**
  53438. * Creates a refraction texture used by refraction channel of the standard material.
  53439. * It is like a mirror but to see through a material.
  53440. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53441. */
  53442. export class RefractionTexture extends RenderTargetTexture {
  53443. /**
  53444. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53445. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  53446. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53447. */
  53448. refractionPlane: Plane;
  53449. /**
  53450. * Define how deep under the surface we should see.
  53451. */
  53452. depth: number;
  53453. /**
  53454. * Creates a refraction texture used by refraction channel of the standard material.
  53455. * It is like a mirror but to see through a material.
  53456. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53457. * @param name Define the texture name
  53458. * @param size Define the size of the underlying texture
  53459. * @param scene Define the scene the refraction belongs to
  53460. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53461. */
  53462. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53463. /**
  53464. * Clone the refraction texture.
  53465. * @returns the cloned texture
  53466. */
  53467. clone(): RefractionTexture;
  53468. /**
  53469. * Serialize the texture to a JSON representation you could use in Parse later on
  53470. * @returns the serialized JSON representation
  53471. */
  53472. serialize(): any;
  53473. }
  53474. }
  53475. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53476. import { Nullable } from "babylonjs/types";
  53477. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53478. import { Matrix } from "babylonjs/Maths/math.vector";
  53479. import { Engine } from "babylonjs/Engines/engine";
  53480. import { Scene } from "babylonjs/scene";
  53481. /**
  53482. * Defines the options related to the creation of an HtmlElementTexture
  53483. */
  53484. export interface IHtmlElementTextureOptions {
  53485. /**
  53486. * Defines wether mip maps should be created or not.
  53487. */
  53488. generateMipMaps?: boolean;
  53489. /**
  53490. * Defines the sampling mode of the texture.
  53491. */
  53492. samplingMode?: number;
  53493. /**
  53494. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53495. */
  53496. engine: Nullable<Engine>;
  53497. /**
  53498. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53499. */
  53500. scene: Nullable<Scene>;
  53501. }
  53502. /**
  53503. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53504. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53505. * is automatically managed.
  53506. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53507. * in your application.
  53508. *
  53509. * As the update is not automatic, you need to call them manually.
  53510. */
  53511. export class HtmlElementTexture extends BaseTexture {
  53512. /**
  53513. * The texture URL.
  53514. */
  53515. element: HTMLVideoElement | HTMLCanvasElement;
  53516. private static readonly DefaultOptions;
  53517. private _textureMatrix;
  53518. private _engine;
  53519. private _isVideo;
  53520. private _generateMipMaps;
  53521. private _samplingMode;
  53522. /**
  53523. * Instantiates a HtmlElementTexture from the following parameters.
  53524. *
  53525. * @param name Defines the name of the texture
  53526. * @param element Defines the video or canvas the texture is filled with
  53527. * @param options Defines the other none mandatory texture creation options
  53528. */
  53529. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53530. private _createInternalTexture;
  53531. /**
  53532. * Returns the texture matrix used in most of the material.
  53533. */
  53534. getTextureMatrix(): Matrix;
  53535. /**
  53536. * Updates the content of the texture.
  53537. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53538. */
  53539. update(invertY?: Nullable<boolean>): void;
  53540. }
  53541. }
  53542. declare module "babylonjs/Materials/Textures/index" {
  53543. export * from "babylonjs/Materials/Textures/baseTexture";
  53544. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53545. export * from "babylonjs/Materials/Textures/cubeTexture";
  53546. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53547. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53548. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53549. export * from "babylonjs/Materials/Textures/internalTexture";
  53550. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53551. export * from "babylonjs/Materials/Textures/Loaders/index";
  53552. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53553. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53554. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53555. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53556. export * from "babylonjs/Materials/Textures/rawTexture";
  53557. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53558. export * from "babylonjs/Materials/Textures/refractionTexture";
  53559. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53560. export * from "babylonjs/Materials/Textures/texture";
  53561. export * from "babylonjs/Materials/Textures/videoTexture";
  53562. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53563. }
  53564. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53565. /**
  53566. * Enum used to define the target of a block
  53567. */
  53568. export enum NodeMaterialBlockTargets {
  53569. /** Vertex shader */
  53570. Vertex = 1,
  53571. /** Fragment shader */
  53572. Fragment = 2,
  53573. /** Neutral */
  53574. Neutral = 4,
  53575. /** Vertex and Fragment */
  53576. VertexAndFragment = 3
  53577. }
  53578. }
  53579. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53580. /**
  53581. * Defines the kind of connection point for node based material
  53582. */
  53583. export enum NodeMaterialBlockConnectionPointTypes {
  53584. /** Float */
  53585. Float = 1,
  53586. /** Int */
  53587. Int = 2,
  53588. /** Vector2 */
  53589. Vector2 = 4,
  53590. /** Vector3 */
  53591. Vector3 = 8,
  53592. /** Vector4 */
  53593. Vector4 = 16,
  53594. /** Color3 */
  53595. Color3 = 32,
  53596. /** Color4 */
  53597. Color4 = 64,
  53598. /** Matrix */
  53599. Matrix = 128,
  53600. /** Detect type based on connection */
  53601. AutoDetect = 1024,
  53602. /** Output type that will be defined by input type */
  53603. BasedOnInput = 2048
  53604. }
  53605. }
  53606. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53607. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53608. /**
  53609. * Root class for all node material optimizers
  53610. */
  53611. export class NodeMaterialOptimizer {
  53612. /**
  53613. * Function used to optimize a NodeMaterial graph
  53614. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53615. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53616. */
  53617. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53618. }
  53619. }
  53620. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53621. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53622. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53623. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53624. import { Scene } from "babylonjs/scene";
  53625. /**
  53626. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53627. */
  53628. export class TransformBlock extends NodeMaterialBlock {
  53629. /**
  53630. * Defines the value to use to complement W value to transform it to a Vector4
  53631. */
  53632. complementW: number;
  53633. /**
  53634. * Defines the value to use to complement z value to transform it to a Vector4
  53635. */
  53636. complementZ: number;
  53637. /**
  53638. * Creates a new TransformBlock
  53639. * @param name defines the block name
  53640. */
  53641. constructor(name: string);
  53642. /**
  53643. * Gets the current class name
  53644. * @returns the class name
  53645. */
  53646. getClassName(): string;
  53647. /**
  53648. * Gets the vector input
  53649. */
  53650. readonly vector: NodeMaterialConnectionPoint;
  53651. /**
  53652. * Gets the output component
  53653. */
  53654. readonly output: NodeMaterialConnectionPoint;
  53655. /**
  53656. * Gets the matrix transform input
  53657. */
  53658. readonly transform: NodeMaterialConnectionPoint;
  53659. protected _buildBlock(state: NodeMaterialBuildState): this;
  53660. serialize(): any;
  53661. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53662. }
  53663. }
  53664. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53665. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53666. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53667. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53668. /**
  53669. * Block used to output the vertex position
  53670. */
  53671. export class VertexOutputBlock extends NodeMaterialBlock {
  53672. /**
  53673. * Creates a new VertexOutputBlock
  53674. * @param name defines the block name
  53675. */
  53676. constructor(name: string);
  53677. /**
  53678. * Gets the current class name
  53679. * @returns the class name
  53680. */
  53681. getClassName(): string;
  53682. /**
  53683. * Gets the vector input component
  53684. */
  53685. readonly vector: NodeMaterialConnectionPoint;
  53686. protected _buildBlock(state: NodeMaterialBuildState): this;
  53687. }
  53688. }
  53689. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53690. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53691. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53692. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53693. /**
  53694. * Block used to output the final color
  53695. */
  53696. export class FragmentOutputBlock extends NodeMaterialBlock {
  53697. /**
  53698. * Create a new FragmentOutputBlock
  53699. * @param name defines the block name
  53700. */
  53701. constructor(name: string);
  53702. /**
  53703. * Gets the current class name
  53704. * @returns the class name
  53705. */
  53706. getClassName(): string;
  53707. /**
  53708. * Gets the rgba input component
  53709. */
  53710. readonly rgba: NodeMaterialConnectionPoint;
  53711. /**
  53712. * Gets the rgb input component
  53713. */
  53714. readonly rgb: NodeMaterialConnectionPoint;
  53715. /**
  53716. * Gets the a input component
  53717. */
  53718. readonly a: NodeMaterialConnectionPoint;
  53719. protected _buildBlock(state: NodeMaterialBuildState): this;
  53720. }
  53721. }
  53722. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53723. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53724. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53725. import { Scene } from "babylonjs/scene";
  53726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53727. import { Matrix } from "babylonjs/Maths/math.vector";
  53728. import { Mesh } from "babylonjs/Meshes/mesh";
  53729. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53730. import { Observable } from "babylonjs/Misc/observable";
  53731. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53732. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53733. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53734. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53735. import { Nullable } from "babylonjs/types";
  53736. /**
  53737. * Interface used to configure the node material editor
  53738. */
  53739. export interface INodeMaterialEditorOptions {
  53740. /** Define the URl to load node editor script */
  53741. editorURL?: string;
  53742. }
  53743. /** @hidden */
  53744. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53745. /** BONES */
  53746. NUM_BONE_INFLUENCERS: number;
  53747. BonesPerMesh: number;
  53748. BONETEXTURE: boolean;
  53749. /** MORPH TARGETS */
  53750. MORPHTARGETS: boolean;
  53751. MORPHTARGETS_NORMAL: boolean;
  53752. MORPHTARGETS_TANGENT: boolean;
  53753. MORPHTARGETS_UV: boolean;
  53754. NUM_MORPH_INFLUENCERS: number;
  53755. /** IMAGE PROCESSING */
  53756. IMAGEPROCESSING: boolean;
  53757. VIGNETTE: boolean;
  53758. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53759. VIGNETTEBLENDMODEOPAQUE: boolean;
  53760. TONEMAPPING: boolean;
  53761. TONEMAPPING_ACES: boolean;
  53762. CONTRAST: boolean;
  53763. EXPOSURE: boolean;
  53764. COLORCURVES: boolean;
  53765. COLORGRADING: boolean;
  53766. COLORGRADING3D: boolean;
  53767. SAMPLER3DGREENDEPTH: boolean;
  53768. SAMPLER3DBGRMAP: boolean;
  53769. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53770. constructor();
  53771. setValue(name: string, value: boolean): void;
  53772. }
  53773. /**
  53774. * Class used to configure NodeMaterial
  53775. */
  53776. export interface INodeMaterialOptions {
  53777. /**
  53778. * Defines if blocks should emit comments
  53779. */
  53780. emitComments: boolean;
  53781. }
  53782. /**
  53783. * Class used to create a node based material built by assembling shader blocks
  53784. */
  53785. export class NodeMaterial extends PushMaterial {
  53786. private _options;
  53787. private _vertexCompilationState;
  53788. private _fragmentCompilationState;
  53789. private _sharedData;
  53790. private _buildId;
  53791. private _buildWasSuccessful;
  53792. private _cachedWorldViewMatrix;
  53793. private _cachedWorldViewProjectionMatrix;
  53794. private _optimizers;
  53795. /** Define the URl to load node editor script */
  53796. static EditorURL: string;
  53797. private BJSNODEMATERIALEDITOR;
  53798. /** Get the inspector from bundle or global */
  53799. private _getGlobalNodeMaterialEditor;
  53800. /**
  53801. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  53802. */
  53803. ignoreAlpha: boolean;
  53804. /**
  53805. * Defines the maximum number of lights that can be used in the material
  53806. */
  53807. maxSimultaneousLights: number;
  53808. /**
  53809. * Observable raised when the material is built
  53810. */
  53811. onBuildObservable: Observable<NodeMaterial>;
  53812. /**
  53813. * Gets or sets the root nodes of the material vertex shader
  53814. */
  53815. _vertexOutputNodes: NodeMaterialBlock[];
  53816. /**
  53817. * Gets or sets the root nodes of the material fragment (pixel) shader
  53818. */
  53819. _fragmentOutputNodes: NodeMaterialBlock[];
  53820. /** Gets or sets options to control the node material overall behavior */
  53821. options: INodeMaterialOptions;
  53822. /**
  53823. * Default configuration related to image processing available in the standard Material.
  53824. */
  53825. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53826. /**
  53827. * Gets the image processing configuration used either in this material.
  53828. */
  53829. /**
  53830. * Sets the Default image processing configuration used either in the this material.
  53831. *
  53832. * If sets to null, the scene one is in use.
  53833. */
  53834. imageProcessingConfiguration: ImageProcessingConfiguration;
  53835. /**
  53836. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  53837. */
  53838. attachedBlocks: NodeMaterialBlock[];
  53839. /**
  53840. * Create a new node based material
  53841. * @param name defines the material name
  53842. * @param scene defines the hosting scene
  53843. * @param options defines creation option
  53844. */
  53845. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53846. /**
  53847. * Gets the current class name of the material e.g. "NodeMaterial"
  53848. * @returns the class name
  53849. */
  53850. getClassName(): string;
  53851. /**
  53852. * Keep track of the image processing observer to allow dispose and replace.
  53853. */
  53854. private _imageProcessingObserver;
  53855. /**
  53856. * Attaches a new image processing configuration to the Standard Material.
  53857. * @param configuration
  53858. */
  53859. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53860. /**
  53861. * Adds a new optimizer to the list of optimizers
  53862. * @param optimizer defines the optimizers to add
  53863. * @returns the current material
  53864. */
  53865. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53866. /**
  53867. * Remove an optimizer from the list of optimizers
  53868. * @param optimizer defines the optimizers to remove
  53869. * @returns the current material
  53870. */
  53871. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53872. /**
  53873. * Add a new block to the list of output nodes
  53874. * @param node defines the node to add
  53875. * @returns the current material
  53876. */
  53877. addOutputNode(node: NodeMaterialBlock): this;
  53878. /**
  53879. * Remove a block from the list of root nodes
  53880. * @param node defines the node to remove
  53881. * @returns the current material
  53882. */
  53883. removeOutputNode(node: NodeMaterialBlock): this;
  53884. private _addVertexOutputNode;
  53885. private _removeVertexOutputNode;
  53886. private _addFragmentOutputNode;
  53887. private _removeFragmentOutputNode;
  53888. /**
  53889. * Specifies if the material will require alpha blending
  53890. * @returns a boolean specifying if alpha blending is needed
  53891. */
  53892. needAlphaBlending(): boolean;
  53893. /**
  53894. * Specifies if this material should be rendered in alpha test mode
  53895. * @returns a boolean specifying if an alpha test is needed.
  53896. */
  53897. needAlphaTesting(): boolean;
  53898. private _initializeBlock;
  53899. private _resetDualBlocks;
  53900. /**
  53901. * Build the material and generates the inner effect
  53902. * @param verbose defines if the build should log activity
  53903. */
  53904. build(verbose?: boolean): void;
  53905. /**
  53906. * Runs an otpimization phase to try to improve the shader code
  53907. */
  53908. optimize(): void;
  53909. private _prepareDefinesForAttributes;
  53910. /**
  53911. * Get if the submesh is ready to be used and all its information available.
  53912. * Child classes can use it to update shaders
  53913. * @param mesh defines the mesh to check
  53914. * @param subMesh defines which submesh to check
  53915. * @param useInstances specifies that instances should be used
  53916. * @returns a boolean indicating that the submesh is ready or not
  53917. */
  53918. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53919. /**
  53920. * Get a string representing the shaders built by the current node graph
  53921. */
  53922. readonly compiledShaders: string;
  53923. /**
  53924. * Binds the world matrix to the material
  53925. * @param world defines the world transformation matrix
  53926. */
  53927. bindOnlyWorldMatrix(world: Matrix): void;
  53928. /**
  53929. * Binds the submesh to this material by preparing the effect and shader to draw
  53930. * @param world defines the world transformation matrix
  53931. * @param mesh defines the mesh containing the submesh
  53932. * @param subMesh defines the submesh to bind the material to
  53933. */
  53934. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53935. /**
  53936. * Gets the active textures from the material
  53937. * @returns an array of textures
  53938. */
  53939. getActiveTextures(): BaseTexture[];
  53940. /**
  53941. * Specifies if the material uses a texture
  53942. * @param texture defines the texture to check against the material
  53943. * @returns a boolean specifying if the material uses the texture
  53944. */
  53945. hasTexture(texture: BaseTexture): boolean;
  53946. /**
  53947. * Disposes the material
  53948. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53949. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53950. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53951. */
  53952. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53953. /** Creates the node editor window. */
  53954. private _createNodeEditor;
  53955. /**
  53956. * Launch the node material editor
  53957. * @param config Define the configuration of the editor
  53958. * @return a promise fulfilled when the node editor is visible
  53959. */
  53960. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53961. /**
  53962. * Clear the current material
  53963. */
  53964. clear(): void;
  53965. /**
  53966. * Clear the current material and set it to a default state
  53967. */
  53968. setToDefault(): void;
  53969. private _gatherBlocks;
  53970. /**
  53971. * Serializes this material in a JSON representation
  53972. * @returns the serialized material object
  53973. */
  53974. serialize(): any;
  53975. /**
  53976. * Clear the current graph and load a new one from a serialization object
  53977. * @param source defines the JSON representation of the material
  53978. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53979. */
  53980. loadFromSerialization(source: any, rootUrl?: string): void;
  53981. /**
  53982. * Creates a node material from parsed material data
  53983. * @param source defines the JSON representation of the material
  53984. * @param scene defines the hosting scene
  53985. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53986. * @returns a new node material
  53987. */
  53988. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53989. }
  53990. }
  53991. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53992. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53993. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53994. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53995. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53997. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53998. import { Effect } from "babylonjs/Materials/effect";
  53999. import { Mesh } from "babylonjs/Meshes/mesh";
  54000. import { Nullable } from "babylonjs/types";
  54001. import { Scene } from "babylonjs/scene";
  54002. /**
  54003. * Block used to read a texture from a sampler
  54004. */
  54005. export class TextureBlock extends NodeMaterialBlock {
  54006. private _defineName;
  54007. private _samplerName;
  54008. private _transformedUVName;
  54009. private _textureTransformName;
  54010. private _textureInfoName;
  54011. private _mainUVName;
  54012. private _mainUVDefineName;
  54013. /**
  54014. * Gets or sets the texture associated with the node
  54015. */
  54016. texture: Nullable<BaseTexture>;
  54017. /**
  54018. * Create a new TextureBlock
  54019. * @param name defines the block name
  54020. */
  54021. constructor(name: string);
  54022. /**
  54023. * Gets the current class name
  54024. * @returns the class name
  54025. */
  54026. getClassName(): string;
  54027. /**
  54028. * Gets the uv input component
  54029. */
  54030. readonly uv: NodeMaterialConnectionPoint;
  54031. /**
  54032. * Gets the output component
  54033. */
  54034. readonly output: NodeMaterialConnectionPoint;
  54035. autoConfigure(): void;
  54036. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54037. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54038. isReady(): boolean;
  54039. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54040. private _injectVertexCode;
  54041. private _writeOutput;
  54042. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54043. serialize(): any;
  54044. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54045. }
  54046. }
  54047. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54048. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54049. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54050. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54051. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54052. /**
  54053. * Class used to store shared data between 2 NodeMaterialBuildState
  54054. */
  54055. export class NodeMaterialBuildStateSharedData {
  54056. /**
  54057. * Gets the list of emitted varyings
  54058. */
  54059. varyings: string[];
  54060. /**
  54061. * Gets the varying declaration string
  54062. */
  54063. varyingDeclaration: string;
  54064. /**
  54065. * Input blocks
  54066. */
  54067. inputBlocks: InputBlock[];
  54068. /**
  54069. * Input blocks
  54070. */
  54071. textureBlocks: TextureBlock[];
  54072. /**
  54073. * Bindable blocks (Blocks that need to set data to the effect)
  54074. */
  54075. bindableBlocks: NodeMaterialBlock[];
  54076. /**
  54077. * List of blocks that can provide a compilation fallback
  54078. */
  54079. blocksWithFallbacks: NodeMaterialBlock[];
  54080. /**
  54081. * List of blocks that can provide a define update
  54082. */
  54083. blocksWithDefines: NodeMaterialBlock[];
  54084. /**
  54085. * List of blocks that can provide a repeatable content
  54086. */
  54087. repeatableContentBlocks: NodeMaterialBlock[];
  54088. /**
  54089. * List of blocks that can provide a dynamic list of uniforms
  54090. */
  54091. dynamicUniformBlocks: NodeMaterialBlock[];
  54092. /**
  54093. * List of blocks that can block the isReady function for the material
  54094. */
  54095. blockingBlocks: NodeMaterialBlock[];
  54096. /**
  54097. * Build Id used to avoid multiple recompilations
  54098. */
  54099. buildId: number;
  54100. /** List of emitted variables */
  54101. variableNames: {
  54102. [key: string]: number;
  54103. };
  54104. /** List of emitted defines */
  54105. defineNames: {
  54106. [key: string]: number;
  54107. };
  54108. /** Should emit comments? */
  54109. emitComments: boolean;
  54110. /** Emit build activity */
  54111. verbose: boolean;
  54112. /**
  54113. * Gets the compilation hints emitted at compilation time
  54114. */
  54115. hints: {
  54116. needWorldViewMatrix: boolean;
  54117. needWorldViewProjectionMatrix: boolean;
  54118. needAlphaBlending: boolean;
  54119. needAlphaTesting: boolean;
  54120. };
  54121. /**
  54122. * List of compilation checks
  54123. */
  54124. checks: {
  54125. emitVertex: boolean;
  54126. emitFragment: boolean;
  54127. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54128. };
  54129. /** Creates a new shared data */
  54130. constructor();
  54131. /**
  54132. * Emits console errors and exceptions if there is a failing check
  54133. */
  54134. emitErrors(): void;
  54135. }
  54136. }
  54137. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54138. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54139. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54140. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54141. /**
  54142. * Class used to store node based material build state
  54143. */
  54144. export class NodeMaterialBuildState {
  54145. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54146. supportUniformBuffers: boolean;
  54147. /**
  54148. * Gets the list of emitted attributes
  54149. */
  54150. attributes: string[];
  54151. /**
  54152. * Gets the list of emitted uniforms
  54153. */
  54154. uniforms: string[];
  54155. /**
  54156. * Gets the list of emitted uniform buffers
  54157. */
  54158. uniformBuffers: string[];
  54159. /**
  54160. * Gets the list of emitted samplers
  54161. */
  54162. samplers: string[];
  54163. /**
  54164. * Gets the list of emitted functions
  54165. */
  54166. functions: {
  54167. [key: string]: string;
  54168. };
  54169. /**
  54170. * Gets the target of the compilation state
  54171. */
  54172. target: NodeMaterialBlockTargets;
  54173. /**
  54174. * Gets the list of emitted counters
  54175. */
  54176. counters: {
  54177. [key: string]: number;
  54178. };
  54179. /**
  54180. * Shared data between multiple NodeMaterialBuildState instances
  54181. */
  54182. sharedData: NodeMaterialBuildStateSharedData;
  54183. /** @hidden */
  54184. _vertexState: NodeMaterialBuildState;
  54185. /** @hidden */
  54186. _attributeDeclaration: string;
  54187. /** @hidden */
  54188. _uniformDeclaration: string;
  54189. /** @hidden */
  54190. _samplerDeclaration: string;
  54191. /** @hidden */
  54192. _varyingTransfer: string;
  54193. private _repeatableContentAnchorIndex;
  54194. /** @hidden */
  54195. _builtCompilationString: string;
  54196. /**
  54197. * Gets the emitted compilation strings
  54198. */
  54199. compilationString: string;
  54200. /**
  54201. * Finalize the compilation strings
  54202. * @param state defines the current compilation state
  54203. */
  54204. finalize(state: NodeMaterialBuildState): void;
  54205. /** @hidden */
  54206. readonly _repeatableContentAnchor: string;
  54207. /** @hidden */
  54208. _getFreeVariableName(prefix: string): string;
  54209. /** @hidden */
  54210. _getFreeDefineName(prefix: string): string;
  54211. /** @hidden */
  54212. _excludeVariableName(name: string): void;
  54213. /** @hidden */
  54214. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54215. /** @hidden */
  54216. _emitFunction(name: string, code: string, comments: string): void;
  54217. /** @hidden */
  54218. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54219. replaceStrings?: {
  54220. search: RegExp;
  54221. replace: string;
  54222. }[];
  54223. repeatKey?: string;
  54224. }): string;
  54225. /** @hidden */
  54226. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54227. repeatKey?: string;
  54228. removeAttributes?: boolean;
  54229. removeUniforms?: boolean;
  54230. removeVaryings?: boolean;
  54231. removeIfDef?: boolean;
  54232. replaceStrings?: {
  54233. search: RegExp;
  54234. replace: string;
  54235. }[];
  54236. }, storeKey?: string): void;
  54237. /** @hidden */
  54238. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54239. /** @hidden */
  54240. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54241. }
  54242. }
  54243. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54244. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54245. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54246. import { Nullable } from "babylonjs/types";
  54247. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54248. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54249. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54251. import { Mesh } from "babylonjs/Meshes/mesh";
  54252. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54253. import { Scene } from "babylonjs/scene";
  54254. /**
  54255. * Defines a block that can be used inside a node based material
  54256. */
  54257. export class NodeMaterialBlock {
  54258. private _buildId;
  54259. private _buildTarget;
  54260. private _target;
  54261. private _isFinalMerger;
  54262. private _isInput;
  54263. /** @hidden */
  54264. _inputs: NodeMaterialConnectionPoint[];
  54265. /** @hidden */
  54266. _outputs: NodeMaterialConnectionPoint[];
  54267. /**
  54268. * Gets or sets the name of the block
  54269. */
  54270. name: string;
  54271. /**
  54272. * Gets or sets the unique id of the node
  54273. */
  54274. uniqueId: number;
  54275. /**
  54276. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54277. */
  54278. readonly isFinalMerger: boolean;
  54279. /**
  54280. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54281. */
  54282. readonly isInput: boolean;
  54283. /**
  54284. * Gets or sets the build Id
  54285. */
  54286. buildId: number;
  54287. /**
  54288. * Gets or sets the target of the block
  54289. */
  54290. target: NodeMaterialBlockTargets;
  54291. /**
  54292. * Gets the list of input points
  54293. */
  54294. readonly inputs: NodeMaterialConnectionPoint[];
  54295. /** Gets the list of output points */
  54296. readonly outputs: NodeMaterialConnectionPoint[];
  54297. /**
  54298. * Find an input by its name
  54299. * @param name defines the name of the input to look for
  54300. * @returns the input or null if not found
  54301. */
  54302. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54303. /**
  54304. * Find an output by its name
  54305. * @param name defines the name of the outputto look for
  54306. * @returns the output or null if not found
  54307. */
  54308. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54309. /**
  54310. * Creates a new NodeMaterialBlock
  54311. * @param name defines the block name
  54312. * @param target defines the target of that block (Vertex by default)
  54313. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54314. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54315. */
  54316. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54317. /**
  54318. * Initialize the block and prepare the context for build
  54319. * @param state defines the state that will be used for the build
  54320. */
  54321. initialize(state: NodeMaterialBuildState): void;
  54322. /**
  54323. * Bind data to effect. Will only be called for blocks with isBindable === true
  54324. * @param effect defines the effect to bind data to
  54325. * @param nodeMaterial defines the hosting NodeMaterial
  54326. * @param mesh defines the mesh that will be rendered
  54327. */
  54328. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54329. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54330. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54331. protected _writeFloat(value: number): string;
  54332. /**
  54333. * Gets the current class name e.g. "NodeMaterialBlock"
  54334. * @returns the class name
  54335. */
  54336. getClassName(): string;
  54337. /**
  54338. * Register a new input. Must be called inside a block constructor
  54339. * @param name defines the connection point name
  54340. * @param type defines the connection point type
  54341. * @param isOptional defines a boolean indicating that this input can be omitted
  54342. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54343. * @returns the current block
  54344. */
  54345. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54346. /**
  54347. * Register a new output. Must be called inside a block constructor
  54348. * @param name defines the connection point name
  54349. * @param type defines the connection point type
  54350. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54351. * @returns the current block
  54352. */
  54353. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54354. /**
  54355. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54356. * @param forOutput defines an optional connection point to check compatibility with
  54357. * @returns the first available input or null
  54358. */
  54359. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54360. /**
  54361. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54362. * @param forBlock defines an optional block to check compatibility with
  54363. * @returns the first available input or null
  54364. */
  54365. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54366. /**
  54367. * Connect current block with another block
  54368. * @param other defines the block to connect with
  54369. * @param options define the various options to help pick the right connections
  54370. * @returns the current block
  54371. */
  54372. connectTo(other: NodeMaterialBlock, options?: {
  54373. input?: string;
  54374. output?: string;
  54375. outputSwizzle?: string;
  54376. }): this | undefined;
  54377. protected _buildBlock(state: NodeMaterialBuildState): void;
  54378. /**
  54379. * Add uniforms, samplers and uniform buffers at compilation time
  54380. * @param state defines the state to update
  54381. * @param nodeMaterial defines the node material requesting the update
  54382. * @param defines defines the material defines to update
  54383. */
  54384. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54385. /**
  54386. * Add potential fallbacks if shader compilation fails
  54387. * @param mesh defines the mesh to be rendered
  54388. * @param fallbacks defines the current prioritized list of fallbacks
  54389. */
  54390. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54391. /**
  54392. * Update defines for shader compilation
  54393. * @param mesh defines the mesh to be rendered
  54394. * @param nodeMaterial defines the node material requesting the update
  54395. * @param defines defines the material defines to update
  54396. * @param useInstances specifies that instances should be used
  54397. */
  54398. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54399. /**
  54400. * Initialize defines for shader compilation
  54401. * @param mesh defines the mesh to be rendered
  54402. * @param nodeMaterial defines the node material requesting the update
  54403. * @param defines defines the material defines to be prepared
  54404. * @param useInstances specifies that instances should be used
  54405. */
  54406. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54407. /**
  54408. * Lets the block try to connect some inputs automatically
  54409. */
  54410. autoConfigure(): void;
  54411. /**
  54412. * Function called when a block is declared as repeatable content generator
  54413. * @param vertexShaderState defines the current compilation state for the vertex shader
  54414. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54415. * @param mesh defines the mesh to be rendered
  54416. * @param defines defines the material defines to update
  54417. */
  54418. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54419. /**
  54420. * Checks if the block is ready
  54421. * @param mesh defines the mesh to be rendered
  54422. * @param nodeMaterial defines the node material requesting the update
  54423. * @param defines defines the material defines to update
  54424. * @param useInstances specifies that instances should be used
  54425. * @returns true if the block is ready
  54426. */
  54427. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54428. private _processBuild;
  54429. /**
  54430. * Compile the current node and generate the shader code
  54431. * @param state defines the current compilation state (uniforms, samplers, current string)
  54432. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54433. * @returns true if already built
  54434. */
  54435. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54436. /**
  54437. * Serializes this block in a JSON representation
  54438. * @returns the serialized block object
  54439. */
  54440. serialize(): any;
  54441. /** @hidden */
  54442. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54443. }
  54444. }
  54445. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54446. /**
  54447. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54448. */
  54449. export enum NodeMaterialBlockConnectionPointMode {
  54450. /** Value is an uniform */
  54451. Uniform = 0,
  54452. /** Value is a mesh attribute */
  54453. Attribute = 1,
  54454. /** Value is a varying between vertex and fragment shaders */
  54455. Varying = 2,
  54456. /** Mode is undefined */
  54457. Undefined = 3
  54458. }
  54459. }
  54460. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54461. /**
  54462. * Enum used to define well known values e.g. values automatically provided by the system
  54463. */
  54464. export enum NodeMaterialWellKnownValues {
  54465. /** World */
  54466. World = 1,
  54467. /** View */
  54468. View = 2,
  54469. /** Projection */
  54470. Projection = 3,
  54471. /** ViewProjection */
  54472. ViewProjection = 4,
  54473. /** WorldView */
  54474. WorldView = 5,
  54475. /** WorldViewProjection */
  54476. WorldViewProjection = 6,
  54477. /** CameraPosition */
  54478. CameraPosition = 7,
  54479. /** Fog Color */
  54480. FogColor = 8
  54481. }
  54482. }
  54483. declare module "babylonjs/Maths/math.vertexFormat" {
  54484. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54485. /**
  54486. * Contains position and normal vectors for a vertex
  54487. */
  54488. export class PositionNormalVertex {
  54489. /** the position of the vertex (defaut: 0,0,0) */
  54490. position: Vector3;
  54491. /** the normal of the vertex (defaut: 0,1,0) */
  54492. normal: Vector3;
  54493. /**
  54494. * Creates a PositionNormalVertex
  54495. * @param position the position of the vertex (defaut: 0,0,0)
  54496. * @param normal the normal of the vertex (defaut: 0,1,0)
  54497. */
  54498. constructor(
  54499. /** the position of the vertex (defaut: 0,0,0) */
  54500. position?: Vector3,
  54501. /** the normal of the vertex (defaut: 0,1,0) */
  54502. normal?: Vector3);
  54503. /**
  54504. * Clones the PositionNormalVertex
  54505. * @returns the cloned PositionNormalVertex
  54506. */
  54507. clone(): PositionNormalVertex;
  54508. }
  54509. /**
  54510. * Contains position, normal and uv vectors for a vertex
  54511. */
  54512. export class PositionNormalTextureVertex {
  54513. /** the position of the vertex (defaut: 0,0,0) */
  54514. position: Vector3;
  54515. /** the normal of the vertex (defaut: 0,1,0) */
  54516. normal: Vector3;
  54517. /** the uv of the vertex (default: 0,0) */
  54518. uv: Vector2;
  54519. /**
  54520. * Creates a PositionNormalTextureVertex
  54521. * @param position the position of the vertex (defaut: 0,0,0)
  54522. * @param normal the normal of the vertex (defaut: 0,1,0)
  54523. * @param uv the uv of the vertex (default: 0,0)
  54524. */
  54525. constructor(
  54526. /** the position of the vertex (defaut: 0,0,0) */
  54527. position?: Vector3,
  54528. /** the normal of the vertex (defaut: 0,1,0) */
  54529. normal?: Vector3,
  54530. /** the uv of the vertex (default: 0,0) */
  54531. uv?: Vector2);
  54532. /**
  54533. * Clones the PositionNormalTextureVertex
  54534. * @returns the cloned PositionNormalTextureVertex
  54535. */
  54536. clone(): PositionNormalTextureVertex;
  54537. }
  54538. }
  54539. declare module "babylonjs/Maths/math" {
  54540. export * from "babylonjs/Maths/math.axis";
  54541. export * from "babylonjs/Maths/math.color";
  54542. export * from "babylonjs/Maths/math.constants";
  54543. export * from "babylonjs/Maths/math.frustum";
  54544. export * from "babylonjs/Maths/math.path";
  54545. export * from "babylonjs/Maths/math.plane";
  54546. export * from "babylonjs/Maths/math.size";
  54547. export * from "babylonjs/Maths/math.vector";
  54548. export * from "babylonjs/Maths/math.vertexFormat";
  54549. export * from "babylonjs/Maths/math.viewport";
  54550. }
  54551. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54552. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54553. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54554. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54555. import { Nullable } from "babylonjs/types";
  54556. import { Effect } from "babylonjs/Materials/effect";
  54557. import { Matrix } from "babylonjs/Maths/math.vector";
  54558. import { Scene } from "babylonjs/scene";
  54559. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54560. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54561. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54562. /**
  54563. * Block used to expose an input value
  54564. */
  54565. export class InputBlock extends NodeMaterialBlock {
  54566. private _mode;
  54567. private _associatedVariableName;
  54568. private _storedValue;
  54569. private _valueCallback;
  54570. private _type;
  54571. /** @hidden */
  54572. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54573. /**
  54574. * Gets or sets the connection point type (default is float)
  54575. */
  54576. readonly type: NodeMaterialBlockConnectionPointTypes;
  54577. /**
  54578. * Creates a new InputBlock
  54579. * @param name defines the block name
  54580. * @param target defines the target of that block (Vertex by default)
  54581. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54582. */
  54583. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54584. /**
  54585. * Gets the output component
  54586. */
  54587. readonly output: NodeMaterialConnectionPoint;
  54588. /**
  54589. * Set the source of this connection point to a vertex attribute
  54590. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54591. * @returns the current connection point
  54592. */
  54593. setAsAttribute(attributeName?: string): InputBlock;
  54594. /**
  54595. * Set the source of this connection point to a well known value
  54596. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54597. * @returns the current connection point
  54598. */
  54599. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54600. /**
  54601. * Gets or sets the value of that point.
  54602. * Please note that this value will be ignored if valueCallback is defined
  54603. */
  54604. value: any;
  54605. /**
  54606. * Gets or sets a callback used to get the value of that point.
  54607. * Please note that setting this value will force the connection point to ignore the value property
  54608. */
  54609. valueCallback: () => any;
  54610. /**
  54611. * Gets or sets the associated variable name in the shader
  54612. */
  54613. associatedVariableName: string;
  54614. /**
  54615. * Gets a boolean indicating that this connection point not defined yet
  54616. */
  54617. readonly isUndefined: boolean;
  54618. /**
  54619. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54620. * In this case the connection point name must be the name of the uniform to use.
  54621. * Can only be set on inputs
  54622. */
  54623. isUniform: boolean;
  54624. /**
  54625. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54626. * In this case the connection point name must be the name of the attribute to use
  54627. * Can only be set on inputs
  54628. */
  54629. isAttribute: boolean;
  54630. /**
  54631. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54632. * Can only be set on exit points
  54633. */
  54634. isVarying: boolean;
  54635. /**
  54636. * Gets a boolean indicating that the current connection point is a well known value
  54637. */
  54638. readonly isWellKnownValue: boolean;
  54639. /**
  54640. * Gets or sets the current well known value or null if not defined as well know value
  54641. */
  54642. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54643. /**
  54644. * Gets the current class name
  54645. * @returns the class name
  54646. */
  54647. getClassName(): string;
  54648. private _emitDefine;
  54649. /**
  54650. * Set the input block to its default value (based on its type)
  54651. */
  54652. setDefaultValue(): void;
  54653. private _emit;
  54654. /** @hidden */
  54655. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54656. /** @hidden */
  54657. _transmit(effect: Effect, scene: Scene): void;
  54658. protected _buildBlock(state: NodeMaterialBuildState): void;
  54659. serialize(): any;
  54660. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54661. }
  54662. }
  54663. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54664. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54665. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54666. import { Nullable } from "babylonjs/types";
  54667. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54668. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54669. /**
  54670. * Defines a connection point for a block
  54671. */
  54672. export class NodeMaterialConnectionPoint {
  54673. /** @hidden */
  54674. _ownerBlock: NodeMaterialBlock;
  54675. /** @hidden */
  54676. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54677. private _endpoints;
  54678. private _associatedVariableName;
  54679. /** @hidden */
  54680. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54681. private _type;
  54682. /** @hidden */
  54683. _enforceAssociatedVariableName: boolean;
  54684. /**
  54685. * Gets or sets the additional types supported byt this connection point
  54686. */
  54687. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  54688. /**
  54689. * Gets or sets the associated variable name in the shader
  54690. */
  54691. associatedVariableName: string;
  54692. /**
  54693. * Gets or sets the connection point type (default is float)
  54694. */
  54695. type: NodeMaterialBlockConnectionPointTypes;
  54696. /**
  54697. * Gets or sets the connection point name
  54698. */
  54699. name: string;
  54700. /**
  54701. * Gets or sets a boolean indicating that this connection point can be omitted
  54702. */
  54703. isOptional: boolean;
  54704. /**
  54705. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54706. */
  54707. define: string;
  54708. /** Gets or sets the target of that connection point */
  54709. target: NodeMaterialBlockTargets;
  54710. /**
  54711. * Gets a boolean indicating that the current point is connected
  54712. */
  54713. readonly isConnected: boolean;
  54714. /**
  54715. * Gets a boolean indicating that the current point is connected to an input block
  54716. */
  54717. readonly isConnectedToInput: boolean;
  54718. /**
  54719. * Gets a the connected input block (if any)
  54720. */
  54721. readonly connectInputBlock: Nullable<InputBlock>;
  54722. /** Get the other side of the connection (if any) */
  54723. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54724. /** Get the block that owns this connection point */
  54725. readonly ownerBlock: NodeMaterialBlock;
  54726. /** Get the block connected on the other side of this connection (if any) */
  54727. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54728. /** Get the block connected on the endpoints of this connection (if any) */
  54729. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54730. /** Gets the list of connected endpoints */
  54731. readonly endpoints: NodeMaterialConnectionPoint[];
  54732. /**
  54733. * Creates a new connection point
  54734. * @param name defines the connection point name
  54735. * @param ownerBlock defines the block hosting this connection point
  54736. */
  54737. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54738. /**
  54739. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54740. * @returns the class name
  54741. */
  54742. getClassName(): string;
  54743. /**
  54744. * Gets an boolean indicating if the current point can be connected to another point
  54745. * @param connectionPoint defines the other connection point
  54746. * @returns true if the connection is possible
  54747. */
  54748. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54749. /**
  54750. * Connect this point to another connection point
  54751. * @param connectionPoint defines the other connection point
  54752. * @returns the current connection point
  54753. */
  54754. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54755. /**
  54756. * Disconnect this point from one of his endpoint
  54757. * @param endpoint defines the other connection point
  54758. * @returns the current connection point
  54759. */
  54760. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54761. /**
  54762. * Serializes this point in a JSON representation
  54763. * @returns the serialized point object
  54764. */
  54765. serialize(): any;
  54766. }
  54767. }
  54768. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54769. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54770. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54771. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54772. import { Mesh } from "babylonjs/Meshes/mesh";
  54773. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54774. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54775. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54776. /**
  54777. * Block used to add support for vertex skinning (bones)
  54778. */
  54779. export class BonesBlock extends NodeMaterialBlock {
  54780. /**
  54781. * Creates a new BonesBlock
  54782. * @param name defines the block name
  54783. */
  54784. constructor(name: string);
  54785. /**
  54786. * Initialize the block and prepare the context for build
  54787. * @param state defines the state that will be used for the build
  54788. */
  54789. initialize(state: NodeMaterialBuildState): void;
  54790. /**
  54791. * Gets the current class name
  54792. * @returns the class name
  54793. */
  54794. getClassName(): string;
  54795. /**
  54796. * Gets the matrix indices input component
  54797. */
  54798. readonly matricesIndices: NodeMaterialConnectionPoint;
  54799. /**
  54800. * Gets the matrix weights input component
  54801. */
  54802. readonly matricesWeights: NodeMaterialConnectionPoint;
  54803. /**
  54804. * Gets the extra matrix indices input component
  54805. */
  54806. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54807. /**
  54808. * Gets the extra matrix weights input component
  54809. */
  54810. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54811. /**
  54812. * Gets the world input component
  54813. */
  54814. readonly world: NodeMaterialConnectionPoint;
  54815. /**
  54816. * Gets the output component
  54817. */
  54818. readonly output: NodeMaterialConnectionPoint;
  54819. autoConfigure(): void;
  54820. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54821. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54822. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54823. protected _buildBlock(state: NodeMaterialBuildState): this;
  54824. }
  54825. }
  54826. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54827. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54828. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54829. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54830. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54831. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54832. /**
  54833. * Block used to add support for instances
  54834. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54835. */
  54836. export class InstancesBlock extends NodeMaterialBlock {
  54837. /**
  54838. * Creates a new InstancesBlock
  54839. * @param name defines the block name
  54840. */
  54841. constructor(name: string);
  54842. /**
  54843. * Gets the current class name
  54844. * @returns the class name
  54845. */
  54846. getClassName(): string;
  54847. /**
  54848. * Gets the first world row input component
  54849. */
  54850. readonly world0: NodeMaterialConnectionPoint;
  54851. /**
  54852. * Gets the second world row input component
  54853. */
  54854. readonly world1: NodeMaterialConnectionPoint;
  54855. /**
  54856. * Gets the third world row input component
  54857. */
  54858. readonly world2: NodeMaterialConnectionPoint;
  54859. /**
  54860. * Gets the forth world row input component
  54861. */
  54862. readonly world3: NodeMaterialConnectionPoint;
  54863. /**
  54864. * Gets the world input component
  54865. */
  54866. readonly world: NodeMaterialConnectionPoint;
  54867. /**
  54868. * Gets the output component
  54869. */
  54870. readonly output: NodeMaterialConnectionPoint;
  54871. autoConfigure(): void;
  54872. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54873. protected _buildBlock(state: NodeMaterialBuildState): this;
  54874. }
  54875. }
  54876. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54877. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54878. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54879. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54880. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54881. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54882. import { Effect } from "babylonjs/Materials/effect";
  54883. import { Mesh } from "babylonjs/Meshes/mesh";
  54884. /**
  54885. * Block used to add morph targets support to vertex shader
  54886. */
  54887. export class MorphTargetsBlock extends NodeMaterialBlock {
  54888. private _repeatableContentAnchor;
  54889. private _repeatebleContentGenerated;
  54890. /**
  54891. * Create a new MorphTargetsBlock
  54892. * @param name defines the block name
  54893. */
  54894. constructor(name: string);
  54895. /**
  54896. * Gets the current class name
  54897. * @returns the class name
  54898. */
  54899. getClassName(): string;
  54900. /**
  54901. * Gets the position input component
  54902. */
  54903. readonly position: NodeMaterialConnectionPoint;
  54904. /**
  54905. * Gets the normal input component
  54906. */
  54907. readonly normal: NodeMaterialConnectionPoint;
  54908. /**
  54909. * Gets the tangent input component
  54910. */
  54911. readonly tangent: NodeMaterialConnectionPoint;
  54912. /**
  54913. * Gets the tangent input component
  54914. */
  54915. readonly uv: NodeMaterialConnectionPoint;
  54916. /**
  54917. * Gets the position output component
  54918. */
  54919. readonly positionOutput: NodeMaterialConnectionPoint;
  54920. /**
  54921. * Gets the normal output component
  54922. */
  54923. readonly normalOutput: NodeMaterialConnectionPoint;
  54924. /**
  54925. * Gets the tangent output component
  54926. */
  54927. readonly tangentOutput: NodeMaterialConnectionPoint;
  54928. /**
  54929. * Gets the tangent output component
  54930. */
  54931. readonly uvOutput: NodeMaterialConnectionPoint;
  54932. initialize(state: NodeMaterialBuildState): void;
  54933. autoConfigure(): void;
  54934. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54935. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54936. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54937. protected _buildBlock(state: NodeMaterialBuildState): this;
  54938. }
  54939. }
  54940. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54941. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54942. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54943. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54944. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54945. }
  54946. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54947. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54948. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54949. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54950. /**
  54951. * Block used to add an alpha test in the fragment shader
  54952. */
  54953. export class AlphaTestBlock extends NodeMaterialBlock {
  54954. /**
  54955. * Gets or sets the alpha value where alpha testing happens
  54956. */
  54957. alphaCutOff: number;
  54958. /**
  54959. * Create a new AlphaTestBlock
  54960. * @param name defines the block name
  54961. */
  54962. constructor(name: string);
  54963. /**
  54964. * Gets the current class name
  54965. * @returns the class name
  54966. */
  54967. getClassName(): string;
  54968. /**
  54969. * Gets the color input component
  54970. */
  54971. readonly color: NodeMaterialConnectionPoint;
  54972. /**
  54973. * Gets the alpha input component
  54974. */
  54975. readonly alpha: NodeMaterialConnectionPoint;
  54976. protected _buildBlock(state: NodeMaterialBuildState): this;
  54977. }
  54978. }
  54979. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  54980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54983. /**
  54984. * Block used to create a Color3/4 out of individual inputs (one for each component)
  54985. */
  54986. export class ColorMergerBlock extends NodeMaterialBlock {
  54987. /**
  54988. * Create a new ColorMergerBlock
  54989. * @param name defines the block name
  54990. */
  54991. constructor(name: string);
  54992. /**
  54993. * Gets the current class name
  54994. * @returns the class name
  54995. */
  54996. getClassName(): string;
  54997. /**
  54998. * Gets the r component (input)
  54999. */
  55000. readonly r: NodeMaterialConnectionPoint;
  55001. /**
  55002. * Gets the g component (input)
  55003. */
  55004. readonly g: NodeMaterialConnectionPoint;
  55005. /**
  55006. * Gets the b component (input)
  55007. */
  55008. readonly b: NodeMaterialConnectionPoint;
  55009. /**
  55010. * Gets the a component (input)
  55011. */
  55012. readonly a: NodeMaterialConnectionPoint;
  55013. /**
  55014. * Gets the rgba component (output)
  55015. */
  55016. readonly rgba: NodeMaterialConnectionPoint;
  55017. /**
  55018. * Gets the rgb component (output)
  55019. */
  55020. readonly rgb: NodeMaterialConnectionPoint;
  55021. protected _buildBlock(state: NodeMaterialBuildState): this;
  55022. }
  55023. }
  55024. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55025. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55026. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55027. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55028. /**
  55029. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55030. */
  55031. export class VectorMergerBlock extends NodeMaterialBlock {
  55032. /**
  55033. * Create a new VectorMergerBlock
  55034. * @param name defines the block name
  55035. */
  55036. constructor(name: string);
  55037. /**
  55038. * Gets the current class name
  55039. * @returns the class name
  55040. */
  55041. getClassName(): string;
  55042. /**
  55043. * Gets the x component (input)
  55044. */
  55045. readonly x: NodeMaterialConnectionPoint;
  55046. /**
  55047. * Gets the y component (input)
  55048. */
  55049. readonly y: NodeMaterialConnectionPoint;
  55050. /**
  55051. * Gets the z component (input)
  55052. */
  55053. readonly z: NodeMaterialConnectionPoint;
  55054. /**
  55055. * Gets the w component (input)
  55056. */
  55057. readonly w: NodeMaterialConnectionPoint;
  55058. /**
  55059. * Gets the xyzw component (output)
  55060. */
  55061. readonly xyzw: NodeMaterialConnectionPoint;
  55062. /**
  55063. * Gets the xyz component (output)
  55064. */
  55065. readonly xyz: NodeMaterialConnectionPoint;
  55066. /**
  55067. * Gets the xy component (output)
  55068. */
  55069. readonly xy: NodeMaterialConnectionPoint;
  55070. protected _buildBlock(state: NodeMaterialBuildState): this;
  55071. }
  55072. }
  55073. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55077. /**
  55078. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55079. */
  55080. export class ColorSplitterBlock extends NodeMaterialBlock {
  55081. /**
  55082. * Create a new ColorSplitterBlock
  55083. * @param name defines the block name
  55084. */
  55085. constructor(name: string);
  55086. /**
  55087. * Gets the current class name
  55088. * @returns the class name
  55089. */
  55090. getClassName(): string;
  55091. /**
  55092. * Gets the rgba component (input)
  55093. */
  55094. readonly rgba: NodeMaterialConnectionPoint;
  55095. /**
  55096. * Gets the rgb component (input)
  55097. */
  55098. readonly rgbIn: NodeMaterialConnectionPoint;
  55099. /**
  55100. * Gets the rgb component (output)
  55101. */
  55102. readonly rgbOut: NodeMaterialConnectionPoint;
  55103. /**
  55104. * Gets the r component (output)
  55105. */
  55106. readonly r: NodeMaterialConnectionPoint;
  55107. /**
  55108. * Gets the g component (output)
  55109. */
  55110. readonly g: NodeMaterialConnectionPoint;
  55111. /**
  55112. * Gets the b component (output)
  55113. */
  55114. readonly b: NodeMaterialConnectionPoint;
  55115. /**
  55116. * Gets the a component (output)
  55117. */
  55118. readonly a: NodeMaterialConnectionPoint;
  55119. protected _buildBlock(state: NodeMaterialBuildState): this;
  55120. }
  55121. }
  55122. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55123. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55124. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55125. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55126. /**
  55127. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55128. */
  55129. export class VectorSplitterBlock extends NodeMaterialBlock {
  55130. /**
  55131. * Create a new VectorSplitterBlock
  55132. * @param name defines the block name
  55133. */
  55134. constructor(name: string);
  55135. /**
  55136. * Gets the current class name
  55137. * @returns the class name
  55138. */
  55139. getClassName(): string;
  55140. /**
  55141. * Gets the xyzw component (input)
  55142. */
  55143. readonly xyzw: NodeMaterialConnectionPoint;
  55144. /**
  55145. * Gets the xyz component (input)
  55146. */
  55147. readonly xyzIn: NodeMaterialConnectionPoint;
  55148. /**
  55149. * Gets the xyz component (output)
  55150. */
  55151. readonly xyzOut: NodeMaterialConnectionPoint;
  55152. /**
  55153. * Gets the xy component (output)
  55154. */
  55155. readonly xy: NodeMaterialConnectionPoint;
  55156. /**
  55157. * Gets the x component (output)
  55158. */
  55159. readonly x: NodeMaterialConnectionPoint;
  55160. /**
  55161. * Gets the y component (output)
  55162. */
  55163. readonly y: NodeMaterialConnectionPoint;
  55164. /**
  55165. * Gets the z component (output)
  55166. */
  55167. readonly z: NodeMaterialConnectionPoint;
  55168. /**
  55169. * Gets the w component (output)
  55170. */
  55171. readonly w: NodeMaterialConnectionPoint;
  55172. protected _buildBlock(state: NodeMaterialBuildState): this;
  55173. }
  55174. }
  55175. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55179. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55180. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55181. import { Effect } from "babylonjs/Materials/effect";
  55182. import { Mesh } from "babylonjs/Meshes/mesh";
  55183. /**
  55184. * Block used to add image processing support to fragment shader
  55185. */
  55186. export class ImageProcessingBlock extends NodeMaterialBlock {
  55187. /**
  55188. * Create a new ImageProcessingBlock
  55189. * @param name defines the block name
  55190. */
  55191. constructor(name: string);
  55192. /**
  55193. * Gets the current class name
  55194. * @returns the class name
  55195. */
  55196. getClassName(): string;
  55197. /**
  55198. * Gets the color input component
  55199. */
  55200. readonly color: NodeMaterialConnectionPoint;
  55201. /**
  55202. * Gets the output component
  55203. */
  55204. readonly output: NodeMaterialConnectionPoint;
  55205. /**
  55206. * Initialize the block and prepare the context for build
  55207. * @param state defines the state that will be used for the build
  55208. */
  55209. initialize(state: NodeMaterialBuildState): void;
  55210. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55211. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55212. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55213. protected _buildBlock(state: NodeMaterialBuildState): this;
  55214. }
  55215. }
  55216. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55217. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55218. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55219. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55220. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55221. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55222. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55223. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55224. }
  55225. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55226. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55227. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55228. import { Mesh } from "babylonjs/Meshes/mesh";
  55229. import { Effect } from "babylonjs/Materials/effect";
  55230. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55231. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55232. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55233. /**
  55234. * Block used to add support for scene fog
  55235. */
  55236. export class FogBlock extends NodeMaterialBlock {
  55237. private _fogDistanceName;
  55238. private _fogParameters;
  55239. /**
  55240. * Create a new FogBlock
  55241. * @param name defines the block name
  55242. */
  55243. constructor(name: string);
  55244. /**
  55245. * Gets the current class name
  55246. * @returns the class name
  55247. */
  55248. getClassName(): string;
  55249. /**
  55250. * Gets the world position input component
  55251. */
  55252. readonly worldPosition: NodeMaterialConnectionPoint;
  55253. /**
  55254. * Gets the view input component
  55255. */
  55256. readonly view: NodeMaterialConnectionPoint;
  55257. /**
  55258. * Gets the color input component
  55259. */
  55260. readonly color: NodeMaterialConnectionPoint;
  55261. /**
  55262. * Gets the fog color input component
  55263. */
  55264. readonly fogColor: NodeMaterialConnectionPoint;
  55265. /**
  55266. * Gets the output component
  55267. */
  55268. readonly output: NodeMaterialConnectionPoint;
  55269. autoConfigure(): void;
  55270. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55271. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55272. protected _buildBlock(state: NodeMaterialBuildState): this;
  55273. }
  55274. }
  55275. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55276. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55277. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55278. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55279. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55280. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55281. import { Effect } from "babylonjs/Materials/effect";
  55282. import { Mesh } from "babylonjs/Meshes/mesh";
  55283. import { Light } from "babylonjs/Lights/light";
  55284. import { Nullable } from "babylonjs/types";
  55285. import { Scene } from "babylonjs/scene";
  55286. /**
  55287. * Block used to add light in the fragment shader
  55288. */
  55289. export class LightBlock extends NodeMaterialBlock {
  55290. private _lightId;
  55291. /**
  55292. * Gets or sets the light associated with this block
  55293. */
  55294. light: Nullable<Light>;
  55295. /**
  55296. * Create a new LightBlock
  55297. * @param name defines the block name
  55298. */
  55299. constructor(name: string);
  55300. /**
  55301. * Gets the current class name
  55302. * @returns the class name
  55303. */
  55304. getClassName(): string;
  55305. /**
  55306. * Gets the world position input component
  55307. */
  55308. readonly worldPosition: NodeMaterialConnectionPoint;
  55309. /**
  55310. * Gets the world normal input component
  55311. */
  55312. readonly worldNormal: NodeMaterialConnectionPoint;
  55313. /**
  55314. * Gets the camera (or eye) position component
  55315. */
  55316. readonly cameraPosition: NodeMaterialConnectionPoint;
  55317. /**
  55318. * Gets the diffuse output component
  55319. */
  55320. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55321. /**
  55322. * Gets the specular output component
  55323. */
  55324. readonly specularOutput: NodeMaterialConnectionPoint;
  55325. autoConfigure(): void;
  55326. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55327. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55328. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55329. private _injectVertexCode;
  55330. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55331. serialize(): any;
  55332. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55333. }
  55334. }
  55335. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55336. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55337. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55338. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55339. }
  55340. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55341. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55342. }
  55343. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55344. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55345. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55346. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55347. /**
  55348. * Block used to multiply 2 values
  55349. */
  55350. export class MultiplyBlock extends NodeMaterialBlock {
  55351. /**
  55352. * Creates a new MultiplyBlock
  55353. * @param name defines the block name
  55354. */
  55355. constructor(name: string);
  55356. /**
  55357. * Gets the current class name
  55358. * @returns the class name
  55359. */
  55360. getClassName(): string;
  55361. /**
  55362. * Gets the left operand input component
  55363. */
  55364. readonly left: NodeMaterialConnectionPoint;
  55365. /**
  55366. * Gets the right operand input component
  55367. */
  55368. readonly right: NodeMaterialConnectionPoint;
  55369. /**
  55370. * Gets the output component
  55371. */
  55372. readonly output: NodeMaterialConnectionPoint;
  55373. protected _buildBlock(state: NodeMaterialBuildState): this;
  55374. }
  55375. }
  55376. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55377. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55378. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55379. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55380. /**
  55381. * Block used to add 2 vectors
  55382. */
  55383. export class AddBlock extends NodeMaterialBlock {
  55384. /**
  55385. * Creates a new AddBlock
  55386. * @param name defines the block name
  55387. */
  55388. constructor(name: string);
  55389. /**
  55390. * Gets the current class name
  55391. * @returns the class name
  55392. */
  55393. getClassName(): string;
  55394. /**
  55395. * Gets the left operand input component
  55396. */
  55397. readonly left: NodeMaterialConnectionPoint;
  55398. /**
  55399. * Gets the right operand input component
  55400. */
  55401. readonly right: NodeMaterialConnectionPoint;
  55402. /**
  55403. * Gets the output component
  55404. */
  55405. readonly output: NodeMaterialConnectionPoint;
  55406. protected _buildBlock(state: NodeMaterialBuildState): this;
  55407. }
  55408. }
  55409. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55410. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55411. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55412. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55413. /**
  55414. * Block used to clamp a float
  55415. */
  55416. export class ClampBlock extends NodeMaterialBlock {
  55417. /** Gets or sets the minimum range */
  55418. minimum: number;
  55419. /** Gets or sets the maximum range */
  55420. maximum: number;
  55421. /**
  55422. * Creates a new ClampBlock
  55423. * @param name defines the block name
  55424. */
  55425. constructor(name: string);
  55426. /**
  55427. * Gets the current class name
  55428. * @returns the class name
  55429. */
  55430. getClassName(): string;
  55431. /**
  55432. * Gets the value input component
  55433. */
  55434. readonly value: NodeMaterialConnectionPoint;
  55435. /**
  55436. * Gets the output component
  55437. */
  55438. readonly output: NodeMaterialConnectionPoint;
  55439. protected _buildBlock(state: NodeMaterialBuildState): this;
  55440. }
  55441. }
  55442. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55443. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55444. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55445. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55446. /**
  55447. * Block used to apply a cross product between 2 vectors
  55448. */
  55449. export class CrossBlock extends NodeMaterialBlock {
  55450. /**
  55451. * Creates a new CrossBlock
  55452. * @param name defines the block name
  55453. */
  55454. constructor(name: string);
  55455. /**
  55456. * Gets the current class name
  55457. * @returns the class name
  55458. */
  55459. getClassName(): string;
  55460. /**
  55461. * Gets the left operand input component
  55462. */
  55463. readonly left: NodeMaterialConnectionPoint;
  55464. /**
  55465. * Gets the right operand input component
  55466. */
  55467. readonly right: NodeMaterialConnectionPoint;
  55468. /**
  55469. * Gets the output component
  55470. */
  55471. readonly output: NodeMaterialConnectionPoint;
  55472. protected _buildBlock(state: NodeMaterialBuildState): this;
  55473. }
  55474. }
  55475. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55476. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55477. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55478. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55479. /**
  55480. * Block used to apply a dot product between 2 vectors
  55481. */
  55482. export class DotBlock extends NodeMaterialBlock {
  55483. /**
  55484. * Creates a new DotBlock
  55485. * @param name defines the block name
  55486. */
  55487. constructor(name: string);
  55488. /**
  55489. * Gets the current class name
  55490. * @returns the class name
  55491. */
  55492. getClassName(): string;
  55493. /**
  55494. * Gets the left operand input component
  55495. */
  55496. readonly left: NodeMaterialConnectionPoint;
  55497. /**
  55498. * Gets the right operand input component
  55499. */
  55500. readonly right: NodeMaterialConnectionPoint;
  55501. /**
  55502. * Gets the output component
  55503. */
  55504. readonly output: NodeMaterialConnectionPoint;
  55505. protected _buildBlock(state: NodeMaterialBuildState): this;
  55506. }
  55507. }
  55508. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55509. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55510. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55511. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55512. import { Vector2 } from "babylonjs/Maths/math.vector";
  55513. /**
  55514. * Block used to remap a float from a range to a new one
  55515. */
  55516. export class RemapBlock extends NodeMaterialBlock {
  55517. /**
  55518. * Gets or sets the source range
  55519. */
  55520. sourceRange: Vector2;
  55521. /**
  55522. * Gets or sets the target range
  55523. */
  55524. targetRange: Vector2;
  55525. /**
  55526. * Creates a new RemapBlock
  55527. * @param name defines the block name
  55528. */
  55529. constructor(name: string);
  55530. /**
  55531. * Gets the current class name
  55532. * @returns the class name
  55533. */
  55534. getClassName(): string;
  55535. /**
  55536. * Gets the input component
  55537. */
  55538. readonly input: NodeMaterialConnectionPoint;
  55539. /**
  55540. * Gets the output component
  55541. */
  55542. readonly output: NodeMaterialConnectionPoint;
  55543. protected _buildBlock(state: NodeMaterialBuildState): this;
  55544. }
  55545. }
  55546. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55547. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55548. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55549. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55550. /**
  55551. * Block used to normalize a vector
  55552. */
  55553. export class NormalizeBlock extends NodeMaterialBlock {
  55554. /**
  55555. * Creates a new NormalizeBlock
  55556. * @param name defines the block name
  55557. */
  55558. constructor(name: string);
  55559. /**
  55560. * Gets the current class name
  55561. * @returns the class name
  55562. */
  55563. getClassName(): string;
  55564. /**
  55565. * Gets the input component
  55566. */
  55567. readonly input: NodeMaterialConnectionPoint;
  55568. /**
  55569. * Gets the output component
  55570. */
  55571. readonly output: NodeMaterialConnectionPoint;
  55572. protected _buildBlock(state: NodeMaterialBuildState): this;
  55573. }
  55574. }
  55575. declare module "babylonjs/Materials/Node/Blocks/index" {
  55576. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55577. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55578. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55579. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55580. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55581. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55582. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55583. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55584. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55585. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55586. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  55587. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  55588. }
  55589. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55590. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55591. }
  55592. declare module "babylonjs/Materials/Node/index" {
  55593. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55594. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55595. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55596. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55597. export * from "babylonjs/Materials/Node/nodeMaterial";
  55598. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55599. export * from "babylonjs/Materials/Node/Blocks/index";
  55600. export * from "babylonjs/Materials/Node/Optimizers/index";
  55601. }
  55602. declare module "babylonjs/Materials/effectRenderer" {
  55603. import { Nullable } from "babylonjs/types";
  55604. import { Texture } from "babylonjs/Materials/Textures/texture";
  55605. import { Engine } from "babylonjs/Engines/engine";
  55606. import { Viewport } from "babylonjs/Maths/math.viewport";
  55607. import { Observable } from "babylonjs/Misc/observable";
  55608. import { Effect } from "babylonjs/Materials/effect";
  55609. import "babylonjs/Shaders/postprocess.vertex";
  55610. /**
  55611. * Effect Render Options
  55612. */
  55613. export interface IEffectRendererOptions {
  55614. /**
  55615. * Defines the vertices positions.
  55616. */
  55617. positions?: number[];
  55618. /**
  55619. * Defines the indices.
  55620. */
  55621. indices?: number[];
  55622. }
  55623. /**
  55624. * Helper class to render one or more effects
  55625. */
  55626. export class EffectRenderer {
  55627. private engine;
  55628. private static _DefaultOptions;
  55629. private _vertexBuffers;
  55630. private _indexBuffer;
  55631. private _ringBufferIndex;
  55632. private _ringScreenBuffer;
  55633. private _fullscreenViewport;
  55634. private _getNextFrameBuffer;
  55635. /**
  55636. * Creates an effect renderer
  55637. * @param engine the engine to use for rendering
  55638. * @param options defines the options of the effect renderer
  55639. */
  55640. constructor(engine: Engine, options?: IEffectRendererOptions);
  55641. /**
  55642. * Sets the current viewport in normalized coordinates 0-1
  55643. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55644. */
  55645. setViewport(viewport?: Viewport): void;
  55646. /**
  55647. * Sets the current effect wrapper to use during draw.
  55648. * The effect needs to be ready before calling this api.
  55649. * This also sets the default full screen position attribute.
  55650. * @param effectWrapper Defines the effect to draw with
  55651. */
  55652. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55653. /**
  55654. * Draws a full screen quad.
  55655. */
  55656. draw(): void;
  55657. /**
  55658. * renders one or more effects to a specified texture
  55659. * @param effectWrappers list of effects to renderer
  55660. * @param outputTexture texture to draw to, if null it will render to the screen
  55661. */
  55662. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55663. /**
  55664. * Disposes of the effect renderer
  55665. */
  55666. dispose(): void;
  55667. }
  55668. /**
  55669. * Options to create an EffectWrapper
  55670. */
  55671. interface EffectWrapperCreationOptions {
  55672. /**
  55673. * Engine to use to create the effect
  55674. */
  55675. engine: Engine;
  55676. /**
  55677. * Fragment shader for the effect
  55678. */
  55679. fragmentShader: string;
  55680. /**
  55681. * Vertex shader for the effect
  55682. */
  55683. vertexShader: string;
  55684. /**
  55685. * Attributes to use in the shader
  55686. */
  55687. attributeNames?: Array<string>;
  55688. /**
  55689. * Uniforms to use in the shader
  55690. */
  55691. uniformNames?: Array<string>;
  55692. /**
  55693. * Texture sampler names to use in the shader
  55694. */
  55695. samplerNames?: Array<string>;
  55696. /**
  55697. * The friendly name of the effect displayed in Spector.
  55698. */
  55699. name?: string;
  55700. }
  55701. /**
  55702. * Wraps an effect to be used for rendering
  55703. */
  55704. export class EffectWrapper {
  55705. /**
  55706. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55707. */
  55708. onApplyObservable: Observable<{}>;
  55709. /**
  55710. * The underlying effect
  55711. */
  55712. effect: Effect;
  55713. /**
  55714. * Creates an effect to be renderer
  55715. * @param creationOptions options to create the effect
  55716. */
  55717. constructor(creationOptions: EffectWrapperCreationOptions);
  55718. /**
  55719. * Disposes of the effect wrapper
  55720. */
  55721. dispose(): void;
  55722. }
  55723. }
  55724. declare module "babylonjs/Materials/index" {
  55725. export * from "babylonjs/Materials/Background/index";
  55726. export * from "babylonjs/Materials/colorCurves";
  55727. export * from "babylonjs/Materials/effect";
  55728. export * from "babylonjs/Materials/fresnelParameters";
  55729. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55730. export * from "babylonjs/Materials/material";
  55731. export * from "babylonjs/Materials/materialDefines";
  55732. export * from "babylonjs/Materials/materialHelper";
  55733. export * from "babylonjs/Materials/multiMaterial";
  55734. export * from "babylonjs/Materials/PBR/index";
  55735. export * from "babylonjs/Materials/pushMaterial";
  55736. export * from "babylonjs/Materials/shaderMaterial";
  55737. export * from "babylonjs/Materials/standardMaterial";
  55738. export * from "babylonjs/Materials/Textures/index";
  55739. export * from "babylonjs/Materials/uniformBuffer";
  55740. export * from "babylonjs/Materials/materialFlags";
  55741. export * from "babylonjs/Materials/Node/index";
  55742. export * from "babylonjs/Materials/effectRenderer";
  55743. }
  55744. declare module "babylonjs/Maths/index" {
  55745. export * from "babylonjs/Maths/math.scalar";
  55746. export * from "babylonjs/Maths/math";
  55747. export * from "babylonjs/Maths/sphericalPolynomial";
  55748. }
  55749. declare module "babylonjs/Misc/workerPool" {
  55750. import { IDisposable } from "babylonjs/scene";
  55751. /**
  55752. * Helper class to push actions to a pool of workers.
  55753. */
  55754. export class WorkerPool implements IDisposable {
  55755. private _workerInfos;
  55756. private _pendingActions;
  55757. /**
  55758. * Constructor
  55759. * @param workers Array of workers to use for actions
  55760. */
  55761. constructor(workers: Array<Worker>);
  55762. /**
  55763. * Terminates all workers and clears any pending actions.
  55764. */
  55765. dispose(): void;
  55766. /**
  55767. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55768. * pended until a worker has completed its action.
  55769. * @param action The action to perform. Call onComplete when the action is complete.
  55770. */
  55771. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55772. private _execute;
  55773. }
  55774. }
  55775. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55776. import { IDisposable } from "babylonjs/scene";
  55777. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55778. /**
  55779. * Configuration for Draco compression
  55780. */
  55781. export interface IDracoCompressionConfiguration {
  55782. /**
  55783. * Configuration for the decoder.
  55784. */
  55785. decoder: {
  55786. /**
  55787. * The url to the WebAssembly module.
  55788. */
  55789. wasmUrl?: string;
  55790. /**
  55791. * The url to the WebAssembly binary.
  55792. */
  55793. wasmBinaryUrl?: string;
  55794. /**
  55795. * The url to the fallback JavaScript module.
  55796. */
  55797. fallbackUrl?: string;
  55798. };
  55799. }
  55800. /**
  55801. * Draco compression (https://google.github.io/draco/)
  55802. *
  55803. * This class wraps the Draco module.
  55804. *
  55805. * **Encoder**
  55806. *
  55807. * The encoder is not currently implemented.
  55808. *
  55809. * **Decoder**
  55810. *
  55811. * 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.
  55812. *
  55813. * To update the configuration, use the following code:
  55814. * ```javascript
  55815. * DracoCompression.Configuration = {
  55816. * decoder: {
  55817. * wasmUrl: "<url to the WebAssembly library>",
  55818. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55819. * fallbackUrl: "<url to the fallback JavaScript library>",
  55820. * }
  55821. * };
  55822. * ```
  55823. *
  55824. * 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.
  55825. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55826. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55827. *
  55828. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55829. * ```javascript
  55830. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55831. * ```
  55832. *
  55833. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55834. */
  55835. export class DracoCompression implements IDisposable {
  55836. private _workerPoolPromise?;
  55837. private _decoderModulePromise?;
  55838. /**
  55839. * The configuration. Defaults to the following urls:
  55840. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55841. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55842. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55843. */
  55844. static Configuration: IDracoCompressionConfiguration;
  55845. /**
  55846. * Returns true if the decoder configuration is available.
  55847. */
  55848. static readonly DecoderAvailable: boolean;
  55849. /**
  55850. * Default number of workers to create when creating the draco compression object.
  55851. */
  55852. static DefaultNumWorkers: number;
  55853. private static GetDefaultNumWorkers;
  55854. private static _Default;
  55855. /**
  55856. * Default instance for the draco compression object.
  55857. */
  55858. static readonly Default: DracoCompression;
  55859. /**
  55860. * Constructor
  55861. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55862. */
  55863. constructor(numWorkers?: number);
  55864. /**
  55865. * Stop all async operations and release resources.
  55866. */
  55867. dispose(): void;
  55868. /**
  55869. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55870. * @returns a promise that resolves when ready
  55871. */
  55872. whenReadyAsync(): Promise<void>;
  55873. /**
  55874. * Decode Draco compressed mesh data to vertex data.
  55875. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55876. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55877. * @returns A promise that resolves with the decoded vertex data
  55878. */
  55879. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55880. [kind: string]: number;
  55881. }): Promise<VertexData>;
  55882. }
  55883. }
  55884. declare module "babylonjs/Meshes/Compression/index" {
  55885. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55886. }
  55887. declare module "babylonjs/Meshes/csg" {
  55888. import { Nullable } from "babylonjs/types";
  55889. import { Scene } from "babylonjs/scene";
  55890. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55891. import { Mesh } from "babylonjs/Meshes/mesh";
  55892. import { Material } from "babylonjs/Materials/material";
  55893. /**
  55894. * Class for building Constructive Solid Geometry
  55895. */
  55896. export class CSG {
  55897. private polygons;
  55898. /**
  55899. * The world matrix
  55900. */
  55901. matrix: Matrix;
  55902. /**
  55903. * Stores the position
  55904. */
  55905. position: Vector3;
  55906. /**
  55907. * Stores the rotation
  55908. */
  55909. rotation: Vector3;
  55910. /**
  55911. * Stores the rotation quaternion
  55912. */
  55913. rotationQuaternion: Nullable<Quaternion>;
  55914. /**
  55915. * Stores the scaling vector
  55916. */
  55917. scaling: Vector3;
  55918. /**
  55919. * Convert the Mesh to CSG
  55920. * @param mesh The Mesh to convert to CSG
  55921. * @returns A new CSG from the Mesh
  55922. */
  55923. static FromMesh(mesh: Mesh): CSG;
  55924. /**
  55925. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55926. * @param polygons Polygons used to construct a CSG solid
  55927. */
  55928. private static FromPolygons;
  55929. /**
  55930. * Clones, or makes a deep copy, of the CSG
  55931. * @returns A new CSG
  55932. */
  55933. clone(): CSG;
  55934. /**
  55935. * Unions this CSG with another CSG
  55936. * @param csg The CSG to union against this CSG
  55937. * @returns The unioned CSG
  55938. */
  55939. union(csg: CSG): CSG;
  55940. /**
  55941. * Unions this CSG with another CSG in place
  55942. * @param csg The CSG to union against this CSG
  55943. */
  55944. unionInPlace(csg: CSG): void;
  55945. /**
  55946. * Subtracts this CSG with another CSG
  55947. * @param csg The CSG to subtract against this CSG
  55948. * @returns A new CSG
  55949. */
  55950. subtract(csg: CSG): CSG;
  55951. /**
  55952. * Subtracts this CSG with another CSG in place
  55953. * @param csg The CSG to subtact against this CSG
  55954. */
  55955. subtractInPlace(csg: CSG): void;
  55956. /**
  55957. * Intersect this CSG with another CSG
  55958. * @param csg The CSG to intersect against this CSG
  55959. * @returns A new CSG
  55960. */
  55961. intersect(csg: CSG): CSG;
  55962. /**
  55963. * Intersects this CSG with another CSG in place
  55964. * @param csg The CSG to intersect against this CSG
  55965. */
  55966. intersectInPlace(csg: CSG): void;
  55967. /**
  55968. * Return a new CSG solid with solid and empty space switched. This solid is
  55969. * not modified.
  55970. * @returns A new CSG solid with solid and empty space switched
  55971. */
  55972. inverse(): CSG;
  55973. /**
  55974. * Inverses the CSG in place
  55975. */
  55976. inverseInPlace(): void;
  55977. /**
  55978. * This is used to keep meshes transformations so they can be restored
  55979. * when we build back a Babylon Mesh
  55980. * NB : All CSG operations are performed in world coordinates
  55981. * @param csg The CSG to copy the transform attributes from
  55982. * @returns This CSG
  55983. */
  55984. copyTransformAttributes(csg: CSG): CSG;
  55985. /**
  55986. * Build Raw mesh from CSG
  55987. * Coordinates here are in world space
  55988. * @param name The name of the mesh geometry
  55989. * @param scene The Scene
  55990. * @param keepSubMeshes Specifies if the submeshes should be kept
  55991. * @returns A new Mesh
  55992. */
  55993. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55994. /**
  55995. * Build Mesh from CSG taking material and transforms into account
  55996. * @param name The name of the Mesh
  55997. * @param material The material of the Mesh
  55998. * @param scene The Scene
  55999. * @param keepSubMeshes Specifies if submeshes should be kept
  56000. * @returns The new Mesh
  56001. */
  56002. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56003. }
  56004. }
  56005. declare module "babylonjs/Meshes/trailMesh" {
  56006. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56007. import { Mesh } from "babylonjs/Meshes/mesh";
  56008. import { Scene } from "babylonjs/scene";
  56009. /**
  56010. * Class used to create a trail following a mesh
  56011. */
  56012. export class TrailMesh extends Mesh {
  56013. private _generator;
  56014. private _autoStart;
  56015. private _running;
  56016. private _diameter;
  56017. private _length;
  56018. private _sectionPolygonPointsCount;
  56019. private _sectionVectors;
  56020. private _sectionNormalVectors;
  56021. private _beforeRenderObserver;
  56022. /**
  56023. * @constructor
  56024. * @param name The value used by scene.getMeshByName() to do a lookup.
  56025. * @param generator The mesh to generate a trail.
  56026. * @param scene The scene to add this mesh to.
  56027. * @param diameter Diameter of trailing mesh. Default is 1.
  56028. * @param length Length of trailing mesh. Default is 60.
  56029. * @param autoStart Automatically start trailing mesh. Default true.
  56030. */
  56031. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56032. /**
  56033. * "TrailMesh"
  56034. * @returns "TrailMesh"
  56035. */
  56036. getClassName(): string;
  56037. private _createMesh;
  56038. /**
  56039. * Start trailing mesh.
  56040. */
  56041. start(): void;
  56042. /**
  56043. * Stop trailing mesh.
  56044. */
  56045. stop(): void;
  56046. /**
  56047. * Update trailing mesh geometry.
  56048. */
  56049. update(): void;
  56050. /**
  56051. * Returns a new TrailMesh object.
  56052. * @param name is a string, the name given to the new mesh
  56053. * @param newGenerator use new generator object for cloned trail mesh
  56054. * @returns a new mesh
  56055. */
  56056. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56057. /**
  56058. * Serializes this trail mesh
  56059. * @param serializationObject object to write serialization to
  56060. */
  56061. serialize(serializationObject: any): void;
  56062. /**
  56063. * Parses a serialized trail mesh
  56064. * @param parsedMesh the serialized mesh
  56065. * @param scene the scene to create the trail mesh in
  56066. * @returns the created trail mesh
  56067. */
  56068. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56069. }
  56070. }
  56071. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56072. import { Nullable } from "babylonjs/types";
  56073. import { Scene } from "babylonjs/scene";
  56074. import { Vector4 } from "babylonjs/Maths/math.vector";
  56075. import { Color4 } from "babylonjs/Maths/math.color";
  56076. import { Mesh } from "babylonjs/Meshes/mesh";
  56077. /**
  56078. * Class containing static functions to help procedurally build meshes
  56079. */
  56080. export class TiledBoxBuilder {
  56081. /**
  56082. * Creates a box mesh
  56083. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56084. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56085. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56086. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56087. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56088. * @param name defines the name of the mesh
  56089. * @param options defines the options used to create the mesh
  56090. * @param scene defines the hosting scene
  56091. * @returns the box mesh
  56092. */
  56093. static CreateTiledBox(name: string, options: {
  56094. pattern?: number;
  56095. width?: number;
  56096. height?: number;
  56097. depth?: number;
  56098. tileSize?: number;
  56099. tileWidth?: number;
  56100. tileHeight?: number;
  56101. alignHorizontal?: number;
  56102. alignVertical?: number;
  56103. faceUV?: Vector4[];
  56104. faceColors?: Color4[];
  56105. sideOrientation?: number;
  56106. updatable?: boolean;
  56107. }, scene?: Nullable<Scene>): Mesh;
  56108. }
  56109. }
  56110. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56111. import { Vector4 } from "babylonjs/Maths/math.vector";
  56112. import { Mesh } from "babylonjs/Meshes/mesh";
  56113. /**
  56114. * Class containing static functions to help procedurally build meshes
  56115. */
  56116. export class TorusKnotBuilder {
  56117. /**
  56118. * Creates a torus knot mesh
  56119. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56120. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56121. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56122. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56123. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56124. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56126. * @param name defines the name of the mesh
  56127. * @param options defines the options used to create the mesh
  56128. * @param scene defines the hosting scene
  56129. * @returns the torus knot mesh
  56130. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56131. */
  56132. static CreateTorusKnot(name: string, options: {
  56133. radius?: number;
  56134. tube?: number;
  56135. radialSegments?: number;
  56136. tubularSegments?: number;
  56137. p?: number;
  56138. q?: number;
  56139. updatable?: boolean;
  56140. sideOrientation?: number;
  56141. frontUVs?: Vector4;
  56142. backUVs?: Vector4;
  56143. }, scene: any): Mesh;
  56144. }
  56145. }
  56146. declare module "babylonjs/Meshes/polygonMesh" {
  56147. import { Scene } from "babylonjs/scene";
  56148. import { Vector2 } from "babylonjs/Maths/math.vector";
  56149. import { Mesh } from "babylonjs/Meshes/mesh";
  56150. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56151. import { Path2 } from "babylonjs/Maths/math.path";
  56152. /**
  56153. * Polygon
  56154. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56155. */
  56156. export class Polygon {
  56157. /**
  56158. * Creates a rectangle
  56159. * @param xmin bottom X coord
  56160. * @param ymin bottom Y coord
  56161. * @param xmax top X coord
  56162. * @param ymax top Y coord
  56163. * @returns points that make the resulting rectation
  56164. */
  56165. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56166. /**
  56167. * Creates a circle
  56168. * @param radius radius of circle
  56169. * @param cx scale in x
  56170. * @param cy scale in y
  56171. * @param numberOfSides number of sides that make up the circle
  56172. * @returns points that make the resulting circle
  56173. */
  56174. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56175. /**
  56176. * Creates a polygon from input string
  56177. * @param input Input polygon data
  56178. * @returns the parsed points
  56179. */
  56180. static Parse(input: string): Vector2[];
  56181. /**
  56182. * Starts building a polygon from x and y coordinates
  56183. * @param x x coordinate
  56184. * @param y y coordinate
  56185. * @returns the started path2
  56186. */
  56187. static StartingAt(x: number, y: number): Path2;
  56188. }
  56189. /**
  56190. * Builds a polygon
  56191. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56192. */
  56193. export class PolygonMeshBuilder {
  56194. private _points;
  56195. private _outlinepoints;
  56196. private _holes;
  56197. private _name;
  56198. private _scene;
  56199. private _epoints;
  56200. private _eholes;
  56201. private _addToepoint;
  56202. /**
  56203. * Babylon reference to the earcut plugin.
  56204. */
  56205. bjsEarcut: any;
  56206. /**
  56207. * Creates a PolygonMeshBuilder
  56208. * @param name name of the builder
  56209. * @param contours Path of the polygon
  56210. * @param scene scene to add to when creating the mesh
  56211. * @param earcutInjection can be used to inject your own earcut reference
  56212. */
  56213. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56214. /**
  56215. * Adds a whole within the polygon
  56216. * @param hole Array of points defining the hole
  56217. * @returns this
  56218. */
  56219. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56220. /**
  56221. * Creates the polygon
  56222. * @param updatable If the mesh should be updatable
  56223. * @param depth The depth of the mesh created
  56224. * @returns the created mesh
  56225. */
  56226. build(updatable?: boolean, depth?: number): Mesh;
  56227. /**
  56228. * Creates the polygon
  56229. * @param depth The depth of the mesh created
  56230. * @returns the created VertexData
  56231. */
  56232. buildVertexData(depth?: number): VertexData;
  56233. /**
  56234. * Adds a side to the polygon
  56235. * @param positions points that make the polygon
  56236. * @param normals normals of the polygon
  56237. * @param uvs uvs of the polygon
  56238. * @param indices indices of the polygon
  56239. * @param bounds bounds of the polygon
  56240. * @param points points of the polygon
  56241. * @param depth depth of the polygon
  56242. * @param flip flip of the polygon
  56243. */
  56244. private addSide;
  56245. }
  56246. }
  56247. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56248. import { Scene } from "babylonjs/scene";
  56249. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56250. import { Color4 } from "babylonjs/Maths/math.color";
  56251. import { Mesh } from "babylonjs/Meshes/mesh";
  56252. import { Nullable } from "babylonjs/types";
  56253. /**
  56254. * Class containing static functions to help procedurally build meshes
  56255. */
  56256. export class PolygonBuilder {
  56257. /**
  56258. * Creates a polygon mesh
  56259. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56260. * * 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
  56261. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56262. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56263. * * 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)
  56264. * * Remember you can only change the shape positions, not their number when updating a polygon
  56265. * @param name defines the name of the mesh
  56266. * @param options defines the options used to create the mesh
  56267. * @param scene defines the hosting scene
  56268. * @param earcutInjection can be used to inject your own earcut reference
  56269. * @returns the polygon mesh
  56270. */
  56271. static CreatePolygon(name: string, options: {
  56272. shape: Vector3[];
  56273. holes?: Vector3[][];
  56274. depth?: number;
  56275. faceUV?: Vector4[];
  56276. faceColors?: Color4[];
  56277. updatable?: boolean;
  56278. sideOrientation?: number;
  56279. frontUVs?: Vector4;
  56280. backUVs?: Vector4;
  56281. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56282. /**
  56283. * Creates an extruded polygon mesh, with depth in the Y direction.
  56284. * * 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)
  56285. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56286. * @param name defines the name of the mesh
  56287. * @param options defines the options used to create the mesh
  56288. * @param scene defines the hosting scene
  56289. * @param earcutInjection can be used to inject your own earcut reference
  56290. * @returns the polygon mesh
  56291. */
  56292. static ExtrudePolygon(name: string, options: {
  56293. shape: Vector3[];
  56294. holes?: Vector3[][];
  56295. depth?: number;
  56296. faceUV?: Vector4[];
  56297. faceColors?: Color4[];
  56298. updatable?: boolean;
  56299. sideOrientation?: number;
  56300. frontUVs?: Vector4;
  56301. backUVs?: Vector4;
  56302. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56303. }
  56304. }
  56305. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56306. import { Scene } from "babylonjs/scene";
  56307. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56308. import { Mesh } from "babylonjs/Meshes/mesh";
  56309. import { Nullable } from "babylonjs/types";
  56310. /**
  56311. * Class containing static functions to help procedurally build meshes
  56312. */
  56313. export class LatheBuilder {
  56314. /**
  56315. * Creates lathe mesh.
  56316. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56317. * * 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
  56318. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56319. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56320. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56321. * * 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
  56322. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56323. * * 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
  56324. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56325. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56326. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56327. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56328. * @param name defines the name of the mesh
  56329. * @param options defines the options used to create the mesh
  56330. * @param scene defines the hosting scene
  56331. * @returns the lathe mesh
  56332. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56333. */
  56334. static CreateLathe(name: string, options: {
  56335. shape: Vector3[];
  56336. radius?: number;
  56337. tessellation?: number;
  56338. clip?: number;
  56339. arc?: number;
  56340. closed?: boolean;
  56341. updatable?: boolean;
  56342. sideOrientation?: number;
  56343. frontUVs?: Vector4;
  56344. backUVs?: Vector4;
  56345. cap?: number;
  56346. invertUV?: boolean;
  56347. }, scene?: Nullable<Scene>): Mesh;
  56348. }
  56349. }
  56350. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56351. import { Nullable } from "babylonjs/types";
  56352. import { Scene } from "babylonjs/scene";
  56353. import { Vector4 } from "babylonjs/Maths/math.vector";
  56354. import { Mesh } from "babylonjs/Meshes/mesh";
  56355. /**
  56356. * Class containing static functions to help procedurally build meshes
  56357. */
  56358. export class TiledPlaneBuilder {
  56359. /**
  56360. * Creates a tiled plane mesh
  56361. * * The parameter `pattern` will, depending on value, do nothing or
  56362. * * * flip (reflect about central vertical) alternate tiles across and up
  56363. * * * flip every tile on alternate rows
  56364. * * * rotate (180 degs) alternate tiles across and up
  56365. * * * rotate every tile on alternate rows
  56366. * * * flip and rotate alternate tiles across and up
  56367. * * * flip and rotate every tile on alternate rows
  56368. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56369. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56370. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56371. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56372. * * 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)
  56373. * * 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)
  56374. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56375. * @param name defines the name of the mesh
  56376. * @param options defines the options used to create the mesh
  56377. * @param scene defines the hosting scene
  56378. * @returns the box mesh
  56379. */
  56380. static CreateTiledPlane(name: string, options: {
  56381. pattern?: number;
  56382. tileSize?: number;
  56383. tileWidth?: number;
  56384. tileHeight?: number;
  56385. size?: number;
  56386. width?: number;
  56387. height?: number;
  56388. alignHorizontal?: number;
  56389. alignVertical?: number;
  56390. sideOrientation?: number;
  56391. frontUVs?: Vector4;
  56392. backUVs?: Vector4;
  56393. updatable?: boolean;
  56394. }, scene?: Nullable<Scene>): Mesh;
  56395. }
  56396. }
  56397. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56398. import { Nullable } from "babylonjs/types";
  56399. import { Scene } from "babylonjs/scene";
  56400. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56401. import { Mesh } from "babylonjs/Meshes/mesh";
  56402. /**
  56403. * Class containing static functions to help procedurally build meshes
  56404. */
  56405. export class TubeBuilder {
  56406. /**
  56407. * Creates a tube mesh.
  56408. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56409. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56410. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56411. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56412. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56413. * * 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)
  56414. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56415. * * 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
  56416. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56418. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56419. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56420. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56421. * @param name defines the name of the mesh
  56422. * @param options defines the options used to create the mesh
  56423. * @param scene defines the hosting scene
  56424. * @returns the tube mesh
  56425. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56426. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56427. */
  56428. static CreateTube(name: string, options: {
  56429. path: Vector3[];
  56430. radius?: number;
  56431. tessellation?: number;
  56432. radiusFunction?: {
  56433. (i: number, distance: number): number;
  56434. };
  56435. cap?: number;
  56436. arc?: number;
  56437. updatable?: boolean;
  56438. sideOrientation?: number;
  56439. frontUVs?: Vector4;
  56440. backUVs?: Vector4;
  56441. instance?: Mesh;
  56442. invertUV?: boolean;
  56443. }, scene?: Nullable<Scene>): Mesh;
  56444. }
  56445. }
  56446. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56447. import { Scene } from "babylonjs/scene";
  56448. import { Vector4 } from "babylonjs/Maths/math.vector";
  56449. import { Mesh } from "babylonjs/Meshes/mesh";
  56450. import { Nullable } from "babylonjs/types";
  56451. /**
  56452. * Class containing static functions to help procedurally build meshes
  56453. */
  56454. export class IcoSphereBuilder {
  56455. /**
  56456. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56457. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56458. * * 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`)
  56459. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56460. * * 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
  56461. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56462. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56464. * @param name defines the name of the mesh
  56465. * @param options defines the options used to create the mesh
  56466. * @param scene defines the hosting scene
  56467. * @returns the icosahedron mesh
  56468. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56469. */
  56470. static CreateIcoSphere(name: string, options: {
  56471. radius?: number;
  56472. radiusX?: number;
  56473. radiusY?: number;
  56474. radiusZ?: number;
  56475. flat?: boolean;
  56476. subdivisions?: number;
  56477. sideOrientation?: number;
  56478. frontUVs?: Vector4;
  56479. backUVs?: Vector4;
  56480. updatable?: boolean;
  56481. }, scene?: Nullable<Scene>): Mesh;
  56482. }
  56483. }
  56484. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56485. import { Vector3 } from "babylonjs/Maths/math.vector";
  56486. import { Mesh } from "babylonjs/Meshes/mesh";
  56487. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56488. /**
  56489. * Class containing static functions to help procedurally build meshes
  56490. */
  56491. export class DecalBuilder {
  56492. /**
  56493. * Creates a decal mesh.
  56494. * 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
  56495. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56496. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56497. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56498. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56499. * @param name defines the name of the mesh
  56500. * @param sourceMesh defines the mesh where the decal must be applied
  56501. * @param options defines the options used to create the mesh
  56502. * @param scene defines the hosting scene
  56503. * @returns the decal mesh
  56504. * @see https://doc.babylonjs.com/how_to/decals
  56505. */
  56506. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56507. position?: Vector3;
  56508. normal?: Vector3;
  56509. size?: Vector3;
  56510. angle?: number;
  56511. }): Mesh;
  56512. }
  56513. }
  56514. declare module "babylonjs/Meshes/meshBuilder" {
  56515. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56516. import { Nullable } from "babylonjs/types";
  56517. import { Scene } from "babylonjs/scene";
  56518. import { Mesh } from "babylonjs/Meshes/mesh";
  56519. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56520. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56522. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56523. import { Plane } from "babylonjs/Maths/math.plane";
  56524. /**
  56525. * Class containing static functions to help procedurally build meshes
  56526. */
  56527. export class MeshBuilder {
  56528. /**
  56529. * Creates a box mesh
  56530. * * The parameter `size` sets the size (float) of each box side (default 1)
  56531. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56532. * * 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)
  56533. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56534. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56535. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56536. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56537. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56538. * @param name defines the name of the mesh
  56539. * @param options defines the options used to create the mesh
  56540. * @param scene defines the hosting scene
  56541. * @returns the box mesh
  56542. */
  56543. static CreateBox(name: string, options: {
  56544. size?: number;
  56545. width?: number;
  56546. height?: number;
  56547. depth?: number;
  56548. faceUV?: Vector4[];
  56549. faceColors?: Color4[];
  56550. sideOrientation?: number;
  56551. frontUVs?: Vector4;
  56552. backUVs?: Vector4;
  56553. updatable?: boolean;
  56554. }, scene?: Nullable<Scene>): Mesh;
  56555. /**
  56556. * Creates a tiled box mesh
  56557. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56558. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56559. * @param name defines the name of the mesh
  56560. * @param options defines the options used to create the mesh
  56561. * @param scene defines the hosting scene
  56562. * @returns the tiled box mesh
  56563. */
  56564. static CreateTiledBox(name: string, options: {
  56565. pattern?: number;
  56566. size?: number;
  56567. width?: number;
  56568. height?: number;
  56569. depth: number;
  56570. tileSize?: number;
  56571. tileWidth?: number;
  56572. tileHeight?: number;
  56573. faceUV?: Vector4[];
  56574. faceColors?: Color4[];
  56575. alignHorizontal?: number;
  56576. alignVertical?: number;
  56577. sideOrientation?: number;
  56578. updatable?: boolean;
  56579. }, scene?: Nullable<Scene>): Mesh;
  56580. /**
  56581. * Creates a sphere mesh
  56582. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56583. * * 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`)
  56584. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56585. * * 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
  56586. * * 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)
  56587. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56588. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56590. * @param name defines the name of the mesh
  56591. * @param options defines the options used to create the mesh
  56592. * @param scene defines the hosting scene
  56593. * @returns the sphere mesh
  56594. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56595. */
  56596. static CreateSphere(name: string, options: {
  56597. segments?: number;
  56598. diameter?: number;
  56599. diameterX?: number;
  56600. diameterY?: number;
  56601. diameterZ?: number;
  56602. arc?: number;
  56603. slice?: number;
  56604. sideOrientation?: number;
  56605. frontUVs?: Vector4;
  56606. backUVs?: Vector4;
  56607. updatable?: boolean;
  56608. }, scene?: Nullable<Scene>): Mesh;
  56609. /**
  56610. * Creates a plane polygonal mesh. By default, this is a disc
  56611. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56612. * * 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
  56613. * * 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
  56614. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56615. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56617. * @param name defines the name of the mesh
  56618. * @param options defines the options used to create the mesh
  56619. * @param scene defines the hosting scene
  56620. * @returns the plane polygonal mesh
  56621. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56622. */
  56623. static CreateDisc(name: string, options: {
  56624. radius?: number;
  56625. tessellation?: number;
  56626. arc?: number;
  56627. updatable?: boolean;
  56628. sideOrientation?: number;
  56629. frontUVs?: Vector4;
  56630. backUVs?: Vector4;
  56631. }, scene?: Nullable<Scene>): Mesh;
  56632. /**
  56633. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56634. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56635. * * 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`)
  56636. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56637. * * 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
  56638. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56639. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56640. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56641. * @param name defines the name of the mesh
  56642. * @param options defines the options used to create the mesh
  56643. * @param scene defines the hosting scene
  56644. * @returns the icosahedron mesh
  56645. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56646. */
  56647. static CreateIcoSphere(name: string, options: {
  56648. radius?: number;
  56649. radiusX?: number;
  56650. radiusY?: number;
  56651. radiusZ?: number;
  56652. flat?: boolean;
  56653. subdivisions?: number;
  56654. sideOrientation?: number;
  56655. frontUVs?: Vector4;
  56656. backUVs?: Vector4;
  56657. updatable?: boolean;
  56658. }, scene?: Nullable<Scene>): Mesh;
  56659. /**
  56660. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56661. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56662. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56663. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56664. * * 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
  56665. * * 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
  56666. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  56667. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56668. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56669. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56670. * * 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
  56671. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56672. * * 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
  56673. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56675. * @param name defines the name of the mesh
  56676. * @param options defines the options used to create the mesh
  56677. * @param scene defines the hosting scene
  56678. * @returns the ribbon mesh
  56679. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56680. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56681. */
  56682. static CreateRibbon(name: string, options: {
  56683. pathArray: Vector3[][];
  56684. closeArray?: boolean;
  56685. closePath?: boolean;
  56686. offset?: number;
  56687. updatable?: boolean;
  56688. sideOrientation?: number;
  56689. frontUVs?: Vector4;
  56690. backUVs?: Vector4;
  56691. instance?: Mesh;
  56692. invertUV?: boolean;
  56693. uvs?: Vector2[];
  56694. colors?: Color4[];
  56695. }, scene?: Nullable<Scene>): Mesh;
  56696. /**
  56697. * Creates a cylinder or a cone mesh
  56698. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56699. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56700. * * 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.
  56701. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56702. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56703. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56704. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56705. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  56706. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56707. * * 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).
  56708. * * 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
  56709. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56710. * * 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
  56711. * * 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.
  56712. * * If `enclose` is false, a ring surface is one element.
  56713. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56714. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  56715. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56716. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56717. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56718. * @param name defines the name of the mesh
  56719. * @param options defines the options used to create the mesh
  56720. * @param scene defines the hosting scene
  56721. * @returns the cylinder mesh
  56722. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56723. */
  56724. static CreateCylinder(name: string, options: {
  56725. height?: number;
  56726. diameterTop?: number;
  56727. diameterBottom?: number;
  56728. diameter?: number;
  56729. tessellation?: number;
  56730. subdivisions?: number;
  56731. arc?: number;
  56732. faceColors?: Color4[];
  56733. faceUV?: Vector4[];
  56734. updatable?: boolean;
  56735. hasRings?: boolean;
  56736. enclose?: boolean;
  56737. cap?: number;
  56738. sideOrientation?: number;
  56739. frontUVs?: Vector4;
  56740. backUVs?: Vector4;
  56741. }, scene?: Nullable<Scene>): Mesh;
  56742. /**
  56743. * Creates a torus mesh
  56744. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56745. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56746. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56748. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56750. * @param name defines the name of the mesh
  56751. * @param options defines the options used to create the mesh
  56752. * @param scene defines the hosting scene
  56753. * @returns the torus mesh
  56754. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56755. */
  56756. static CreateTorus(name: string, options: {
  56757. diameter?: number;
  56758. thickness?: number;
  56759. tessellation?: number;
  56760. updatable?: boolean;
  56761. sideOrientation?: number;
  56762. frontUVs?: Vector4;
  56763. backUVs?: Vector4;
  56764. }, scene?: Nullable<Scene>): Mesh;
  56765. /**
  56766. * Creates a torus knot mesh
  56767. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56768. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56769. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56770. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56771. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56772. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56774. * @param name defines the name of the mesh
  56775. * @param options defines the options used to create the mesh
  56776. * @param scene defines the hosting scene
  56777. * @returns the torus knot mesh
  56778. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56779. */
  56780. static CreateTorusKnot(name: string, options: {
  56781. radius?: number;
  56782. tube?: number;
  56783. radialSegments?: number;
  56784. tubularSegments?: number;
  56785. p?: number;
  56786. q?: number;
  56787. updatable?: boolean;
  56788. sideOrientation?: number;
  56789. frontUVs?: Vector4;
  56790. backUVs?: Vector4;
  56791. }, scene?: Nullable<Scene>): Mesh;
  56792. /**
  56793. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56794. * * 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
  56795. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56796. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56797. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56798. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56799. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56800. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56801. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56803. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56804. * @param name defines the name of the new line system
  56805. * @param options defines the options used to create the line system
  56806. * @param scene defines the hosting scene
  56807. * @returns a new line system mesh
  56808. */
  56809. static CreateLineSystem(name: string, options: {
  56810. lines: Vector3[][];
  56811. updatable?: boolean;
  56812. instance?: Nullable<LinesMesh>;
  56813. colors?: Nullable<Color4[][]>;
  56814. useVertexAlpha?: boolean;
  56815. }, scene: Nullable<Scene>): LinesMesh;
  56816. /**
  56817. * Creates a line mesh
  56818. * 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
  56819. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56820. * * The parameter `points` is an array successive Vector3
  56821. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56822. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56823. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56824. * * When updating an instance, remember that only point positions can change, not the number of points
  56825. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56826. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56827. * @param name defines the name of the new line system
  56828. * @param options defines the options used to create the line system
  56829. * @param scene defines the hosting scene
  56830. * @returns a new line mesh
  56831. */
  56832. static CreateLines(name: string, options: {
  56833. points: Vector3[];
  56834. updatable?: boolean;
  56835. instance?: Nullable<LinesMesh>;
  56836. colors?: Color4[];
  56837. useVertexAlpha?: boolean;
  56838. }, scene?: Nullable<Scene>): LinesMesh;
  56839. /**
  56840. * Creates a dashed line mesh
  56841. * * 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
  56842. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56843. * * The parameter `points` is an array successive Vector3
  56844. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56845. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56846. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56847. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56848. * * When updating an instance, remember that only point positions can change, not the number of points
  56849. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56850. * @param name defines the name of the mesh
  56851. * @param options defines the options used to create the mesh
  56852. * @param scene defines the hosting scene
  56853. * @returns the dashed line mesh
  56854. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56855. */
  56856. static CreateDashedLines(name: string, options: {
  56857. points: Vector3[];
  56858. dashSize?: number;
  56859. gapSize?: number;
  56860. dashNb?: number;
  56861. updatable?: boolean;
  56862. instance?: LinesMesh;
  56863. }, scene?: Nullable<Scene>): LinesMesh;
  56864. /**
  56865. * 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.
  56866. * * 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.
  56867. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56868. * * 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.
  56869. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56870. * * 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
  56871. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56872. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56873. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56874. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56875. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56877. * @param name defines the name of the mesh
  56878. * @param options defines the options used to create the mesh
  56879. * @param scene defines the hosting scene
  56880. * @returns the extruded shape mesh
  56881. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56882. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56883. */
  56884. static ExtrudeShape(name: string, options: {
  56885. shape: Vector3[];
  56886. path: Vector3[];
  56887. scale?: number;
  56888. rotation?: number;
  56889. cap?: number;
  56890. updatable?: boolean;
  56891. sideOrientation?: number;
  56892. frontUVs?: Vector4;
  56893. backUVs?: Vector4;
  56894. instance?: Mesh;
  56895. invertUV?: boolean;
  56896. }, scene?: Nullable<Scene>): Mesh;
  56897. /**
  56898. * Creates an custom extruded shape mesh.
  56899. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56900. * * 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.
  56901. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56902. * * 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
  56903. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56904. * * 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
  56905. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56906. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56907. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56908. * * 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
  56909. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56910. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56911. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56912. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56913. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56915. * @param name defines the name of the mesh
  56916. * @param options defines the options used to create the mesh
  56917. * @param scene defines the hosting scene
  56918. * @returns the custom extruded shape mesh
  56919. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56920. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56921. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56922. */
  56923. static ExtrudeShapeCustom(name: string, options: {
  56924. shape: Vector3[];
  56925. path: Vector3[];
  56926. scaleFunction?: any;
  56927. rotationFunction?: any;
  56928. ribbonCloseArray?: boolean;
  56929. ribbonClosePath?: boolean;
  56930. cap?: number;
  56931. updatable?: boolean;
  56932. sideOrientation?: number;
  56933. frontUVs?: Vector4;
  56934. backUVs?: Vector4;
  56935. instance?: Mesh;
  56936. invertUV?: boolean;
  56937. }, scene?: Nullable<Scene>): Mesh;
  56938. /**
  56939. * Creates lathe mesh.
  56940. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56941. * * 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
  56942. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56943. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56944. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56945. * * 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
  56946. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56947. * * 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
  56948. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56949. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56950. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56951. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56952. * @param name defines the name of the mesh
  56953. * @param options defines the options used to create the mesh
  56954. * @param scene defines the hosting scene
  56955. * @returns the lathe mesh
  56956. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56957. */
  56958. static CreateLathe(name: string, options: {
  56959. shape: Vector3[];
  56960. radius?: number;
  56961. tessellation?: number;
  56962. clip?: number;
  56963. arc?: number;
  56964. closed?: boolean;
  56965. updatable?: boolean;
  56966. sideOrientation?: number;
  56967. frontUVs?: Vector4;
  56968. backUVs?: Vector4;
  56969. cap?: number;
  56970. invertUV?: boolean;
  56971. }, scene?: Nullable<Scene>): Mesh;
  56972. /**
  56973. * Creates a tiled plane mesh
  56974. * * You can set a limited pattern arrangement with the tiles
  56975. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56976. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56977. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56978. * @param name defines the name of the mesh
  56979. * @param options defines the options used to create the mesh
  56980. * @param scene defines the hosting scene
  56981. * @returns the plane mesh
  56982. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56983. */
  56984. static CreateTiledPlane(name: string, options: {
  56985. pattern?: number;
  56986. tileSize?: number;
  56987. tileWidth?: number;
  56988. tileHeight?: number;
  56989. size?: number;
  56990. width?: number;
  56991. height?: number;
  56992. alignHorizontal?: number;
  56993. alignVertical?: number;
  56994. sideOrientation?: number;
  56995. frontUVs?: Vector4;
  56996. backUVs?: Vector4;
  56997. updatable?: boolean;
  56998. }, scene?: Nullable<Scene>): Mesh;
  56999. /**
  57000. * Creates a plane mesh
  57001. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57002. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57003. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57004. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57005. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57006. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57007. * @param name defines the name of the mesh
  57008. * @param options defines the options used to create the mesh
  57009. * @param scene defines the hosting scene
  57010. * @returns the plane mesh
  57011. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57012. */
  57013. static CreatePlane(name: string, options: {
  57014. size?: number;
  57015. width?: number;
  57016. height?: number;
  57017. sideOrientation?: number;
  57018. frontUVs?: Vector4;
  57019. backUVs?: Vector4;
  57020. updatable?: boolean;
  57021. sourcePlane?: Plane;
  57022. }, scene?: Nullable<Scene>): Mesh;
  57023. /**
  57024. * Creates a ground mesh
  57025. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57026. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57027. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57028. * @param name defines the name of the mesh
  57029. * @param options defines the options used to create the mesh
  57030. * @param scene defines the hosting scene
  57031. * @returns the ground mesh
  57032. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57033. */
  57034. static CreateGround(name: string, options: {
  57035. width?: number;
  57036. height?: number;
  57037. subdivisions?: number;
  57038. subdivisionsX?: number;
  57039. subdivisionsY?: number;
  57040. updatable?: boolean;
  57041. }, scene?: Nullable<Scene>): Mesh;
  57042. /**
  57043. * Creates a tiled ground mesh
  57044. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57045. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57046. * * 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
  57047. * * 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
  57048. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57049. * @param name defines the name of the mesh
  57050. * @param options defines the options used to create the mesh
  57051. * @param scene defines the hosting scene
  57052. * @returns the tiled ground mesh
  57053. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57054. */
  57055. static CreateTiledGround(name: string, options: {
  57056. xmin: number;
  57057. zmin: number;
  57058. xmax: number;
  57059. zmax: number;
  57060. subdivisions?: {
  57061. w: number;
  57062. h: number;
  57063. };
  57064. precision?: {
  57065. w: number;
  57066. h: number;
  57067. };
  57068. updatable?: boolean;
  57069. }, scene?: Nullable<Scene>): Mesh;
  57070. /**
  57071. * Creates a ground mesh from a height map
  57072. * * The parameter `url` sets the URL of the height map image resource.
  57073. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57074. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57075. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57076. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57077. * * 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.
  57078. * * 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).
  57079. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57080. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57081. * @param name defines the name of the mesh
  57082. * @param url defines the url to the height map
  57083. * @param options defines the options used to create the mesh
  57084. * @param scene defines the hosting scene
  57085. * @returns the ground mesh
  57086. * @see https://doc.babylonjs.com/babylon101/height_map
  57087. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57088. */
  57089. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57090. width?: number;
  57091. height?: number;
  57092. subdivisions?: number;
  57093. minHeight?: number;
  57094. maxHeight?: number;
  57095. colorFilter?: Color3;
  57096. alphaFilter?: number;
  57097. updatable?: boolean;
  57098. onReady?: (mesh: GroundMesh) => void;
  57099. }, scene?: Nullable<Scene>): GroundMesh;
  57100. /**
  57101. * Creates a polygon mesh
  57102. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57103. * * 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
  57104. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57106. * * 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)
  57107. * * Remember you can only change the shape positions, not their number when updating a polygon
  57108. * @param name defines the name of the mesh
  57109. * @param options defines the options used to create the mesh
  57110. * @param scene defines the hosting scene
  57111. * @param earcutInjection can be used to inject your own earcut reference
  57112. * @returns the polygon mesh
  57113. */
  57114. static CreatePolygon(name: string, options: {
  57115. shape: Vector3[];
  57116. holes?: Vector3[][];
  57117. depth?: number;
  57118. faceUV?: Vector4[];
  57119. faceColors?: Color4[];
  57120. updatable?: boolean;
  57121. sideOrientation?: number;
  57122. frontUVs?: Vector4;
  57123. backUVs?: Vector4;
  57124. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57125. /**
  57126. * Creates an extruded polygon mesh, with depth in the Y direction.
  57127. * * 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)
  57128. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57129. * @param name defines the name of the mesh
  57130. * @param options defines the options used to create the mesh
  57131. * @param scene defines the hosting scene
  57132. * @param earcutInjection can be used to inject your own earcut reference
  57133. * @returns the polygon mesh
  57134. */
  57135. static ExtrudePolygon(name: string, options: {
  57136. shape: Vector3[];
  57137. holes?: Vector3[][];
  57138. depth?: number;
  57139. faceUV?: Vector4[];
  57140. faceColors?: Color4[];
  57141. updatable?: boolean;
  57142. sideOrientation?: number;
  57143. frontUVs?: Vector4;
  57144. backUVs?: Vector4;
  57145. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57146. /**
  57147. * Creates a tube mesh.
  57148. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57149. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57150. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57151. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57152. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57153. * * 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)
  57154. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57155. * * 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
  57156. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  57157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57158. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57159. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57160. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57161. * @param name defines the name of the mesh
  57162. * @param options defines the options used to create the mesh
  57163. * @param scene defines the hosting scene
  57164. * @returns the tube mesh
  57165. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57166. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57167. */
  57168. static CreateTube(name: string, options: {
  57169. path: Vector3[];
  57170. radius?: number;
  57171. tessellation?: number;
  57172. radiusFunction?: {
  57173. (i: number, distance: number): number;
  57174. };
  57175. cap?: number;
  57176. arc?: number;
  57177. updatable?: boolean;
  57178. sideOrientation?: number;
  57179. frontUVs?: Vector4;
  57180. backUVs?: Vector4;
  57181. instance?: Mesh;
  57182. invertUV?: boolean;
  57183. }, scene?: Nullable<Scene>): Mesh;
  57184. /**
  57185. * Creates a polyhedron mesh
  57186. * * 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
  57187. * * The parameter `size` (positive float, default 1) sets the polygon size
  57188. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57189. * * 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`
  57190. * * 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
  57191. * * 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)`)
  57192. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57193. * * 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
  57194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57195. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57197. * @param name defines the name of the mesh
  57198. * @param options defines the options used to create the mesh
  57199. * @param scene defines the hosting scene
  57200. * @returns the polyhedron mesh
  57201. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57202. */
  57203. static CreatePolyhedron(name: string, options: {
  57204. type?: number;
  57205. size?: number;
  57206. sizeX?: number;
  57207. sizeY?: number;
  57208. sizeZ?: number;
  57209. custom?: any;
  57210. faceUV?: Vector4[];
  57211. faceColors?: Color4[];
  57212. flat?: boolean;
  57213. updatable?: boolean;
  57214. sideOrientation?: number;
  57215. frontUVs?: Vector4;
  57216. backUVs?: Vector4;
  57217. }, scene?: Nullable<Scene>): Mesh;
  57218. /**
  57219. * Creates a decal mesh.
  57220. * 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
  57221. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57222. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57223. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57224. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57225. * @param name defines the name of the mesh
  57226. * @param sourceMesh defines the mesh where the decal must be applied
  57227. * @param options defines the options used to create the mesh
  57228. * @param scene defines the hosting scene
  57229. * @returns the decal mesh
  57230. * @see https://doc.babylonjs.com/how_to/decals
  57231. */
  57232. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57233. position?: Vector3;
  57234. normal?: Vector3;
  57235. size?: Vector3;
  57236. angle?: number;
  57237. }): Mesh;
  57238. }
  57239. }
  57240. declare module "babylonjs/Meshes/meshSimplification" {
  57241. import { Mesh } from "babylonjs/Meshes/mesh";
  57242. /**
  57243. * A simplifier interface for future simplification implementations
  57244. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57245. */
  57246. export interface ISimplifier {
  57247. /**
  57248. * Simplification of a given mesh according to the given settings.
  57249. * Since this requires computation, it is assumed that the function runs async.
  57250. * @param settings The settings of the simplification, including quality and distance
  57251. * @param successCallback A callback that will be called after the mesh was simplified.
  57252. * @param errorCallback in case of an error, this callback will be called. optional.
  57253. */
  57254. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57255. }
  57256. /**
  57257. * Expected simplification settings.
  57258. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57259. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57260. */
  57261. export interface ISimplificationSettings {
  57262. /**
  57263. * Gets or sets the expected quality
  57264. */
  57265. quality: number;
  57266. /**
  57267. * Gets or sets the distance when this optimized version should be used
  57268. */
  57269. distance: number;
  57270. /**
  57271. * Gets an already optimized mesh
  57272. */
  57273. optimizeMesh?: boolean;
  57274. }
  57275. /**
  57276. * Class used to specify simplification options
  57277. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57278. */
  57279. export class SimplificationSettings implements ISimplificationSettings {
  57280. /** expected quality */
  57281. quality: number;
  57282. /** distance when this optimized version should be used */
  57283. distance: number;
  57284. /** already optimized mesh */
  57285. optimizeMesh?: boolean | undefined;
  57286. /**
  57287. * Creates a SimplificationSettings
  57288. * @param quality expected quality
  57289. * @param distance distance when this optimized version should be used
  57290. * @param optimizeMesh already optimized mesh
  57291. */
  57292. constructor(
  57293. /** expected quality */
  57294. quality: number,
  57295. /** distance when this optimized version should be used */
  57296. distance: number,
  57297. /** already optimized mesh */
  57298. optimizeMesh?: boolean | undefined);
  57299. }
  57300. /**
  57301. * Interface used to define a simplification task
  57302. */
  57303. export interface ISimplificationTask {
  57304. /**
  57305. * Array of settings
  57306. */
  57307. settings: Array<ISimplificationSettings>;
  57308. /**
  57309. * Simplification type
  57310. */
  57311. simplificationType: SimplificationType;
  57312. /**
  57313. * Mesh to simplify
  57314. */
  57315. mesh: Mesh;
  57316. /**
  57317. * Callback called on success
  57318. */
  57319. successCallback?: () => void;
  57320. /**
  57321. * Defines if parallel processing can be used
  57322. */
  57323. parallelProcessing: boolean;
  57324. }
  57325. /**
  57326. * Queue used to order the simplification tasks
  57327. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57328. */
  57329. export class SimplificationQueue {
  57330. private _simplificationArray;
  57331. /**
  57332. * Gets a boolean indicating that the process is still running
  57333. */
  57334. running: boolean;
  57335. /**
  57336. * Creates a new queue
  57337. */
  57338. constructor();
  57339. /**
  57340. * Adds a new simplification task
  57341. * @param task defines a task to add
  57342. */
  57343. addTask(task: ISimplificationTask): void;
  57344. /**
  57345. * Execute next task
  57346. */
  57347. executeNext(): void;
  57348. /**
  57349. * Execute a simplification task
  57350. * @param task defines the task to run
  57351. */
  57352. runSimplification(task: ISimplificationTask): void;
  57353. private getSimplifier;
  57354. }
  57355. /**
  57356. * The implemented types of simplification
  57357. * At the moment only Quadratic Error Decimation is implemented
  57358. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57359. */
  57360. export enum SimplificationType {
  57361. /** Quadratic error decimation */
  57362. QUADRATIC = 0
  57363. }
  57364. }
  57365. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57366. import { Scene } from "babylonjs/scene";
  57367. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57368. import { ISceneComponent } from "babylonjs/sceneComponent";
  57369. module "babylonjs/scene" {
  57370. interface Scene {
  57371. /** @hidden (Backing field) */
  57372. _simplificationQueue: SimplificationQueue;
  57373. /**
  57374. * Gets or sets the simplification queue attached to the scene
  57375. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57376. */
  57377. simplificationQueue: SimplificationQueue;
  57378. }
  57379. }
  57380. module "babylonjs/Meshes/mesh" {
  57381. interface Mesh {
  57382. /**
  57383. * Simplify the mesh according to the given array of settings.
  57384. * Function will return immediately and will simplify async
  57385. * @param settings a collection of simplification settings
  57386. * @param parallelProcessing should all levels calculate parallel or one after the other
  57387. * @param simplificationType the type of simplification to run
  57388. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57389. * @returns the current mesh
  57390. */
  57391. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57392. }
  57393. }
  57394. /**
  57395. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57396. * created in a scene
  57397. */
  57398. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57399. /**
  57400. * The component name helpfull to identify the component in the list of scene components.
  57401. */
  57402. readonly name: string;
  57403. /**
  57404. * The scene the component belongs to.
  57405. */
  57406. scene: Scene;
  57407. /**
  57408. * Creates a new instance of the component for the given scene
  57409. * @param scene Defines the scene to register the component in
  57410. */
  57411. constructor(scene: Scene);
  57412. /**
  57413. * Registers the component in a given scene
  57414. */
  57415. register(): void;
  57416. /**
  57417. * Rebuilds the elements related to this component in case of
  57418. * context lost for instance.
  57419. */
  57420. rebuild(): void;
  57421. /**
  57422. * Disposes the component and the associated ressources
  57423. */
  57424. dispose(): void;
  57425. private _beforeCameraUpdate;
  57426. }
  57427. }
  57428. declare module "babylonjs/Meshes/Builders/index" {
  57429. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57430. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57431. export * from "babylonjs/Meshes/Builders/discBuilder";
  57432. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57433. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57434. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57435. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57436. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57437. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57438. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57439. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57440. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57441. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57442. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57443. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57444. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57445. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57446. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57447. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57448. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57449. }
  57450. declare module "babylonjs/Meshes/index" {
  57451. export * from "babylonjs/Meshes/abstractMesh";
  57452. export * from "babylonjs/Meshes/buffer";
  57453. export * from "babylonjs/Meshes/Compression/index";
  57454. export * from "babylonjs/Meshes/csg";
  57455. export * from "babylonjs/Meshes/geometry";
  57456. export * from "babylonjs/Meshes/groundMesh";
  57457. export * from "babylonjs/Meshes/trailMesh";
  57458. export * from "babylonjs/Meshes/instancedMesh";
  57459. export * from "babylonjs/Meshes/linesMesh";
  57460. export * from "babylonjs/Meshes/mesh";
  57461. export * from "babylonjs/Meshes/mesh.vertexData";
  57462. export * from "babylonjs/Meshes/meshBuilder";
  57463. export * from "babylonjs/Meshes/meshSimplification";
  57464. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57465. export * from "babylonjs/Meshes/polygonMesh";
  57466. export * from "babylonjs/Meshes/subMesh";
  57467. export * from "babylonjs/Meshes/meshLODLevel";
  57468. export * from "babylonjs/Meshes/transformNode";
  57469. export * from "babylonjs/Meshes/Builders/index";
  57470. export * from "babylonjs/Meshes/dataBuffer";
  57471. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57472. }
  57473. declare module "babylonjs/Morph/index" {
  57474. export * from "babylonjs/Morph/morphTarget";
  57475. export * from "babylonjs/Morph/morphTargetManager";
  57476. }
  57477. declare module "babylonjs/Navigation/INavigationEngine" {
  57478. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57479. import { Vector3 } from "babylonjs/Maths/math";
  57480. import { Mesh } from "babylonjs/Meshes/mesh";
  57481. import { Scene } from "babylonjs/scene";
  57482. /**
  57483. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57484. */
  57485. export interface INavigationEnginePlugin {
  57486. /**
  57487. * plugin name
  57488. */
  57489. name: string;
  57490. /**
  57491. * Creates a navigation mesh
  57492. * @param meshes array of all the geometry used to compute the navigatio mesh
  57493. * @param parameters bunch of parameters used to filter geometry
  57494. */
  57495. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57496. /**
  57497. * Create a navigation mesh debug mesh
  57498. * @param scene is where the mesh will be added
  57499. * @returns debug display mesh
  57500. */
  57501. createDebugNavMesh(scene: Scene): Mesh;
  57502. /**
  57503. * Get a navigation mesh constrained position, closest to the parameter position
  57504. * @param position world position
  57505. * @returns the closest point to position constrained by the navigation mesh
  57506. */
  57507. getClosestPoint(position: Vector3): Vector3;
  57508. /**
  57509. * Get a navigation mesh constrained position, within a particular radius
  57510. * @param position world position
  57511. * @param maxRadius the maximum distance to the constrained world position
  57512. * @returns the closest point to position constrained by the navigation mesh
  57513. */
  57514. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57515. /**
  57516. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57517. * @param start world position
  57518. * @param end world position
  57519. * @returns array containing world position composing the path
  57520. */
  57521. computePath(start: Vector3, end: Vector3): Vector3[];
  57522. /**
  57523. * If this plugin is supported
  57524. * @returns true if plugin is supported
  57525. */
  57526. isSupported(): boolean;
  57527. /**
  57528. * Create a new Crowd so you can add agents
  57529. * @param maxAgents the maximum agent count in the crowd
  57530. * @param maxAgentRadius the maximum radius an agent can have
  57531. * @param scene to attach the crowd to
  57532. * @returns the crowd you can add agents to
  57533. */
  57534. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57535. /**
  57536. * Release all resources
  57537. */
  57538. dispose(): void;
  57539. }
  57540. /**
  57541. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57542. */
  57543. export interface ICrowd {
  57544. /**
  57545. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57546. * You can attach anything to that node. The node position is updated in the scene update tick.
  57547. * @param pos world position that will be constrained by the navigation mesh
  57548. * @param parameters agent parameters
  57549. * @param transform hooked to the agent that will be update by the scene
  57550. * @returns agent index
  57551. */
  57552. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57553. /**
  57554. * Returns the agent position in world space
  57555. * @param index agent index returned by addAgent
  57556. * @returns world space position
  57557. */
  57558. getAgentPosition(index: number): Vector3;
  57559. /**
  57560. * Gets the agent velocity in world space
  57561. * @param index agent index returned by addAgent
  57562. * @returns world space velocity
  57563. */
  57564. getAgentVelocity(index: number): Vector3;
  57565. /**
  57566. * remove a particular agent previously created
  57567. * @param index agent index returned by addAgent
  57568. */
  57569. removeAgent(index: number): void;
  57570. /**
  57571. * get the list of all agents attached to this crowd
  57572. * @returns list of agent indices
  57573. */
  57574. getAgents(): number[];
  57575. /**
  57576. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57577. * @param deltaTime in seconds
  57578. */
  57579. update(deltaTime: number): void;
  57580. /**
  57581. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57582. * @param index agent index returned by addAgent
  57583. * @param destination targeted world position
  57584. */
  57585. agentGoto(index: number, destination: Vector3): void;
  57586. /**
  57587. * Release all resources
  57588. */
  57589. dispose(): void;
  57590. }
  57591. /**
  57592. * Configures an agent
  57593. */
  57594. export interface IAgentParameters {
  57595. /**
  57596. * Agent radius. [Limit: >= 0]
  57597. */
  57598. radius: number;
  57599. /**
  57600. * Agent height. [Limit: > 0]
  57601. */
  57602. height: number;
  57603. /**
  57604. * Maximum allowed acceleration. [Limit: >= 0]
  57605. */
  57606. maxAcceleration: number;
  57607. /**
  57608. * Maximum allowed speed. [Limit: >= 0]
  57609. */
  57610. maxSpeed: number;
  57611. /**
  57612. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57613. */
  57614. collisionQueryRange: number;
  57615. /**
  57616. * The path visibility optimization range. [Limit: > 0]
  57617. */
  57618. pathOptimizationRange: number;
  57619. /**
  57620. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57621. */
  57622. separationWeight: number;
  57623. }
  57624. /**
  57625. * Configures the navigation mesh creation
  57626. */
  57627. export interface INavMeshParameters {
  57628. /**
  57629. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57630. */
  57631. cs: number;
  57632. /**
  57633. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57634. */
  57635. ch: number;
  57636. /**
  57637. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57638. */
  57639. walkableSlopeAngle: number;
  57640. /**
  57641. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57642. * be considered walkable. [Limit: >= 3] [Units: vx]
  57643. */
  57644. walkableHeight: number;
  57645. /**
  57646. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57647. */
  57648. walkableClimb: number;
  57649. /**
  57650. * The distance to erode/shrink the walkable area of the heightfield away from
  57651. * obstructions. [Limit: >=0] [Units: vx]
  57652. */
  57653. walkableRadius: number;
  57654. /**
  57655. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57656. */
  57657. maxEdgeLen: number;
  57658. /**
  57659. * The maximum distance a simplfied contour's border edges should deviate
  57660. * the original raw contour. [Limit: >=0] [Units: vx]
  57661. */
  57662. maxSimplificationError: number;
  57663. /**
  57664. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57665. */
  57666. minRegionArea: number;
  57667. /**
  57668. * Any regions with a span count smaller than this value will, if possible,
  57669. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57670. */
  57671. mergeRegionArea: number;
  57672. /**
  57673. * The maximum number of vertices allowed for polygons generated during the
  57674. * contour to polygon conversion process. [Limit: >= 3]
  57675. */
  57676. maxVertsPerPoly: number;
  57677. /**
  57678. * Sets the sampling distance to use when generating the detail mesh.
  57679. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57680. */
  57681. detailSampleDist: number;
  57682. /**
  57683. * The maximum distance the detail mesh surface should deviate from heightfield
  57684. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57685. */
  57686. detailSampleMaxError: number;
  57687. }
  57688. }
  57689. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57690. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57691. import { Mesh } from "babylonjs/Meshes/mesh";
  57692. import { Scene } from "babylonjs/scene";
  57693. import { Vector3 } from "babylonjs/Maths/math";
  57694. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57695. /**
  57696. * RecastJS navigation plugin
  57697. */
  57698. export class RecastJSPlugin implements INavigationEnginePlugin {
  57699. /**
  57700. * Reference to the Recast library
  57701. */
  57702. bjsRECAST: any;
  57703. /**
  57704. * plugin name
  57705. */
  57706. name: string;
  57707. /**
  57708. * the first navmesh created. We might extend this to support multiple navmeshes
  57709. */
  57710. navMesh: any;
  57711. /**
  57712. * Initializes the recastJS plugin
  57713. * @param recastInjection can be used to inject your own recast reference
  57714. */
  57715. constructor(recastInjection?: any);
  57716. /**
  57717. * Creates a navigation mesh
  57718. * @param meshes array of all the geometry used to compute the navigatio mesh
  57719. * @param parameters bunch of parameters used to filter geometry
  57720. */
  57721. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57722. /**
  57723. * Create a navigation mesh debug mesh
  57724. * @param scene is where the mesh will be added
  57725. * @returns debug display mesh
  57726. */
  57727. createDebugNavMesh(scene: Scene): Mesh;
  57728. /**
  57729. * Get a navigation mesh constrained position, closest to the parameter position
  57730. * @param position world position
  57731. * @returns the closest point to position constrained by the navigation mesh
  57732. */
  57733. getClosestPoint(position: Vector3): Vector3;
  57734. /**
  57735. * Get a navigation mesh constrained position, within a particular radius
  57736. * @param position world position
  57737. * @param maxRadius the maximum distance to the constrained world position
  57738. * @returns the closest point to position constrained by the navigation mesh
  57739. */
  57740. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57741. /**
  57742. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57743. * @param start world position
  57744. * @param end world position
  57745. * @returns array containing world position composing the path
  57746. */
  57747. computePath(start: Vector3, end: Vector3): Vector3[];
  57748. /**
  57749. * Create a new Crowd so you can add agents
  57750. * @param maxAgents the maximum agent count in the crowd
  57751. * @param maxAgentRadius the maximum radius an agent can have
  57752. * @param scene to attach the crowd to
  57753. * @returns the crowd you can add agents to
  57754. */
  57755. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57756. /**
  57757. * Disposes
  57758. */
  57759. dispose(): void;
  57760. /**
  57761. * If this plugin is supported
  57762. * @returns true if plugin is supported
  57763. */
  57764. isSupported(): boolean;
  57765. }
  57766. /**
  57767. * Recast detour crowd implementation
  57768. */
  57769. export class RecastJSCrowd implements ICrowd {
  57770. /**
  57771. * Recast/detour plugin
  57772. */
  57773. bjsRECASTPlugin: RecastJSPlugin;
  57774. /**
  57775. * Link to the detour crowd
  57776. */
  57777. recastCrowd: any;
  57778. /**
  57779. * One transform per agent
  57780. */
  57781. transforms: TransformNode[];
  57782. /**
  57783. * All agents created
  57784. */
  57785. agents: number[];
  57786. /**
  57787. * Link to the scene is kept to unregister the crowd from the scene
  57788. */
  57789. private _scene;
  57790. /**
  57791. * Observer for crowd updates
  57792. */
  57793. private _onBeforeAnimationsObserver;
  57794. /**
  57795. * Constructor
  57796. * @param plugin recastJS plugin
  57797. * @param maxAgents the maximum agent count in the crowd
  57798. * @param maxAgentRadius the maximum radius an agent can have
  57799. * @param scene to attach the crowd to
  57800. * @returns the crowd you can add agents to
  57801. */
  57802. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57803. /**
  57804. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57805. * You can attach anything to that node. The node position is updated in the scene update tick.
  57806. * @param pos world position that will be constrained by the navigation mesh
  57807. * @param parameters agent parameters
  57808. * @param transform hooked to the agent that will be update by the scene
  57809. * @returns agent index
  57810. */
  57811. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57812. /**
  57813. * Returns the agent position in world space
  57814. * @param index agent index returned by addAgent
  57815. * @returns world space position
  57816. */
  57817. getAgentPosition(index: number): Vector3;
  57818. /**
  57819. * Returns the agent velocity in world space
  57820. * @param index agent index returned by addAgent
  57821. * @returns world space velocity
  57822. */
  57823. getAgentVelocity(index: number): Vector3;
  57824. /**
  57825. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57826. * @param index agent index returned by addAgent
  57827. * @param destination targeted world position
  57828. */
  57829. agentGoto(index: number, destination: Vector3): void;
  57830. /**
  57831. * remove a particular agent previously created
  57832. * @param index agent index returned by addAgent
  57833. */
  57834. removeAgent(index: number): void;
  57835. /**
  57836. * get the list of all agents attached to this crowd
  57837. * @returns list of agent indices
  57838. */
  57839. getAgents(): number[];
  57840. /**
  57841. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57842. * @param deltaTime in seconds
  57843. */
  57844. update(deltaTime: number): void;
  57845. /**
  57846. * Release all resources
  57847. */
  57848. dispose(): void;
  57849. }
  57850. }
  57851. declare module "babylonjs/Navigation/Plugins/index" {
  57852. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57853. }
  57854. declare module "babylonjs/Navigation/index" {
  57855. export * from "babylonjs/Navigation/INavigationEngine";
  57856. export * from "babylonjs/Navigation/Plugins/index";
  57857. }
  57858. declare module "babylonjs/Offline/database" {
  57859. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57860. /**
  57861. * Class used to enable access to IndexedDB
  57862. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57863. */
  57864. export class Database implements IOfflineProvider {
  57865. private _callbackManifestChecked;
  57866. private _currentSceneUrl;
  57867. private _db;
  57868. private _enableSceneOffline;
  57869. private _enableTexturesOffline;
  57870. private _manifestVersionFound;
  57871. private _mustUpdateRessources;
  57872. private _hasReachedQuota;
  57873. private _isSupported;
  57874. private _idbFactory;
  57875. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57876. private static IsUASupportingBlobStorage;
  57877. /**
  57878. * Gets a boolean indicating if Database storate is enabled (off by default)
  57879. */
  57880. static IDBStorageEnabled: boolean;
  57881. /**
  57882. * Gets a boolean indicating if scene must be saved in the database
  57883. */
  57884. readonly enableSceneOffline: boolean;
  57885. /**
  57886. * Gets a boolean indicating if textures must be saved in the database
  57887. */
  57888. readonly enableTexturesOffline: boolean;
  57889. /**
  57890. * Creates a new Database
  57891. * @param urlToScene defines the url to load the scene
  57892. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57893. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57894. */
  57895. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57896. private static _ParseURL;
  57897. private static _ReturnFullUrlLocation;
  57898. private _checkManifestFile;
  57899. /**
  57900. * Open the database and make it available
  57901. * @param successCallback defines the callback to call on success
  57902. * @param errorCallback defines the callback to call on error
  57903. */
  57904. open(successCallback: () => void, errorCallback: () => void): void;
  57905. /**
  57906. * Loads an image from the database
  57907. * @param url defines the url to load from
  57908. * @param image defines the target DOM image
  57909. */
  57910. loadImage(url: string, image: HTMLImageElement): void;
  57911. private _loadImageFromDBAsync;
  57912. private _saveImageIntoDBAsync;
  57913. private _checkVersionFromDB;
  57914. private _loadVersionFromDBAsync;
  57915. private _saveVersionIntoDBAsync;
  57916. /**
  57917. * Loads a file from database
  57918. * @param url defines the URL to load from
  57919. * @param sceneLoaded defines a callback to call on success
  57920. * @param progressCallBack defines a callback to call when progress changed
  57921. * @param errorCallback defines a callback to call on error
  57922. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57923. */
  57924. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57925. private _loadFileAsync;
  57926. private _saveFileAsync;
  57927. /**
  57928. * Validates if xhr data is correct
  57929. * @param xhr defines the request to validate
  57930. * @param dataType defines the expected data type
  57931. * @returns true if data is correct
  57932. */
  57933. private static _ValidateXHRData;
  57934. }
  57935. }
  57936. declare module "babylonjs/Offline/index" {
  57937. export * from "babylonjs/Offline/database";
  57938. export * from "babylonjs/Offline/IOfflineProvider";
  57939. }
  57940. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57941. /** @hidden */
  57942. export var gpuUpdateParticlesPixelShader: {
  57943. name: string;
  57944. shader: string;
  57945. };
  57946. }
  57947. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57948. /** @hidden */
  57949. export var gpuUpdateParticlesVertexShader: {
  57950. name: string;
  57951. shader: string;
  57952. };
  57953. }
  57954. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57955. /** @hidden */
  57956. export var clipPlaneFragmentDeclaration2: {
  57957. name: string;
  57958. shader: string;
  57959. };
  57960. }
  57961. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57962. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57963. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57964. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57965. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57966. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57967. /** @hidden */
  57968. export var gpuRenderParticlesPixelShader: {
  57969. name: string;
  57970. shader: string;
  57971. };
  57972. }
  57973. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57974. /** @hidden */
  57975. export var clipPlaneVertexDeclaration2: {
  57976. name: string;
  57977. shader: string;
  57978. };
  57979. }
  57980. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57981. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57982. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57983. /** @hidden */
  57984. export var gpuRenderParticlesVertexShader: {
  57985. name: string;
  57986. shader: string;
  57987. };
  57988. }
  57989. declare module "babylonjs/Particles/gpuParticleSystem" {
  57990. import { Nullable } from "babylonjs/types";
  57991. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57992. import { Observable } from "babylonjs/Misc/observable";
  57993. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57994. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57995. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57996. import { Scene, IDisposable } from "babylonjs/scene";
  57997. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57998. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57999. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58000. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58001. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58002. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58003. /**
  58004. * This represents a GPU particle system in Babylon
  58005. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58006. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58007. */
  58008. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58009. /**
  58010. * The layer mask we are rendering the particles through.
  58011. */
  58012. layerMask: number;
  58013. private _capacity;
  58014. private _activeCount;
  58015. private _currentActiveCount;
  58016. private _accumulatedCount;
  58017. private _renderEffect;
  58018. private _updateEffect;
  58019. private _buffer0;
  58020. private _buffer1;
  58021. private _spriteBuffer;
  58022. private _updateVAO;
  58023. private _renderVAO;
  58024. private _targetIndex;
  58025. private _sourceBuffer;
  58026. private _targetBuffer;
  58027. private _engine;
  58028. private _currentRenderId;
  58029. private _started;
  58030. private _stopped;
  58031. private _timeDelta;
  58032. private _randomTexture;
  58033. private _randomTexture2;
  58034. private _attributesStrideSize;
  58035. private _updateEffectOptions;
  58036. private _randomTextureSize;
  58037. private _actualFrame;
  58038. private readonly _rawTextureWidth;
  58039. /**
  58040. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58041. */
  58042. static readonly IsSupported: boolean;
  58043. /**
  58044. * An event triggered when the system is disposed.
  58045. */
  58046. onDisposeObservable: Observable<GPUParticleSystem>;
  58047. /**
  58048. * Gets the maximum number of particles active at the same time.
  58049. * @returns The max number of active particles.
  58050. */
  58051. getCapacity(): number;
  58052. /**
  58053. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58054. * to override the particles.
  58055. */
  58056. forceDepthWrite: boolean;
  58057. /**
  58058. * Gets or set the number of active particles
  58059. */
  58060. activeParticleCount: number;
  58061. private _preWarmDone;
  58062. /**
  58063. * Is this system ready to be used/rendered
  58064. * @return true if the system is ready
  58065. */
  58066. isReady(): boolean;
  58067. /**
  58068. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58069. * @returns True if it has been started, otherwise false.
  58070. */
  58071. isStarted(): boolean;
  58072. /**
  58073. * Starts the particle system and begins to emit
  58074. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58075. */
  58076. start(delay?: number): void;
  58077. /**
  58078. * Stops the particle system.
  58079. */
  58080. stop(): void;
  58081. /**
  58082. * Remove all active particles
  58083. */
  58084. reset(): void;
  58085. /**
  58086. * Returns the string "GPUParticleSystem"
  58087. * @returns a string containing the class name
  58088. */
  58089. getClassName(): string;
  58090. private _colorGradientsTexture;
  58091. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58092. /**
  58093. * Adds a new color gradient
  58094. * @param gradient defines the gradient to use (between 0 and 1)
  58095. * @param color1 defines the color to affect to the specified gradient
  58096. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58097. * @returns the current particle system
  58098. */
  58099. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58100. /**
  58101. * Remove a specific color gradient
  58102. * @param gradient defines the gradient to remove
  58103. * @returns the current particle system
  58104. */
  58105. removeColorGradient(gradient: number): GPUParticleSystem;
  58106. private _angularSpeedGradientsTexture;
  58107. private _sizeGradientsTexture;
  58108. private _velocityGradientsTexture;
  58109. private _limitVelocityGradientsTexture;
  58110. private _dragGradientsTexture;
  58111. private _addFactorGradient;
  58112. /**
  58113. * Adds a new size gradient
  58114. * @param gradient defines the gradient to use (between 0 and 1)
  58115. * @param factor defines the size factor to affect to the specified gradient
  58116. * @returns the current particle system
  58117. */
  58118. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58119. /**
  58120. * Remove a specific size gradient
  58121. * @param gradient defines the gradient to remove
  58122. * @returns the current particle system
  58123. */
  58124. removeSizeGradient(gradient: number): GPUParticleSystem;
  58125. /**
  58126. * Adds a new angular speed gradient
  58127. * @param gradient defines the gradient to use (between 0 and 1)
  58128. * @param factor defines the angular speed to affect to the specified gradient
  58129. * @returns the current particle system
  58130. */
  58131. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58132. /**
  58133. * Remove a specific angular speed gradient
  58134. * @param gradient defines the gradient to remove
  58135. * @returns the current particle system
  58136. */
  58137. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58138. /**
  58139. * Adds a new velocity gradient
  58140. * @param gradient defines the gradient to use (between 0 and 1)
  58141. * @param factor defines the velocity to affect to the specified gradient
  58142. * @returns the current particle system
  58143. */
  58144. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58145. /**
  58146. * Remove a specific velocity gradient
  58147. * @param gradient defines the gradient to remove
  58148. * @returns the current particle system
  58149. */
  58150. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58151. /**
  58152. * Adds a new limit velocity gradient
  58153. * @param gradient defines the gradient to use (between 0 and 1)
  58154. * @param factor defines the limit velocity value to affect to the specified gradient
  58155. * @returns the current particle system
  58156. */
  58157. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58158. /**
  58159. * Remove a specific limit velocity gradient
  58160. * @param gradient defines the gradient to remove
  58161. * @returns the current particle system
  58162. */
  58163. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58164. /**
  58165. * Adds a new drag gradient
  58166. * @param gradient defines the gradient to use (between 0 and 1)
  58167. * @param factor defines the drag value to affect to the specified gradient
  58168. * @returns the current particle system
  58169. */
  58170. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58171. /**
  58172. * Remove a specific drag gradient
  58173. * @param gradient defines the gradient to remove
  58174. * @returns the current particle system
  58175. */
  58176. removeDragGradient(gradient: number): GPUParticleSystem;
  58177. /**
  58178. * Not supported by GPUParticleSystem
  58179. * @param gradient defines the gradient to use (between 0 and 1)
  58180. * @param factor defines the emit rate value to affect to the specified gradient
  58181. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58182. * @returns the current particle system
  58183. */
  58184. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58185. /**
  58186. * Not supported by GPUParticleSystem
  58187. * @param gradient defines the gradient to remove
  58188. * @returns the current particle system
  58189. */
  58190. removeEmitRateGradient(gradient: number): IParticleSystem;
  58191. /**
  58192. * Not supported by GPUParticleSystem
  58193. * @param gradient defines the gradient to use (between 0 and 1)
  58194. * @param factor defines the start size value to affect to the specified gradient
  58195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58196. * @returns the current particle system
  58197. */
  58198. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58199. /**
  58200. * Not supported by GPUParticleSystem
  58201. * @param gradient defines the gradient to remove
  58202. * @returns the current particle system
  58203. */
  58204. removeStartSizeGradient(gradient: number): IParticleSystem;
  58205. /**
  58206. * Not supported by GPUParticleSystem
  58207. * @param gradient defines the gradient to use (between 0 and 1)
  58208. * @param min defines the color remap minimal range
  58209. * @param max defines the color remap maximal range
  58210. * @returns the current particle system
  58211. */
  58212. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58213. /**
  58214. * Not supported by GPUParticleSystem
  58215. * @param gradient defines the gradient to remove
  58216. * @returns the current particle system
  58217. */
  58218. removeColorRemapGradient(): IParticleSystem;
  58219. /**
  58220. * Not supported by GPUParticleSystem
  58221. * @param gradient defines the gradient to use (between 0 and 1)
  58222. * @param min defines the alpha remap minimal range
  58223. * @param max defines the alpha remap maximal range
  58224. * @returns the current particle system
  58225. */
  58226. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58227. /**
  58228. * Not supported by GPUParticleSystem
  58229. * @param gradient defines the gradient to remove
  58230. * @returns the current particle system
  58231. */
  58232. removeAlphaRemapGradient(): IParticleSystem;
  58233. /**
  58234. * Not supported by GPUParticleSystem
  58235. * @param gradient defines the gradient to use (between 0 and 1)
  58236. * @param color defines the color to affect to the specified gradient
  58237. * @returns the current particle system
  58238. */
  58239. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58240. /**
  58241. * Not supported by GPUParticleSystem
  58242. * @param gradient defines the gradient to remove
  58243. * @returns the current particle system
  58244. */
  58245. removeRampGradient(): IParticleSystem;
  58246. /**
  58247. * Not supported by GPUParticleSystem
  58248. * @returns the list of ramp gradients
  58249. */
  58250. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58251. /**
  58252. * Not supported by GPUParticleSystem
  58253. * Gets or sets a boolean indicating that ramp gradients must be used
  58254. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58255. */
  58256. useRampGradients: boolean;
  58257. /**
  58258. * Not supported by GPUParticleSystem
  58259. * @param gradient defines the gradient to use (between 0 and 1)
  58260. * @param factor defines the life time factor to affect to the specified gradient
  58261. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58262. * @returns the current particle system
  58263. */
  58264. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58265. /**
  58266. * Not supported by GPUParticleSystem
  58267. * @param gradient defines the gradient to remove
  58268. * @returns the current particle system
  58269. */
  58270. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58271. /**
  58272. * Instantiates a GPU particle system.
  58273. * 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.
  58274. * @param name The name of the particle system
  58275. * @param options The options used to create the system
  58276. * @param scene The scene the particle system belongs to
  58277. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58278. */
  58279. constructor(name: string, options: Partial<{
  58280. capacity: number;
  58281. randomTextureSize: number;
  58282. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58283. protected _reset(): void;
  58284. private _createUpdateVAO;
  58285. private _createRenderVAO;
  58286. private _initialize;
  58287. /** @hidden */
  58288. _recreateUpdateEffect(): void;
  58289. /** @hidden */
  58290. _recreateRenderEffect(): void;
  58291. /**
  58292. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58293. * @param preWarm defines if we are in the pre-warmimg phase
  58294. */
  58295. animate(preWarm?: boolean): void;
  58296. private _createFactorGradientTexture;
  58297. private _createSizeGradientTexture;
  58298. private _createAngularSpeedGradientTexture;
  58299. private _createVelocityGradientTexture;
  58300. private _createLimitVelocityGradientTexture;
  58301. private _createDragGradientTexture;
  58302. private _createColorGradientTexture;
  58303. /**
  58304. * Renders the particle system in its current state
  58305. * @param preWarm defines if the system should only update the particles but not render them
  58306. * @returns the current number of particles
  58307. */
  58308. render(preWarm?: boolean): number;
  58309. /**
  58310. * Rebuilds the particle system
  58311. */
  58312. rebuild(): void;
  58313. private _releaseBuffers;
  58314. private _releaseVAOs;
  58315. /**
  58316. * Disposes the particle system and free the associated resources
  58317. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58318. */
  58319. dispose(disposeTexture?: boolean): void;
  58320. /**
  58321. * Clones the particle system.
  58322. * @param name The name of the cloned object
  58323. * @param newEmitter The new emitter to use
  58324. * @returns the cloned particle system
  58325. */
  58326. clone(name: string, newEmitter: any): GPUParticleSystem;
  58327. /**
  58328. * Serializes the particle system to a JSON object.
  58329. * @returns the JSON object
  58330. */
  58331. serialize(): any;
  58332. /**
  58333. * Parses a JSON object to create a GPU particle system.
  58334. * @param parsedParticleSystem The JSON object to parse
  58335. * @param scene The scene to create the particle system in
  58336. * @param rootUrl The root url to use to load external dependencies like texture
  58337. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58338. * @returns the parsed GPU particle system
  58339. */
  58340. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58341. }
  58342. }
  58343. declare module "babylonjs/Particles/particleSystemSet" {
  58344. import { Nullable } from "babylonjs/types";
  58345. import { Color3 } from "babylonjs/Maths/math.color";
  58346. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58347. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58348. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58349. import { Scene, IDisposable } from "babylonjs/scene";
  58350. /**
  58351. * Represents a set of particle systems working together to create a specific effect
  58352. */
  58353. export class ParticleSystemSet implements IDisposable {
  58354. private _emitterCreationOptions;
  58355. private _emitterNode;
  58356. /**
  58357. * Gets the particle system list
  58358. */
  58359. systems: IParticleSystem[];
  58360. /**
  58361. * Gets the emitter node used with this set
  58362. */
  58363. readonly emitterNode: Nullable<TransformNode>;
  58364. /**
  58365. * Creates a new emitter mesh as a sphere
  58366. * @param options defines the options used to create the sphere
  58367. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58368. * @param scene defines the hosting scene
  58369. */
  58370. setEmitterAsSphere(options: {
  58371. diameter: number;
  58372. segments: number;
  58373. color: Color3;
  58374. }, renderingGroupId: number, scene: Scene): void;
  58375. /**
  58376. * Starts all particle systems of the set
  58377. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58378. */
  58379. start(emitter?: AbstractMesh): void;
  58380. /**
  58381. * Release all associated resources
  58382. */
  58383. dispose(): void;
  58384. /**
  58385. * Serialize the set into a JSON compatible object
  58386. * @returns a JSON compatible representation of the set
  58387. */
  58388. serialize(): any;
  58389. /**
  58390. * Parse a new ParticleSystemSet from a serialized source
  58391. * @param data defines a JSON compatible representation of the set
  58392. * @param scene defines the hosting scene
  58393. * @param gpu defines if we want GPU particles or CPU particles
  58394. * @returns a new ParticleSystemSet
  58395. */
  58396. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58397. }
  58398. }
  58399. declare module "babylonjs/Particles/particleHelper" {
  58400. import { Nullable } from "babylonjs/types";
  58401. import { Scene } from "babylonjs/scene";
  58402. import { Vector3 } from "babylonjs/Maths/math.vector";
  58403. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58404. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58405. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58406. /**
  58407. * This class is made for on one-liner static method to help creating particle system set.
  58408. */
  58409. export class ParticleHelper {
  58410. /**
  58411. * Gets or sets base Assets URL
  58412. */
  58413. static BaseAssetsUrl: string;
  58414. /**
  58415. * Create a default particle system that you can tweak
  58416. * @param emitter defines the emitter to use
  58417. * @param capacity defines the system capacity (default is 500 particles)
  58418. * @param scene defines the hosting scene
  58419. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58420. * @returns the new Particle system
  58421. */
  58422. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58423. /**
  58424. * This is the main static method (one-liner) of this helper to create different particle systems
  58425. * @param type This string represents the type to the particle system to create
  58426. * @param scene The scene where the particle system should live
  58427. * @param gpu If the system will use gpu
  58428. * @returns the ParticleSystemSet created
  58429. */
  58430. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58431. /**
  58432. * Static function used to export a particle system to a ParticleSystemSet variable.
  58433. * Please note that the emitter shape is not exported
  58434. * @param systems defines the particle systems to export
  58435. * @returns the created particle system set
  58436. */
  58437. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58438. }
  58439. }
  58440. declare module "babylonjs/Particles/particleSystemComponent" {
  58441. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58442. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58443. import "babylonjs/Shaders/particles.vertex";
  58444. module "babylonjs/Engines/engine" {
  58445. interface Engine {
  58446. /**
  58447. * Create an effect to use with particle systems.
  58448. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58449. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58450. * @param uniformsNames defines a list of attribute names
  58451. * @param samplers defines an array of string used to represent textures
  58452. * @param defines defines the string containing the defines to use to compile the shaders
  58453. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58454. * @param onCompiled defines a function to call when the effect creation is successful
  58455. * @param onError defines a function to call when the effect creation has failed
  58456. * @returns the new Effect
  58457. */
  58458. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58459. }
  58460. }
  58461. module "babylonjs/Meshes/mesh" {
  58462. interface Mesh {
  58463. /**
  58464. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58465. * @returns an array of IParticleSystem
  58466. */
  58467. getEmittedParticleSystems(): IParticleSystem[];
  58468. /**
  58469. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58470. * @returns an array of IParticleSystem
  58471. */
  58472. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58473. }
  58474. }
  58475. /**
  58476. * @hidden
  58477. */
  58478. export var _IDoNeedToBeInTheBuild: number;
  58479. }
  58480. declare module "babylonjs/Particles/index" {
  58481. export * from "babylonjs/Particles/baseParticleSystem";
  58482. export * from "babylonjs/Particles/EmitterTypes/index";
  58483. export * from "babylonjs/Particles/gpuParticleSystem";
  58484. export * from "babylonjs/Particles/IParticleSystem";
  58485. export * from "babylonjs/Particles/particle";
  58486. export * from "babylonjs/Particles/particleHelper";
  58487. export * from "babylonjs/Particles/particleSystem";
  58488. export * from "babylonjs/Particles/particleSystemComponent";
  58489. export * from "babylonjs/Particles/particleSystemSet";
  58490. export * from "babylonjs/Particles/solidParticle";
  58491. export * from "babylonjs/Particles/solidParticleSystem";
  58492. export * from "babylonjs/Particles/subEmitter";
  58493. }
  58494. declare module "babylonjs/Physics/physicsEngineComponent" {
  58495. import { Nullable } from "babylonjs/types";
  58496. import { Observable, Observer } from "babylonjs/Misc/observable";
  58497. import { Vector3 } from "babylonjs/Maths/math.vector";
  58498. import { Mesh } from "babylonjs/Meshes/mesh";
  58499. import { ISceneComponent } from "babylonjs/sceneComponent";
  58500. import { Scene } from "babylonjs/scene";
  58501. import { Node } from "babylonjs/node";
  58502. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58503. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58504. module "babylonjs/scene" {
  58505. interface Scene {
  58506. /** @hidden (Backing field) */
  58507. _physicsEngine: Nullable<IPhysicsEngine>;
  58508. /**
  58509. * Gets the current physics engine
  58510. * @returns a IPhysicsEngine or null if none attached
  58511. */
  58512. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58513. /**
  58514. * Enables physics to the current scene
  58515. * @param gravity defines the scene's gravity for the physics engine
  58516. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58517. * @return a boolean indicating if the physics engine was initialized
  58518. */
  58519. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58520. /**
  58521. * Disables and disposes the physics engine associated with the scene
  58522. */
  58523. disablePhysicsEngine(): void;
  58524. /**
  58525. * Gets a boolean indicating if there is an active physics engine
  58526. * @returns a boolean indicating if there is an active physics engine
  58527. */
  58528. isPhysicsEnabled(): boolean;
  58529. /**
  58530. * Deletes a physics compound impostor
  58531. * @param compound defines the compound to delete
  58532. */
  58533. deleteCompoundImpostor(compound: any): void;
  58534. /**
  58535. * An event triggered when physic simulation is about to be run
  58536. */
  58537. onBeforePhysicsObservable: Observable<Scene>;
  58538. /**
  58539. * An event triggered when physic simulation has been done
  58540. */
  58541. onAfterPhysicsObservable: Observable<Scene>;
  58542. }
  58543. }
  58544. module "babylonjs/Meshes/abstractMesh" {
  58545. interface AbstractMesh {
  58546. /** @hidden */
  58547. _physicsImpostor: Nullable<PhysicsImpostor>;
  58548. /**
  58549. * Gets or sets impostor used for physic simulation
  58550. * @see http://doc.babylonjs.com/features/physics_engine
  58551. */
  58552. physicsImpostor: Nullable<PhysicsImpostor>;
  58553. /**
  58554. * Gets the current physics impostor
  58555. * @see http://doc.babylonjs.com/features/physics_engine
  58556. * @returns a physics impostor or null
  58557. */
  58558. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58559. /** Apply a physic impulse to the mesh
  58560. * @param force defines the force to apply
  58561. * @param contactPoint defines where to apply the force
  58562. * @returns the current mesh
  58563. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58564. */
  58565. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58566. /**
  58567. * Creates a physic joint between two meshes
  58568. * @param otherMesh defines the other mesh to use
  58569. * @param pivot1 defines the pivot to use on this mesh
  58570. * @param pivot2 defines the pivot to use on the other mesh
  58571. * @param options defines additional options (can be plugin dependent)
  58572. * @returns the current mesh
  58573. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58574. */
  58575. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58576. /** @hidden */
  58577. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58578. }
  58579. }
  58580. /**
  58581. * Defines the physics engine scene component responsible to manage a physics engine
  58582. */
  58583. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58584. /**
  58585. * The component name helpful to identify the component in the list of scene components.
  58586. */
  58587. readonly name: string;
  58588. /**
  58589. * The scene the component belongs to.
  58590. */
  58591. scene: Scene;
  58592. /**
  58593. * Creates a new instance of the component for the given scene
  58594. * @param scene Defines the scene to register the component in
  58595. */
  58596. constructor(scene: Scene);
  58597. /**
  58598. * Registers the component in a given scene
  58599. */
  58600. register(): void;
  58601. /**
  58602. * Rebuilds the elements related to this component in case of
  58603. * context lost for instance.
  58604. */
  58605. rebuild(): void;
  58606. /**
  58607. * Disposes the component and the associated ressources
  58608. */
  58609. dispose(): void;
  58610. }
  58611. }
  58612. declare module "babylonjs/Physics/physicsHelper" {
  58613. import { Nullable } from "babylonjs/types";
  58614. import { Vector3 } from "babylonjs/Maths/math.vector";
  58615. import { Mesh } from "babylonjs/Meshes/mesh";
  58616. import { Scene } from "babylonjs/scene";
  58617. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58618. /**
  58619. * A helper for physics simulations
  58620. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58621. */
  58622. export class PhysicsHelper {
  58623. private _scene;
  58624. private _physicsEngine;
  58625. /**
  58626. * Initializes the Physics helper
  58627. * @param scene Babylon.js scene
  58628. */
  58629. constructor(scene: Scene);
  58630. /**
  58631. * Applies a radial explosion impulse
  58632. * @param origin the origin of the explosion
  58633. * @param radiusOrEventOptions the radius or the options of radial explosion
  58634. * @param strength the explosion strength
  58635. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58636. * @returns A physics radial explosion event, or null
  58637. */
  58638. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58639. /**
  58640. * Applies a radial explosion force
  58641. * @param origin the origin of the explosion
  58642. * @param radiusOrEventOptions the radius or the options of radial explosion
  58643. * @param strength the explosion strength
  58644. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58645. * @returns A physics radial explosion event, or null
  58646. */
  58647. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58648. /**
  58649. * Creates a gravitational field
  58650. * @param origin the origin of the explosion
  58651. * @param radiusOrEventOptions the radius or the options of radial explosion
  58652. * @param strength the explosion strength
  58653. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58654. * @returns A physics gravitational field event, or null
  58655. */
  58656. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58657. /**
  58658. * Creates a physics updraft event
  58659. * @param origin the origin of the updraft
  58660. * @param radiusOrEventOptions the radius or the options of the updraft
  58661. * @param strength the strength of the updraft
  58662. * @param height the height of the updraft
  58663. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58664. * @returns A physics updraft event, or null
  58665. */
  58666. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58667. /**
  58668. * Creates a physics vortex event
  58669. * @param origin the of the vortex
  58670. * @param radiusOrEventOptions the radius or the options of the vortex
  58671. * @param strength the strength of the vortex
  58672. * @param height the height of the vortex
  58673. * @returns a Physics vortex event, or null
  58674. * A physics vortex event or null
  58675. */
  58676. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58677. }
  58678. /**
  58679. * Represents a physics radial explosion event
  58680. */
  58681. class PhysicsRadialExplosionEvent {
  58682. private _scene;
  58683. private _options;
  58684. private _sphere;
  58685. private _dataFetched;
  58686. /**
  58687. * Initializes a radial explosioin event
  58688. * @param _scene BabylonJS scene
  58689. * @param _options The options for the vortex event
  58690. */
  58691. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58692. /**
  58693. * Returns the data related to the radial explosion event (sphere).
  58694. * @returns The radial explosion event data
  58695. */
  58696. getData(): PhysicsRadialExplosionEventData;
  58697. /**
  58698. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58699. * @param impostor A physics imposter
  58700. * @param origin the origin of the explosion
  58701. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58702. */
  58703. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58704. /**
  58705. * Triggers affecterd impostors callbacks
  58706. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58707. */
  58708. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58709. /**
  58710. * Disposes the sphere.
  58711. * @param force Specifies if the sphere should be disposed by force
  58712. */
  58713. dispose(force?: boolean): void;
  58714. /*** Helpers ***/
  58715. private _prepareSphere;
  58716. private _intersectsWithSphere;
  58717. }
  58718. /**
  58719. * Represents a gravitational field event
  58720. */
  58721. class PhysicsGravitationalFieldEvent {
  58722. private _physicsHelper;
  58723. private _scene;
  58724. private _origin;
  58725. private _options;
  58726. private _tickCallback;
  58727. private _sphere;
  58728. private _dataFetched;
  58729. /**
  58730. * Initializes the physics gravitational field event
  58731. * @param _physicsHelper A physics helper
  58732. * @param _scene BabylonJS scene
  58733. * @param _origin The origin position of the gravitational field event
  58734. * @param _options The options for the vortex event
  58735. */
  58736. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58737. /**
  58738. * Returns the data related to the gravitational field event (sphere).
  58739. * @returns A gravitational field event
  58740. */
  58741. getData(): PhysicsGravitationalFieldEventData;
  58742. /**
  58743. * Enables the gravitational field.
  58744. */
  58745. enable(): void;
  58746. /**
  58747. * Disables the gravitational field.
  58748. */
  58749. disable(): void;
  58750. /**
  58751. * Disposes the sphere.
  58752. * @param force The force to dispose from the gravitational field event
  58753. */
  58754. dispose(force?: boolean): void;
  58755. private _tick;
  58756. }
  58757. /**
  58758. * Represents a physics updraft event
  58759. */
  58760. class PhysicsUpdraftEvent {
  58761. private _scene;
  58762. private _origin;
  58763. private _options;
  58764. private _physicsEngine;
  58765. private _originTop;
  58766. private _originDirection;
  58767. private _tickCallback;
  58768. private _cylinder;
  58769. private _cylinderPosition;
  58770. private _dataFetched;
  58771. /**
  58772. * Initializes the physics updraft event
  58773. * @param _scene BabylonJS scene
  58774. * @param _origin The origin position of the updraft
  58775. * @param _options The options for the updraft event
  58776. */
  58777. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58778. /**
  58779. * Returns the data related to the updraft event (cylinder).
  58780. * @returns A physics updraft event
  58781. */
  58782. getData(): PhysicsUpdraftEventData;
  58783. /**
  58784. * Enables the updraft.
  58785. */
  58786. enable(): void;
  58787. /**
  58788. * Disables the updraft.
  58789. */
  58790. disable(): void;
  58791. /**
  58792. * Disposes the cylinder.
  58793. * @param force Specifies if the updraft should be disposed by force
  58794. */
  58795. dispose(force?: boolean): void;
  58796. private getImpostorHitData;
  58797. private _tick;
  58798. /*** Helpers ***/
  58799. private _prepareCylinder;
  58800. private _intersectsWithCylinder;
  58801. }
  58802. /**
  58803. * Represents a physics vortex event
  58804. */
  58805. class PhysicsVortexEvent {
  58806. private _scene;
  58807. private _origin;
  58808. private _options;
  58809. private _physicsEngine;
  58810. private _originTop;
  58811. private _tickCallback;
  58812. private _cylinder;
  58813. private _cylinderPosition;
  58814. private _dataFetched;
  58815. /**
  58816. * Initializes the physics vortex event
  58817. * @param _scene The BabylonJS scene
  58818. * @param _origin The origin position of the vortex
  58819. * @param _options The options for the vortex event
  58820. */
  58821. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58822. /**
  58823. * Returns the data related to the vortex event (cylinder).
  58824. * @returns The physics vortex event data
  58825. */
  58826. getData(): PhysicsVortexEventData;
  58827. /**
  58828. * Enables the vortex.
  58829. */
  58830. enable(): void;
  58831. /**
  58832. * Disables the cortex.
  58833. */
  58834. disable(): void;
  58835. /**
  58836. * Disposes the sphere.
  58837. * @param force
  58838. */
  58839. dispose(force?: boolean): void;
  58840. private getImpostorHitData;
  58841. private _tick;
  58842. /*** Helpers ***/
  58843. private _prepareCylinder;
  58844. private _intersectsWithCylinder;
  58845. }
  58846. /**
  58847. * Options fot the radial explosion event
  58848. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58849. */
  58850. export class PhysicsRadialExplosionEventOptions {
  58851. /**
  58852. * The radius of the sphere for the radial explosion.
  58853. */
  58854. radius: number;
  58855. /**
  58856. * The strenth of the explosion.
  58857. */
  58858. strength: number;
  58859. /**
  58860. * The strenght of the force in correspondence to the distance of the affected object
  58861. */
  58862. falloff: PhysicsRadialImpulseFalloff;
  58863. /**
  58864. * Sphere options for the radial explosion.
  58865. */
  58866. sphere: {
  58867. segments: number;
  58868. diameter: number;
  58869. };
  58870. /**
  58871. * Sphere options for the radial explosion.
  58872. */
  58873. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58874. }
  58875. /**
  58876. * Options fot the updraft event
  58877. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58878. */
  58879. export class PhysicsUpdraftEventOptions {
  58880. /**
  58881. * The radius of the cylinder for the vortex
  58882. */
  58883. radius: number;
  58884. /**
  58885. * The strenth of the updraft.
  58886. */
  58887. strength: number;
  58888. /**
  58889. * The height of the cylinder for the updraft.
  58890. */
  58891. height: number;
  58892. /**
  58893. * The mode for the the updraft.
  58894. */
  58895. updraftMode: PhysicsUpdraftMode;
  58896. }
  58897. /**
  58898. * Options fot the vortex event
  58899. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58900. */
  58901. export class PhysicsVortexEventOptions {
  58902. /**
  58903. * The radius of the cylinder for the vortex
  58904. */
  58905. radius: number;
  58906. /**
  58907. * The strenth of the vortex.
  58908. */
  58909. strength: number;
  58910. /**
  58911. * The height of the cylinder for the vortex.
  58912. */
  58913. height: number;
  58914. /**
  58915. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58916. */
  58917. centripetalForceThreshold: number;
  58918. /**
  58919. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58920. */
  58921. centripetalForceMultiplier: number;
  58922. /**
  58923. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58924. */
  58925. centrifugalForceMultiplier: number;
  58926. /**
  58927. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58928. */
  58929. updraftForceMultiplier: number;
  58930. }
  58931. /**
  58932. * The strenght of the force in correspondence to the distance of the affected object
  58933. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58934. */
  58935. export enum PhysicsRadialImpulseFalloff {
  58936. /** Defines that impulse is constant in strength across it's whole radius */
  58937. Constant = 0,
  58938. /** Defines that impulse gets weaker if it's further from the origin */
  58939. Linear = 1
  58940. }
  58941. /**
  58942. * The strength of the force in correspondence to the distance of the affected object
  58943. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58944. */
  58945. export enum PhysicsUpdraftMode {
  58946. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58947. Center = 0,
  58948. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58949. Perpendicular = 1
  58950. }
  58951. /**
  58952. * Interface for a physics hit data
  58953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58954. */
  58955. export interface PhysicsHitData {
  58956. /**
  58957. * The force applied at the contact point
  58958. */
  58959. force: Vector3;
  58960. /**
  58961. * The contact point
  58962. */
  58963. contactPoint: Vector3;
  58964. /**
  58965. * The distance from the origin to the contact point
  58966. */
  58967. distanceFromOrigin: number;
  58968. }
  58969. /**
  58970. * Interface for radial explosion event data
  58971. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58972. */
  58973. export interface PhysicsRadialExplosionEventData {
  58974. /**
  58975. * A sphere used for the radial explosion event
  58976. */
  58977. sphere: Mesh;
  58978. }
  58979. /**
  58980. * Interface for gravitational field event data
  58981. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58982. */
  58983. export interface PhysicsGravitationalFieldEventData {
  58984. /**
  58985. * A sphere mesh used for the gravitational field event
  58986. */
  58987. sphere: Mesh;
  58988. }
  58989. /**
  58990. * Interface for updraft event data
  58991. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58992. */
  58993. export interface PhysicsUpdraftEventData {
  58994. /**
  58995. * A cylinder used for the updraft event
  58996. */
  58997. cylinder: Mesh;
  58998. }
  58999. /**
  59000. * Interface for vortex event data
  59001. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59002. */
  59003. export interface PhysicsVortexEventData {
  59004. /**
  59005. * A cylinder used for the vortex event
  59006. */
  59007. cylinder: Mesh;
  59008. }
  59009. /**
  59010. * Interface for an affected physics impostor
  59011. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59012. */
  59013. export interface PhysicsAffectedImpostorWithData {
  59014. /**
  59015. * The impostor affected by the effect
  59016. */
  59017. impostor: PhysicsImpostor;
  59018. /**
  59019. * The data about the hit/horce from the explosion
  59020. */
  59021. hitData: PhysicsHitData;
  59022. }
  59023. }
  59024. declare module "babylonjs/Physics/Plugins/index" {
  59025. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59026. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59027. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59028. }
  59029. declare module "babylonjs/Physics/index" {
  59030. export * from "babylonjs/Physics/IPhysicsEngine";
  59031. export * from "babylonjs/Physics/physicsEngine";
  59032. export * from "babylonjs/Physics/physicsEngineComponent";
  59033. export * from "babylonjs/Physics/physicsHelper";
  59034. export * from "babylonjs/Physics/physicsImpostor";
  59035. export * from "babylonjs/Physics/physicsJoint";
  59036. export * from "babylonjs/Physics/Plugins/index";
  59037. }
  59038. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59039. /** @hidden */
  59040. export var blackAndWhitePixelShader: {
  59041. name: string;
  59042. shader: string;
  59043. };
  59044. }
  59045. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59046. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59047. import { Camera } from "babylonjs/Cameras/camera";
  59048. import { Engine } from "babylonjs/Engines/engine";
  59049. import "babylonjs/Shaders/blackAndWhite.fragment";
  59050. /**
  59051. * Post process used to render in black and white
  59052. */
  59053. export class BlackAndWhitePostProcess extends PostProcess {
  59054. /**
  59055. * Linear about to convert he result to black and white (default: 1)
  59056. */
  59057. degree: number;
  59058. /**
  59059. * Creates a black and white post process
  59060. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59061. * @param name The name of the effect.
  59062. * @param options The required width/height ratio to downsize to before computing the render pass.
  59063. * @param camera The camera to apply the render pass to.
  59064. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59065. * @param engine The engine which the post process will be applied. (default: current engine)
  59066. * @param reusable If the post process can be reused on the same frame. (default: false)
  59067. */
  59068. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59069. }
  59070. }
  59071. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59072. import { Nullable } from "babylonjs/types";
  59073. import { Camera } from "babylonjs/Cameras/camera";
  59074. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59075. import { Engine } from "babylonjs/Engines/engine";
  59076. /**
  59077. * This represents a set of one or more post processes in Babylon.
  59078. * A post process can be used to apply a shader to a texture after it is rendered.
  59079. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59080. */
  59081. export class PostProcessRenderEffect {
  59082. private _postProcesses;
  59083. private _getPostProcesses;
  59084. private _singleInstance;
  59085. private _cameras;
  59086. private _indicesForCamera;
  59087. /**
  59088. * Name of the effect
  59089. * @hidden
  59090. */
  59091. _name: string;
  59092. /**
  59093. * Instantiates a post process render effect.
  59094. * A post process can be used to apply a shader to a texture after it is rendered.
  59095. * @param engine The engine the effect is tied to
  59096. * @param name The name of the effect
  59097. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59098. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59099. */
  59100. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59101. /**
  59102. * Checks if all the post processes in the effect are supported.
  59103. */
  59104. readonly isSupported: boolean;
  59105. /**
  59106. * Updates the current state of the effect
  59107. * @hidden
  59108. */
  59109. _update(): void;
  59110. /**
  59111. * Attaches the effect on cameras
  59112. * @param cameras The camera to attach to.
  59113. * @hidden
  59114. */
  59115. _attachCameras(cameras: Camera): void;
  59116. /**
  59117. * Attaches the effect on cameras
  59118. * @param cameras The camera to attach to.
  59119. * @hidden
  59120. */
  59121. _attachCameras(cameras: Camera[]): void;
  59122. /**
  59123. * Detaches the effect on cameras
  59124. * @param cameras The camera to detatch from.
  59125. * @hidden
  59126. */
  59127. _detachCameras(cameras: Camera): void;
  59128. /**
  59129. * Detatches the effect on cameras
  59130. * @param cameras The camera to detatch from.
  59131. * @hidden
  59132. */
  59133. _detachCameras(cameras: Camera[]): void;
  59134. /**
  59135. * Enables the effect on given cameras
  59136. * @param cameras The camera to enable.
  59137. * @hidden
  59138. */
  59139. _enable(cameras: Camera): void;
  59140. /**
  59141. * Enables the effect on given cameras
  59142. * @param cameras The camera to enable.
  59143. * @hidden
  59144. */
  59145. _enable(cameras: Nullable<Camera[]>): void;
  59146. /**
  59147. * Disables the effect on the given cameras
  59148. * @param cameras The camera to disable.
  59149. * @hidden
  59150. */
  59151. _disable(cameras: Camera): void;
  59152. /**
  59153. * Disables the effect on the given cameras
  59154. * @param cameras The camera to disable.
  59155. * @hidden
  59156. */
  59157. _disable(cameras: Nullable<Camera[]>): void;
  59158. /**
  59159. * Gets a list of the post processes contained in the effect.
  59160. * @param camera The camera to get the post processes on.
  59161. * @returns The list of the post processes in the effect.
  59162. */
  59163. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59164. }
  59165. }
  59166. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59167. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59168. /** @hidden */
  59169. export var extractHighlightsPixelShader: {
  59170. name: string;
  59171. shader: string;
  59172. };
  59173. }
  59174. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59175. import { Nullable } from "babylonjs/types";
  59176. import { Camera } from "babylonjs/Cameras/camera";
  59177. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59178. import { Engine } from "babylonjs/Engines/engine";
  59179. import "babylonjs/Shaders/extractHighlights.fragment";
  59180. /**
  59181. * 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.
  59182. */
  59183. export class ExtractHighlightsPostProcess extends PostProcess {
  59184. /**
  59185. * The luminance threshold, pixels below this value will be set to black.
  59186. */
  59187. threshold: number;
  59188. /** @hidden */
  59189. _exposure: number;
  59190. /**
  59191. * Post process which has the input texture to be used when performing highlight extraction
  59192. * @hidden
  59193. */
  59194. _inputPostProcess: Nullable<PostProcess>;
  59195. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59196. }
  59197. }
  59198. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59199. /** @hidden */
  59200. export var bloomMergePixelShader: {
  59201. name: string;
  59202. shader: string;
  59203. };
  59204. }
  59205. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59206. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59207. import { Nullable } from "babylonjs/types";
  59208. import { Engine } from "babylonjs/Engines/engine";
  59209. import { Camera } from "babylonjs/Cameras/camera";
  59210. import "babylonjs/Shaders/bloomMerge.fragment";
  59211. /**
  59212. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59213. */
  59214. export class BloomMergePostProcess extends PostProcess {
  59215. /** Weight of the bloom to be added to the original input. */
  59216. weight: number;
  59217. /**
  59218. * Creates a new instance of @see BloomMergePostProcess
  59219. * @param name The name of the effect.
  59220. * @param originalFromInput Post process which's input will be used for the merge.
  59221. * @param blurred Blurred highlights post process which's output will be used.
  59222. * @param weight Weight of the bloom to be added to the original input.
  59223. * @param options The required width/height ratio to downsize to before computing the render pass.
  59224. * @param camera The camera to apply the render pass to.
  59225. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59226. * @param engine The engine which the post process will be applied. (default: current engine)
  59227. * @param reusable If the post process can be reused on the same frame. (default: false)
  59228. * @param textureType Type of textures used when performing the post process. (default: 0)
  59229. * @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)
  59230. */
  59231. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59232. /** Weight of the bloom to be added to the original input. */
  59233. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59234. }
  59235. }
  59236. declare module "babylonjs/PostProcesses/bloomEffect" {
  59237. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59238. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59239. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59240. import { Camera } from "babylonjs/Cameras/camera";
  59241. import { Scene } from "babylonjs/scene";
  59242. /**
  59243. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59244. */
  59245. export class BloomEffect extends PostProcessRenderEffect {
  59246. private bloomScale;
  59247. /**
  59248. * @hidden Internal
  59249. */
  59250. _effects: Array<PostProcess>;
  59251. /**
  59252. * @hidden Internal
  59253. */
  59254. _downscale: ExtractHighlightsPostProcess;
  59255. private _blurX;
  59256. private _blurY;
  59257. private _merge;
  59258. /**
  59259. * The luminance threshold to find bright areas of the image to bloom.
  59260. */
  59261. threshold: number;
  59262. /**
  59263. * The strength of the bloom.
  59264. */
  59265. weight: number;
  59266. /**
  59267. * Specifies the size of the bloom blur kernel, relative to the final output size
  59268. */
  59269. kernel: number;
  59270. /**
  59271. * Creates a new instance of @see BloomEffect
  59272. * @param scene The scene the effect belongs to.
  59273. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59274. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59275. * @param bloomWeight The the strength of bloom.
  59276. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59277. * @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)
  59278. */
  59279. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59280. /**
  59281. * Disposes each of the internal effects for a given camera.
  59282. * @param camera The camera to dispose the effect on.
  59283. */
  59284. disposeEffects(camera: Camera): void;
  59285. /**
  59286. * @hidden Internal
  59287. */
  59288. _updateEffects(): void;
  59289. /**
  59290. * Internal
  59291. * @returns if all the contained post processes are ready.
  59292. * @hidden
  59293. */
  59294. _isReady(): boolean;
  59295. }
  59296. }
  59297. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59298. /** @hidden */
  59299. export var chromaticAberrationPixelShader: {
  59300. name: string;
  59301. shader: string;
  59302. };
  59303. }
  59304. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59305. import { Vector2 } from "babylonjs/Maths/math.vector";
  59306. import { Nullable } from "babylonjs/types";
  59307. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59308. import { Camera } from "babylonjs/Cameras/camera";
  59309. import { Engine } from "babylonjs/Engines/engine";
  59310. import "babylonjs/Shaders/chromaticAberration.fragment";
  59311. /**
  59312. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59313. */
  59314. export class ChromaticAberrationPostProcess extends PostProcess {
  59315. /**
  59316. * The amount of seperation of rgb channels (default: 30)
  59317. */
  59318. aberrationAmount: number;
  59319. /**
  59320. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59321. */
  59322. radialIntensity: number;
  59323. /**
  59324. * 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))
  59325. */
  59326. direction: Vector2;
  59327. /**
  59328. * 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))
  59329. */
  59330. centerPosition: Vector2;
  59331. /**
  59332. * Creates a new instance ChromaticAberrationPostProcess
  59333. * @param name The name of the effect.
  59334. * @param screenWidth The width of the screen to apply the effect on.
  59335. * @param screenHeight The height of the screen to apply the effect on.
  59336. * @param options The required width/height ratio to downsize to before computing the render pass.
  59337. * @param camera The camera to apply the render pass to.
  59338. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59339. * @param engine The engine which the post process will be applied. (default: current engine)
  59340. * @param reusable If the post process can be reused on the same frame. (default: false)
  59341. * @param textureType Type of textures used when performing the post process. (default: 0)
  59342. * @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)
  59343. */
  59344. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59345. }
  59346. }
  59347. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59348. /** @hidden */
  59349. export var circleOfConfusionPixelShader: {
  59350. name: string;
  59351. shader: string;
  59352. };
  59353. }
  59354. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59355. import { Nullable } from "babylonjs/types";
  59356. import { Engine } from "babylonjs/Engines/engine";
  59357. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59358. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59359. import { Camera } from "babylonjs/Cameras/camera";
  59360. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59361. /**
  59362. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59363. */
  59364. export class CircleOfConfusionPostProcess extends PostProcess {
  59365. /**
  59366. * 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.
  59367. */
  59368. lensSize: number;
  59369. /**
  59370. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59371. */
  59372. fStop: number;
  59373. /**
  59374. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59375. */
  59376. focusDistance: number;
  59377. /**
  59378. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59379. */
  59380. focalLength: number;
  59381. private _depthTexture;
  59382. /**
  59383. * Creates a new instance CircleOfConfusionPostProcess
  59384. * @param name The name of the effect.
  59385. * @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.
  59386. * @param options The required width/height ratio to downsize to before computing the render pass.
  59387. * @param camera The camera to apply the render pass to.
  59388. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59389. * @param engine The engine which the post process will be applied. (default: current engine)
  59390. * @param reusable If the post process can be reused on the same frame. (default: false)
  59391. * @param textureType Type of textures used when performing the post process. (default: 0)
  59392. * @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)
  59393. */
  59394. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59395. /**
  59396. * 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.
  59397. */
  59398. depthTexture: RenderTargetTexture;
  59399. }
  59400. }
  59401. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59402. /** @hidden */
  59403. export var colorCorrectionPixelShader: {
  59404. name: string;
  59405. shader: string;
  59406. };
  59407. }
  59408. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59409. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59410. import { Engine } from "babylonjs/Engines/engine";
  59411. import { Camera } from "babylonjs/Cameras/camera";
  59412. import "babylonjs/Shaders/colorCorrection.fragment";
  59413. /**
  59414. *
  59415. * This post-process allows the modification of rendered colors by using
  59416. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59417. *
  59418. * The object needs to be provided an url to a texture containing the color
  59419. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59420. * Use an image editing software to tweak the LUT to match your needs.
  59421. *
  59422. * For an example of a color LUT, see here:
  59423. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59424. * For explanations on color grading, see here:
  59425. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59426. *
  59427. */
  59428. export class ColorCorrectionPostProcess extends PostProcess {
  59429. private _colorTableTexture;
  59430. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59431. }
  59432. }
  59433. declare module "babylonjs/Shaders/convolution.fragment" {
  59434. /** @hidden */
  59435. export var convolutionPixelShader: {
  59436. name: string;
  59437. shader: string;
  59438. };
  59439. }
  59440. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59441. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59442. import { Nullable } from "babylonjs/types";
  59443. import { Camera } from "babylonjs/Cameras/camera";
  59444. import { Engine } from "babylonjs/Engines/engine";
  59445. import "babylonjs/Shaders/convolution.fragment";
  59446. /**
  59447. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59448. * input texture to perform effects such as edge detection or sharpening
  59449. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59450. */
  59451. export class ConvolutionPostProcess extends PostProcess {
  59452. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59453. kernel: number[];
  59454. /**
  59455. * Creates a new instance ConvolutionPostProcess
  59456. * @param name The name of the effect.
  59457. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59458. * @param options The required width/height ratio to downsize to before computing the render pass.
  59459. * @param camera The camera to apply the render pass to.
  59460. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59461. * @param engine The engine which the post process will be applied. (default: current engine)
  59462. * @param reusable If the post process can be reused on the same frame. (default: false)
  59463. * @param textureType Type of textures used when performing the post process. (default: 0)
  59464. */
  59465. constructor(name: string,
  59466. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59467. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59468. /**
  59469. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59470. */
  59471. static EdgeDetect0Kernel: number[];
  59472. /**
  59473. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59474. */
  59475. static EdgeDetect1Kernel: number[];
  59476. /**
  59477. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59478. */
  59479. static EdgeDetect2Kernel: number[];
  59480. /**
  59481. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59482. */
  59483. static SharpenKernel: number[];
  59484. /**
  59485. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59486. */
  59487. static EmbossKernel: number[];
  59488. /**
  59489. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59490. */
  59491. static GaussianKernel: number[];
  59492. }
  59493. }
  59494. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59495. import { Nullable } from "babylonjs/types";
  59496. import { Vector2 } from "babylonjs/Maths/math.vector";
  59497. import { Camera } from "babylonjs/Cameras/camera";
  59498. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59499. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59500. import { Engine } from "babylonjs/Engines/engine";
  59501. import { Scene } from "babylonjs/scene";
  59502. /**
  59503. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59504. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59505. * based on samples that have a large difference in distance than the center pixel.
  59506. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59507. */
  59508. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59509. direction: Vector2;
  59510. /**
  59511. * Creates a new instance CircleOfConfusionPostProcess
  59512. * @param name The name of the effect.
  59513. * @param scene The scene the effect belongs to.
  59514. * @param direction The direction the blur should be applied.
  59515. * @param kernel The size of the kernel used to blur.
  59516. * @param options The required width/height ratio to downsize to before computing the render pass.
  59517. * @param camera The camera to apply the render pass to.
  59518. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59519. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59521. * @param engine The engine which the post process will be applied. (default: current engine)
  59522. * @param reusable If the post process can be reused on the same frame. (default: false)
  59523. * @param textureType Type of textures used when performing the post process. (default: 0)
  59524. * @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)
  59525. */
  59526. 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);
  59527. }
  59528. }
  59529. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59530. /** @hidden */
  59531. export var depthOfFieldMergePixelShader: {
  59532. name: string;
  59533. shader: string;
  59534. };
  59535. }
  59536. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59537. import { Nullable } from "babylonjs/types";
  59538. import { Camera } from "babylonjs/Cameras/camera";
  59539. import { Effect } from "babylonjs/Materials/effect";
  59540. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59541. import { Engine } from "babylonjs/Engines/engine";
  59542. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59543. /**
  59544. * Options to be set when merging outputs from the default pipeline.
  59545. */
  59546. export class DepthOfFieldMergePostProcessOptions {
  59547. /**
  59548. * The original image to merge on top of
  59549. */
  59550. originalFromInput: PostProcess;
  59551. /**
  59552. * Parameters to perform the merge of the depth of field effect
  59553. */
  59554. depthOfField?: {
  59555. circleOfConfusion: PostProcess;
  59556. blurSteps: Array<PostProcess>;
  59557. };
  59558. /**
  59559. * Parameters to perform the merge of bloom effect
  59560. */
  59561. bloom?: {
  59562. blurred: PostProcess;
  59563. weight: number;
  59564. };
  59565. }
  59566. /**
  59567. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59568. */
  59569. export class DepthOfFieldMergePostProcess extends PostProcess {
  59570. private blurSteps;
  59571. /**
  59572. * Creates a new instance of DepthOfFieldMergePostProcess
  59573. * @param name The name of the effect.
  59574. * @param originalFromInput Post process which's input will be used for the merge.
  59575. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59576. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59577. * @param options The required width/height ratio to downsize to before computing the render pass.
  59578. * @param camera The camera to apply the render pass to.
  59579. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59580. * @param engine The engine which the post process will be applied. (default: current engine)
  59581. * @param reusable If the post process can be reused on the same frame. (default: false)
  59582. * @param textureType Type of textures used when performing the post process. (default: 0)
  59583. * @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)
  59584. */
  59585. 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);
  59586. /**
  59587. * Updates the effect with the current post process compile time values and recompiles the shader.
  59588. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59589. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59590. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59591. * @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
  59592. * @param onCompiled Called when the shader has been compiled.
  59593. * @param onError Called if there is an error when compiling a shader.
  59594. */
  59595. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59596. }
  59597. }
  59598. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59599. import { Nullable } from "babylonjs/types";
  59600. import { Camera } from "babylonjs/Cameras/camera";
  59601. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59602. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59603. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59604. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59605. import { Scene } from "babylonjs/scene";
  59606. /**
  59607. * Specifies the level of max blur that should be applied when using the depth of field effect
  59608. */
  59609. export enum DepthOfFieldEffectBlurLevel {
  59610. /**
  59611. * Subtle blur
  59612. */
  59613. Low = 0,
  59614. /**
  59615. * Medium blur
  59616. */
  59617. Medium = 1,
  59618. /**
  59619. * Large blur
  59620. */
  59621. High = 2
  59622. }
  59623. /**
  59624. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59625. */
  59626. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59627. private _circleOfConfusion;
  59628. /**
  59629. * @hidden Internal, blurs from high to low
  59630. */
  59631. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59632. private _depthOfFieldBlurY;
  59633. private _dofMerge;
  59634. /**
  59635. * @hidden Internal post processes in depth of field effect
  59636. */
  59637. _effects: Array<PostProcess>;
  59638. /**
  59639. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59640. */
  59641. focalLength: number;
  59642. /**
  59643. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59644. */
  59645. fStop: number;
  59646. /**
  59647. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59648. */
  59649. focusDistance: number;
  59650. /**
  59651. * 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.
  59652. */
  59653. lensSize: number;
  59654. /**
  59655. * Creates a new instance DepthOfFieldEffect
  59656. * @param scene The scene the effect belongs to.
  59657. * @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.
  59658. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59659. * @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)
  59660. */
  59661. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59662. /**
  59663. * Get the current class name of the current effet
  59664. * @returns "DepthOfFieldEffect"
  59665. */
  59666. getClassName(): string;
  59667. /**
  59668. * 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.
  59669. */
  59670. depthTexture: RenderTargetTexture;
  59671. /**
  59672. * Disposes each of the internal effects for a given camera.
  59673. * @param camera The camera to dispose the effect on.
  59674. */
  59675. disposeEffects(camera: Camera): void;
  59676. /**
  59677. * @hidden Internal
  59678. */
  59679. _updateEffects(): void;
  59680. /**
  59681. * Internal
  59682. * @returns if all the contained post processes are ready.
  59683. * @hidden
  59684. */
  59685. _isReady(): boolean;
  59686. }
  59687. }
  59688. declare module "babylonjs/Shaders/displayPass.fragment" {
  59689. /** @hidden */
  59690. export var displayPassPixelShader: {
  59691. name: string;
  59692. shader: string;
  59693. };
  59694. }
  59695. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59696. import { Nullable } from "babylonjs/types";
  59697. import { Camera } from "babylonjs/Cameras/camera";
  59698. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59699. import { Engine } from "babylonjs/Engines/engine";
  59700. import "babylonjs/Shaders/displayPass.fragment";
  59701. /**
  59702. * DisplayPassPostProcess which produces an output the same as it's input
  59703. */
  59704. export class DisplayPassPostProcess extends PostProcess {
  59705. /**
  59706. * Creates the DisplayPassPostProcess
  59707. * @param name The name of the effect.
  59708. * @param options The required width/height ratio to downsize to before computing the render pass.
  59709. * @param camera The camera to apply the render pass to.
  59710. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59711. * @param engine The engine which the post process will be applied. (default: current engine)
  59712. * @param reusable If the post process can be reused on the same frame. (default: false)
  59713. */
  59714. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59715. }
  59716. }
  59717. declare module "babylonjs/Shaders/filter.fragment" {
  59718. /** @hidden */
  59719. export var filterPixelShader: {
  59720. name: string;
  59721. shader: string;
  59722. };
  59723. }
  59724. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59725. import { Nullable } from "babylonjs/types";
  59726. import { Matrix } from "babylonjs/Maths/math.vector";
  59727. import { Camera } from "babylonjs/Cameras/camera";
  59728. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59729. import { Engine } from "babylonjs/Engines/engine";
  59730. import "babylonjs/Shaders/filter.fragment";
  59731. /**
  59732. * Applies a kernel filter to the image
  59733. */
  59734. export class FilterPostProcess extends PostProcess {
  59735. /** The matrix to be applied to the image */
  59736. kernelMatrix: Matrix;
  59737. /**
  59738. *
  59739. * @param name The name of the effect.
  59740. * @param kernelMatrix The matrix to be applied to the image
  59741. * @param options The required width/height ratio to downsize to before computing the render pass.
  59742. * @param camera The camera to apply the render pass to.
  59743. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59744. * @param engine The engine which the post process will be applied. (default: current engine)
  59745. * @param reusable If the post process can be reused on the same frame. (default: false)
  59746. */
  59747. constructor(name: string,
  59748. /** The matrix to be applied to the image */
  59749. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59750. }
  59751. }
  59752. declare module "babylonjs/Shaders/fxaa.fragment" {
  59753. /** @hidden */
  59754. export var fxaaPixelShader: {
  59755. name: string;
  59756. shader: string;
  59757. };
  59758. }
  59759. declare module "babylonjs/Shaders/fxaa.vertex" {
  59760. /** @hidden */
  59761. export var fxaaVertexShader: {
  59762. name: string;
  59763. shader: string;
  59764. };
  59765. }
  59766. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59767. import { Nullable } from "babylonjs/types";
  59768. import { Camera } from "babylonjs/Cameras/camera";
  59769. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59770. import { Engine } from "babylonjs/Engines/engine";
  59771. import "babylonjs/Shaders/fxaa.fragment";
  59772. import "babylonjs/Shaders/fxaa.vertex";
  59773. /**
  59774. * Fxaa post process
  59775. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59776. */
  59777. export class FxaaPostProcess extends PostProcess {
  59778. /** @hidden */
  59779. texelWidth: number;
  59780. /** @hidden */
  59781. texelHeight: number;
  59782. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59783. private _getDefines;
  59784. }
  59785. }
  59786. declare module "babylonjs/Shaders/grain.fragment" {
  59787. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59788. /** @hidden */
  59789. export var grainPixelShader: {
  59790. name: string;
  59791. shader: string;
  59792. };
  59793. }
  59794. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59795. import { Nullable } from "babylonjs/types";
  59796. import { Camera } from "babylonjs/Cameras/camera";
  59797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59798. import { Engine } from "babylonjs/Engines/engine";
  59799. import "babylonjs/Shaders/grain.fragment";
  59800. /**
  59801. * The GrainPostProcess adds noise to the image at mid luminance levels
  59802. */
  59803. export class GrainPostProcess extends PostProcess {
  59804. /**
  59805. * The intensity of the grain added (default: 30)
  59806. */
  59807. intensity: number;
  59808. /**
  59809. * If the grain should be randomized on every frame
  59810. */
  59811. animated: boolean;
  59812. /**
  59813. * Creates a new instance of @see GrainPostProcess
  59814. * @param name The name of the effect.
  59815. * @param options The required width/height ratio to downsize to before computing the render pass.
  59816. * @param camera The camera to apply the render pass to.
  59817. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59818. * @param engine The engine which the post process will be applied. (default: current engine)
  59819. * @param reusable If the post process can be reused on the same frame. (default: false)
  59820. * @param textureType Type of textures used when performing the post process. (default: 0)
  59821. * @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)
  59822. */
  59823. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59824. }
  59825. }
  59826. declare module "babylonjs/Shaders/highlights.fragment" {
  59827. /** @hidden */
  59828. export var highlightsPixelShader: {
  59829. name: string;
  59830. shader: string;
  59831. };
  59832. }
  59833. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59834. import { Nullable } from "babylonjs/types";
  59835. import { Camera } from "babylonjs/Cameras/camera";
  59836. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59837. import { Engine } from "babylonjs/Engines/engine";
  59838. import "babylonjs/Shaders/highlights.fragment";
  59839. /**
  59840. * Extracts highlights from the image
  59841. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59842. */
  59843. export class HighlightsPostProcess extends PostProcess {
  59844. /**
  59845. * Extracts highlights from the image
  59846. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59847. * @param name The name of the effect.
  59848. * @param options The required width/height ratio to downsize to before computing the render pass.
  59849. * @param camera The camera to apply the render pass to.
  59850. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59851. * @param engine The engine which the post process will be applied. (default: current engine)
  59852. * @param reusable If the post process can be reused on the same frame. (default: false)
  59853. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59854. */
  59855. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59856. }
  59857. }
  59858. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59859. /** @hidden */
  59860. export var mrtFragmentDeclaration: {
  59861. name: string;
  59862. shader: string;
  59863. };
  59864. }
  59865. declare module "babylonjs/Shaders/geometry.fragment" {
  59866. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59867. /** @hidden */
  59868. export var geometryPixelShader: {
  59869. name: string;
  59870. shader: string;
  59871. };
  59872. }
  59873. declare module "babylonjs/Shaders/geometry.vertex" {
  59874. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59875. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59876. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59877. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59878. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59879. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59880. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59881. /** @hidden */
  59882. export var geometryVertexShader: {
  59883. name: string;
  59884. shader: string;
  59885. };
  59886. }
  59887. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59888. import { Matrix } from "babylonjs/Maths/math.vector";
  59889. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59890. import { Mesh } from "babylonjs/Meshes/mesh";
  59891. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59892. import { Effect } from "babylonjs/Materials/effect";
  59893. import { Scene } from "babylonjs/scene";
  59894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59895. import "babylonjs/Shaders/geometry.fragment";
  59896. import "babylonjs/Shaders/geometry.vertex";
  59897. /** @hidden */
  59898. interface ISavedTransformationMatrix {
  59899. world: Matrix;
  59900. viewProjection: Matrix;
  59901. }
  59902. /**
  59903. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59904. */
  59905. export class GeometryBufferRenderer {
  59906. /**
  59907. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59908. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59909. */
  59910. static readonly POSITION_TEXTURE_TYPE: number;
  59911. /**
  59912. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59913. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59914. */
  59915. static readonly VELOCITY_TEXTURE_TYPE: number;
  59916. /**
  59917. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59918. * in order to compute objects velocities when enableVelocity is set to "true"
  59919. * @hidden
  59920. */
  59921. _previousTransformationMatrices: {
  59922. [index: number]: ISavedTransformationMatrix;
  59923. };
  59924. /**
  59925. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59926. * in order to compute objects velocities when enableVelocity is set to "true"
  59927. * @hidden
  59928. */
  59929. _previousBonesTransformationMatrices: {
  59930. [index: number]: Float32Array;
  59931. };
  59932. /**
  59933. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59934. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59935. */
  59936. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59937. private _scene;
  59938. private _multiRenderTarget;
  59939. private _ratio;
  59940. private _enablePosition;
  59941. private _enableVelocity;
  59942. private _positionIndex;
  59943. private _velocityIndex;
  59944. protected _effect: Effect;
  59945. protected _cachedDefines: string;
  59946. /**
  59947. * Set the render list (meshes to be rendered) used in the G buffer.
  59948. */
  59949. renderList: Mesh[];
  59950. /**
  59951. * Gets wether or not G buffer are supported by the running hardware.
  59952. * This requires draw buffer supports
  59953. */
  59954. readonly isSupported: boolean;
  59955. /**
  59956. * Returns the index of the given texture type in the G-Buffer textures array
  59957. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59958. * @returns the index of the given texture type in the G-Buffer textures array
  59959. */
  59960. getTextureIndex(textureType: number): number;
  59961. /**
  59962. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59963. */
  59964. /**
  59965. * Sets whether or not objects positions are enabled for the G buffer.
  59966. */
  59967. enablePosition: boolean;
  59968. /**
  59969. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59970. */
  59971. /**
  59972. * Sets wether or not objects velocities are enabled for the G buffer.
  59973. */
  59974. enableVelocity: boolean;
  59975. /**
  59976. * Gets the scene associated with the buffer.
  59977. */
  59978. readonly scene: Scene;
  59979. /**
  59980. * Gets the ratio used by the buffer during its creation.
  59981. * How big is the buffer related to the main canvas.
  59982. */
  59983. readonly ratio: number;
  59984. /** @hidden */
  59985. static _SceneComponentInitialization: (scene: Scene) => void;
  59986. /**
  59987. * Creates a new G Buffer for the scene
  59988. * @param scene The scene the buffer belongs to
  59989. * @param ratio How big is the buffer related to the main canvas.
  59990. */
  59991. constructor(scene: Scene, ratio?: number);
  59992. /**
  59993. * Checks wether everything is ready to render a submesh to the G buffer.
  59994. * @param subMesh the submesh to check readiness for
  59995. * @param useInstances is the mesh drawn using instance or not
  59996. * @returns true if ready otherwise false
  59997. */
  59998. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59999. /**
  60000. * Gets the current underlying G Buffer.
  60001. * @returns the buffer
  60002. */
  60003. getGBuffer(): MultiRenderTarget;
  60004. /**
  60005. * Gets the number of samples used to render the buffer (anti aliasing).
  60006. */
  60007. /**
  60008. * Sets the number of samples used to render the buffer (anti aliasing).
  60009. */
  60010. samples: number;
  60011. /**
  60012. * Disposes the renderer and frees up associated resources.
  60013. */
  60014. dispose(): void;
  60015. protected _createRenderTargets(): void;
  60016. private _copyBonesTransformationMatrices;
  60017. }
  60018. }
  60019. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60020. import { Nullable } from "babylonjs/types";
  60021. import { Scene } from "babylonjs/scene";
  60022. import { ISceneComponent } from "babylonjs/sceneComponent";
  60023. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60024. module "babylonjs/scene" {
  60025. interface Scene {
  60026. /** @hidden (Backing field) */
  60027. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60028. /**
  60029. * Gets or Sets the current geometry buffer associated to the scene.
  60030. */
  60031. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60032. /**
  60033. * Enables a GeometryBufferRender and associates it with the scene
  60034. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60035. * @returns the GeometryBufferRenderer
  60036. */
  60037. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60038. /**
  60039. * Disables the GeometryBufferRender associated with the scene
  60040. */
  60041. disableGeometryBufferRenderer(): void;
  60042. }
  60043. }
  60044. /**
  60045. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60046. * in several rendering techniques.
  60047. */
  60048. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60049. /**
  60050. * The component name helpful to identify the component in the list of scene components.
  60051. */
  60052. readonly name: string;
  60053. /**
  60054. * The scene the component belongs to.
  60055. */
  60056. scene: Scene;
  60057. /**
  60058. * Creates a new instance of the component for the given scene
  60059. * @param scene Defines the scene to register the component in
  60060. */
  60061. constructor(scene: Scene);
  60062. /**
  60063. * Registers the component in a given scene
  60064. */
  60065. register(): void;
  60066. /**
  60067. * Rebuilds the elements related to this component in case of
  60068. * context lost for instance.
  60069. */
  60070. rebuild(): void;
  60071. /**
  60072. * Disposes the component and the associated ressources
  60073. */
  60074. dispose(): void;
  60075. private _gatherRenderTargets;
  60076. }
  60077. }
  60078. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60079. /** @hidden */
  60080. export var motionBlurPixelShader: {
  60081. name: string;
  60082. shader: string;
  60083. };
  60084. }
  60085. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60086. import { Nullable } from "babylonjs/types";
  60087. import { Camera } from "babylonjs/Cameras/camera";
  60088. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60089. import { Scene } from "babylonjs/scene";
  60090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60091. import "babylonjs/Animations/animatable";
  60092. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60093. import "babylonjs/Shaders/motionBlur.fragment";
  60094. import { Engine } from "babylonjs/Engines/engine";
  60095. /**
  60096. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60097. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60098. * As an example, all you have to do is to create the post-process:
  60099. * var mb = new BABYLON.MotionBlurPostProcess(
  60100. * 'mb', // The name of the effect.
  60101. * scene, // The scene containing the objects to blur according to their velocity.
  60102. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60103. * camera // The camera to apply the render pass to.
  60104. * );
  60105. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60106. */
  60107. export class MotionBlurPostProcess extends PostProcess {
  60108. /**
  60109. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60110. */
  60111. motionStrength: number;
  60112. /**
  60113. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60114. */
  60115. /**
  60116. * Sets the number of iterations to be used for motion blur quality
  60117. */
  60118. motionBlurSamples: number;
  60119. private _motionBlurSamples;
  60120. private _geometryBufferRenderer;
  60121. /**
  60122. * Creates a new instance MotionBlurPostProcess
  60123. * @param name The name of the effect.
  60124. * @param scene The scene containing the objects to blur according to their velocity.
  60125. * @param options The required width/height ratio to downsize to before computing the render pass.
  60126. * @param camera The camera to apply the render pass to.
  60127. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60128. * @param engine The engine which the post process will be applied. (default: current engine)
  60129. * @param reusable If the post process can be reused on the same frame. (default: false)
  60130. * @param textureType Type of textures used when performing the post process. (default: 0)
  60131. * @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)
  60132. */
  60133. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60134. /**
  60135. * Excludes the given skinned mesh from computing bones velocities.
  60136. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  60137. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60138. */
  60139. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60140. /**
  60141. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60142. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60143. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60144. */
  60145. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60146. /**
  60147. * Disposes the post process.
  60148. * @param camera The camera to dispose the post process on.
  60149. */
  60150. dispose(camera?: Camera): void;
  60151. }
  60152. }
  60153. declare module "babylonjs/Shaders/refraction.fragment" {
  60154. /** @hidden */
  60155. export var refractionPixelShader: {
  60156. name: string;
  60157. shader: string;
  60158. };
  60159. }
  60160. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60161. import { Color3 } from "babylonjs/Maths/math.color";
  60162. import { Camera } from "babylonjs/Cameras/camera";
  60163. import { Texture } from "babylonjs/Materials/Textures/texture";
  60164. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60165. import { Engine } from "babylonjs/Engines/engine";
  60166. import "babylonjs/Shaders/refraction.fragment";
  60167. /**
  60168. * Post process which applies a refractin texture
  60169. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60170. */
  60171. export class RefractionPostProcess extends PostProcess {
  60172. /** the base color of the refraction (used to taint the rendering) */
  60173. color: Color3;
  60174. /** simulated refraction depth */
  60175. depth: number;
  60176. /** the coefficient of the base color (0 to remove base color tainting) */
  60177. colorLevel: number;
  60178. private _refTexture;
  60179. private _ownRefractionTexture;
  60180. /**
  60181. * Gets or sets the refraction texture
  60182. * Please note that you are responsible for disposing the texture if you set it manually
  60183. */
  60184. refractionTexture: Texture;
  60185. /**
  60186. * Initializes the RefractionPostProcess
  60187. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60188. * @param name The name of the effect.
  60189. * @param refractionTextureUrl Url of the refraction texture to use
  60190. * @param color the base color of the refraction (used to taint the rendering)
  60191. * @param depth simulated refraction depth
  60192. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60193. * @param camera The camera to apply the render pass to.
  60194. * @param options The required width/height ratio to downsize to before computing the render pass.
  60195. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60196. * @param engine The engine which the post process will be applied. (default: current engine)
  60197. * @param reusable If the post process can be reused on the same frame. (default: false)
  60198. */
  60199. constructor(name: string, refractionTextureUrl: string,
  60200. /** the base color of the refraction (used to taint the rendering) */
  60201. color: Color3,
  60202. /** simulated refraction depth */
  60203. depth: number,
  60204. /** the coefficient of the base color (0 to remove base color tainting) */
  60205. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60206. /**
  60207. * Disposes of the post process
  60208. * @param camera Camera to dispose post process on
  60209. */
  60210. dispose(camera: Camera): void;
  60211. }
  60212. }
  60213. declare module "babylonjs/Shaders/sharpen.fragment" {
  60214. /** @hidden */
  60215. export var sharpenPixelShader: {
  60216. name: string;
  60217. shader: string;
  60218. };
  60219. }
  60220. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60221. import { Nullable } from "babylonjs/types";
  60222. import { Camera } from "babylonjs/Cameras/camera";
  60223. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60224. import "babylonjs/Shaders/sharpen.fragment";
  60225. import { Engine } from "babylonjs/Engines/engine";
  60226. /**
  60227. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60228. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60229. */
  60230. export class SharpenPostProcess extends PostProcess {
  60231. /**
  60232. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60233. */
  60234. colorAmount: number;
  60235. /**
  60236. * How much sharpness should be applied (default: 0.3)
  60237. */
  60238. edgeAmount: number;
  60239. /**
  60240. * Creates a new instance ConvolutionPostProcess
  60241. * @param name The name of the effect.
  60242. * @param options The required width/height ratio to downsize to before computing the render pass.
  60243. * @param camera The camera to apply the render pass to.
  60244. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60245. * @param engine The engine which the post process will be applied. (default: current engine)
  60246. * @param reusable If the post process can be reused on the same frame. (default: false)
  60247. * @param textureType Type of textures used when performing the post process. (default: 0)
  60248. * @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)
  60249. */
  60250. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60251. }
  60252. }
  60253. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60254. import { Nullable } from "babylonjs/types";
  60255. import { Camera } from "babylonjs/Cameras/camera";
  60256. import { Engine } from "babylonjs/Engines/engine";
  60257. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60258. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60259. /**
  60260. * PostProcessRenderPipeline
  60261. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60262. */
  60263. export class PostProcessRenderPipeline {
  60264. private engine;
  60265. private _renderEffects;
  60266. private _renderEffectsForIsolatedPass;
  60267. /**
  60268. * List of inspectable custom properties (used by the Inspector)
  60269. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60270. */
  60271. inspectableCustomProperties: IInspectable[];
  60272. /**
  60273. * @hidden
  60274. */
  60275. protected _cameras: Camera[];
  60276. /** @hidden */
  60277. _name: string;
  60278. /**
  60279. * Gets pipeline name
  60280. */
  60281. readonly name: string;
  60282. /**
  60283. * Initializes a PostProcessRenderPipeline
  60284. * @param engine engine to add the pipeline to
  60285. * @param name name of the pipeline
  60286. */
  60287. constructor(engine: Engine, name: string);
  60288. /**
  60289. * Gets the class name
  60290. * @returns "PostProcessRenderPipeline"
  60291. */
  60292. getClassName(): string;
  60293. /**
  60294. * If all the render effects in the pipeline are supported
  60295. */
  60296. readonly isSupported: boolean;
  60297. /**
  60298. * Adds an effect to the pipeline
  60299. * @param renderEffect the effect to add
  60300. */
  60301. addEffect(renderEffect: PostProcessRenderEffect): void;
  60302. /** @hidden */
  60303. _rebuild(): void;
  60304. /** @hidden */
  60305. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60306. /** @hidden */
  60307. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60308. /** @hidden */
  60309. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60310. /** @hidden */
  60311. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60312. /** @hidden */
  60313. _attachCameras(cameras: Camera, unique: boolean): void;
  60314. /** @hidden */
  60315. _attachCameras(cameras: Camera[], unique: boolean): void;
  60316. /** @hidden */
  60317. _detachCameras(cameras: Camera): void;
  60318. /** @hidden */
  60319. _detachCameras(cameras: Nullable<Camera[]>): void;
  60320. /** @hidden */
  60321. _update(): void;
  60322. /** @hidden */
  60323. _reset(): void;
  60324. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60325. /**
  60326. * Disposes of the pipeline
  60327. */
  60328. dispose(): void;
  60329. }
  60330. }
  60331. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60332. import { Camera } from "babylonjs/Cameras/camera";
  60333. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60334. /**
  60335. * PostProcessRenderPipelineManager class
  60336. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60337. */
  60338. export class PostProcessRenderPipelineManager {
  60339. private _renderPipelines;
  60340. /**
  60341. * Initializes a PostProcessRenderPipelineManager
  60342. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60343. */
  60344. constructor();
  60345. /**
  60346. * Gets the list of supported render pipelines
  60347. */
  60348. readonly supportedPipelines: PostProcessRenderPipeline[];
  60349. /**
  60350. * Adds a pipeline to the manager
  60351. * @param renderPipeline The pipeline to add
  60352. */
  60353. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60354. /**
  60355. * Attaches a camera to the pipeline
  60356. * @param renderPipelineName The name of the pipeline to attach to
  60357. * @param cameras the camera to attach
  60358. * @param unique if the camera can be attached multiple times to the pipeline
  60359. */
  60360. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60361. /**
  60362. * Detaches a camera from the pipeline
  60363. * @param renderPipelineName The name of the pipeline to detach from
  60364. * @param cameras the camera to detach
  60365. */
  60366. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60367. /**
  60368. * Enables an effect by name on a pipeline
  60369. * @param renderPipelineName the name of the pipeline to enable the effect in
  60370. * @param renderEffectName the name of the effect to enable
  60371. * @param cameras the cameras that the effect should be enabled on
  60372. */
  60373. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60374. /**
  60375. * Disables an effect by name on a pipeline
  60376. * @param renderPipelineName the name of the pipeline to disable the effect in
  60377. * @param renderEffectName the name of the effect to disable
  60378. * @param cameras the cameras that the effect should be disabled on
  60379. */
  60380. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60381. /**
  60382. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60383. */
  60384. update(): void;
  60385. /** @hidden */
  60386. _rebuild(): void;
  60387. /**
  60388. * Disposes of the manager and pipelines
  60389. */
  60390. dispose(): void;
  60391. }
  60392. }
  60393. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60394. import { ISceneComponent } from "babylonjs/sceneComponent";
  60395. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60396. import { Scene } from "babylonjs/scene";
  60397. module "babylonjs/scene" {
  60398. interface Scene {
  60399. /** @hidden (Backing field) */
  60400. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60401. /**
  60402. * Gets the postprocess render pipeline manager
  60403. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60404. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60405. */
  60406. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60407. }
  60408. }
  60409. /**
  60410. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60411. */
  60412. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60413. /**
  60414. * The component name helpfull to identify the component in the list of scene components.
  60415. */
  60416. readonly name: string;
  60417. /**
  60418. * The scene the component belongs to.
  60419. */
  60420. scene: Scene;
  60421. /**
  60422. * Creates a new instance of the component for the given scene
  60423. * @param scene Defines the scene to register the component in
  60424. */
  60425. constructor(scene: Scene);
  60426. /**
  60427. * Registers the component in a given scene
  60428. */
  60429. register(): void;
  60430. /**
  60431. * Rebuilds the elements related to this component in case of
  60432. * context lost for instance.
  60433. */
  60434. rebuild(): void;
  60435. /**
  60436. * Disposes the component and the associated ressources
  60437. */
  60438. dispose(): void;
  60439. private _gatherRenderTargets;
  60440. }
  60441. }
  60442. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60443. import { Nullable } from "babylonjs/types";
  60444. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60445. import { Camera } from "babylonjs/Cameras/camera";
  60446. import { IDisposable } from "babylonjs/scene";
  60447. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60448. import { Scene } from "babylonjs/scene";
  60449. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60450. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60451. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60452. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60453. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60454. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60455. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60456. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60457. import { Animation } from "babylonjs/Animations/animation";
  60458. /**
  60459. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60460. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60461. */
  60462. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60463. private _scene;
  60464. private _camerasToBeAttached;
  60465. /**
  60466. * ID of the sharpen post process,
  60467. */
  60468. private readonly SharpenPostProcessId;
  60469. /**
  60470. * @ignore
  60471. * ID of the image processing post process;
  60472. */
  60473. readonly ImageProcessingPostProcessId: string;
  60474. /**
  60475. * @ignore
  60476. * ID of the Fast Approximate Anti-Aliasing post process;
  60477. */
  60478. readonly FxaaPostProcessId: string;
  60479. /**
  60480. * ID of the chromatic aberration post process,
  60481. */
  60482. private readonly ChromaticAberrationPostProcessId;
  60483. /**
  60484. * ID of the grain post process
  60485. */
  60486. private readonly GrainPostProcessId;
  60487. /**
  60488. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60489. */
  60490. sharpen: SharpenPostProcess;
  60491. private _sharpenEffect;
  60492. private bloom;
  60493. /**
  60494. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60495. */
  60496. depthOfField: DepthOfFieldEffect;
  60497. /**
  60498. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60499. */
  60500. fxaa: FxaaPostProcess;
  60501. /**
  60502. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60503. */
  60504. imageProcessing: ImageProcessingPostProcess;
  60505. /**
  60506. * Chromatic aberration post process which will shift rgb colors in the image
  60507. */
  60508. chromaticAberration: ChromaticAberrationPostProcess;
  60509. private _chromaticAberrationEffect;
  60510. /**
  60511. * Grain post process which add noise to the image
  60512. */
  60513. grain: GrainPostProcess;
  60514. private _grainEffect;
  60515. /**
  60516. * Glow post process which adds a glow to emissive areas of the image
  60517. */
  60518. private _glowLayer;
  60519. /**
  60520. * Animations which can be used to tweak settings over a period of time
  60521. */
  60522. animations: Animation[];
  60523. private _imageProcessingConfigurationObserver;
  60524. private _sharpenEnabled;
  60525. private _bloomEnabled;
  60526. private _depthOfFieldEnabled;
  60527. private _depthOfFieldBlurLevel;
  60528. private _fxaaEnabled;
  60529. private _imageProcessingEnabled;
  60530. private _defaultPipelineTextureType;
  60531. private _bloomScale;
  60532. private _chromaticAberrationEnabled;
  60533. private _grainEnabled;
  60534. private _buildAllowed;
  60535. /**
  60536. * Gets active scene
  60537. */
  60538. readonly scene: Scene;
  60539. /**
  60540. * Enable or disable the sharpen process from the pipeline
  60541. */
  60542. sharpenEnabled: boolean;
  60543. private _resizeObserver;
  60544. private _hardwareScaleLevel;
  60545. private _bloomKernel;
  60546. /**
  60547. * Specifies the size of the bloom blur kernel, relative to the final output size
  60548. */
  60549. bloomKernel: number;
  60550. /**
  60551. * Specifies the weight of the bloom in the final rendering
  60552. */
  60553. private _bloomWeight;
  60554. /**
  60555. * Specifies the luma threshold for the area that will be blurred by the bloom
  60556. */
  60557. private _bloomThreshold;
  60558. private _hdr;
  60559. /**
  60560. * The strength of the bloom.
  60561. */
  60562. bloomWeight: number;
  60563. /**
  60564. * The strength of the bloom.
  60565. */
  60566. bloomThreshold: number;
  60567. /**
  60568. * The scale of the bloom, lower value will provide better performance.
  60569. */
  60570. bloomScale: number;
  60571. /**
  60572. * Enable or disable the bloom from the pipeline
  60573. */
  60574. bloomEnabled: boolean;
  60575. private _rebuildBloom;
  60576. /**
  60577. * If the depth of field is enabled.
  60578. */
  60579. depthOfFieldEnabled: boolean;
  60580. /**
  60581. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60582. */
  60583. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60584. /**
  60585. * If the anti aliasing is enabled.
  60586. */
  60587. fxaaEnabled: boolean;
  60588. private _samples;
  60589. /**
  60590. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60591. */
  60592. samples: number;
  60593. /**
  60594. * If image processing is enabled.
  60595. */
  60596. imageProcessingEnabled: boolean;
  60597. /**
  60598. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60599. */
  60600. glowLayerEnabled: boolean;
  60601. /**
  60602. * Gets the glow layer (or null if not defined)
  60603. */
  60604. readonly glowLayer: Nullable<GlowLayer>;
  60605. /**
  60606. * Enable or disable the chromaticAberration process from the pipeline
  60607. */
  60608. chromaticAberrationEnabled: boolean;
  60609. /**
  60610. * Enable or disable the grain process from the pipeline
  60611. */
  60612. grainEnabled: boolean;
  60613. /**
  60614. * @constructor
  60615. * @param name - The rendering pipeline name (default: "")
  60616. * @param hdr - If high dynamic range textures should be used (default: true)
  60617. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60618. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60619. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60620. */
  60621. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60622. /**
  60623. * Get the class name
  60624. * @returns "DefaultRenderingPipeline"
  60625. */
  60626. getClassName(): string;
  60627. /**
  60628. * Force the compilation of the entire pipeline.
  60629. */
  60630. prepare(): void;
  60631. private _hasCleared;
  60632. private _prevPostProcess;
  60633. private _prevPrevPostProcess;
  60634. private _setAutoClearAndTextureSharing;
  60635. private _depthOfFieldSceneObserver;
  60636. private _buildPipeline;
  60637. private _disposePostProcesses;
  60638. /**
  60639. * Adds a camera to the pipeline
  60640. * @param camera the camera to be added
  60641. */
  60642. addCamera(camera: Camera): void;
  60643. /**
  60644. * Removes a camera from the pipeline
  60645. * @param camera the camera to remove
  60646. */
  60647. removeCamera(camera: Camera): void;
  60648. /**
  60649. * Dispose of the pipeline and stop all post processes
  60650. */
  60651. dispose(): void;
  60652. /**
  60653. * Serialize the rendering pipeline (Used when exporting)
  60654. * @returns the serialized object
  60655. */
  60656. serialize(): any;
  60657. /**
  60658. * Parse the serialized pipeline
  60659. * @param source Source pipeline.
  60660. * @param scene The scene to load the pipeline to.
  60661. * @param rootUrl The URL of the serialized pipeline.
  60662. * @returns An instantiated pipeline from the serialized object.
  60663. */
  60664. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60665. }
  60666. }
  60667. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60668. /** @hidden */
  60669. export var lensHighlightsPixelShader: {
  60670. name: string;
  60671. shader: string;
  60672. };
  60673. }
  60674. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60675. /** @hidden */
  60676. export var depthOfFieldPixelShader: {
  60677. name: string;
  60678. shader: string;
  60679. };
  60680. }
  60681. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60682. import { Camera } from "babylonjs/Cameras/camera";
  60683. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60684. import { Scene } from "babylonjs/scene";
  60685. import "babylonjs/Shaders/chromaticAberration.fragment";
  60686. import "babylonjs/Shaders/lensHighlights.fragment";
  60687. import "babylonjs/Shaders/depthOfField.fragment";
  60688. /**
  60689. * BABYLON.JS Chromatic Aberration GLSL Shader
  60690. * Author: Olivier Guyot
  60691. * Separates very slightly R, G and B colors on the edges of the screen
  60692. * Inspired by Francois Tarlier & Martins Upitis
  60693. */
  60694. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60695. /**
  60696. * @ignore
  60697. * The chromatic aberration PostProcess id in the pipeline
  60698. */
  60699. LensChromaticAberrationEffect: string;
  60700. /**
  60701. * @ignore
  60702. * The highlights enhancing PostProcess id in the pipeline
  60703. */
  60704. HighlightsEnhancingEffect: string;
  60705. /**
  60706. * @ignore
  60707. * The depth-of-field PostProcess id in the pipeline
  60708. */
  60709. LensDepthOfFieldEffect: string;
  60710. private _scene;
  60711. private _depthTexture;
  60712. private _grainTexture;
  60713. private _chromaticAberrationPostProcess;
  60714. private _highlightsPostProcess;
  60715. private _depthOfFieldPostProcess;
  60716. private _edgeBlur;
  60717. private _grainAmount;
  60718. private _chromaticAberration;
  60719. private _distortion;
  60720. private _highlightsGain;
  60721. private _highlightsThreshold;
  60722. private _dofDistance;
  60723. private _dofAperture;
  60724. private _dofDarken;
  60725. private _dofPentagon;
  60726. private _blurNoise;
  60727. /**
  60728. * @constructor
  60729. *
  60730. * Effect parameters are as follow:
  60731. * {
  60732. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60733. * edge_blur: number; // from 0 to x (1 for realism)
  60734. * distortion: number; // from 0 to x (1 for realism)
  60735. * grain_amount: number; // from 0 to 1
  60736. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60737. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60738. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60739. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60740. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60741. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60742. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60743. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60744. * }
  60745. * Note: if an effect parameter is unset, effect is disabled
  60746. *
  60747. * @param name The rendering pipeline name
  60748. * @param parameters - An object containing all parameters (see above)
  60749. * @param scene The scene linked to this pipeline
  60750. * @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)
  60751. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60752. */
  60753. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60754. /**
  60755. * Get the class name
  60756. * @returns "LensRenderingPipeline"
  60757. */
  60758. getClassName(): string;
  60759. /**
  60760. * Gets associated scene
  60761. */
  60762. readonly scene: Scene;
  60763. /**
  60764. * Gets or sets the edge blur
  60765. */
  60766. edgeBlur: number;
  60767. /**
  60768. * Gets or sets the grain amount
  60769. */
  60770. grainAmount: number;
  60771. /**
  60772. * Gets or sets the chromatic aberration amount
  60773. */
  60774. chromaticAberration: number;
  60775. /**
  60776. * Gets or sets the depth of field aperture
  60777. */
  60778. dofAperture: number;
  60779. /**
  60780. * Gets or sets the edge distortion
  60781. */
  60782. edgeDistortion: number;
  60783. /**
  60784. * Gets or sets the depth of field distortion
  60785. */
  60786. dofDistortion: number;
  60787. /**
  60788. * Gets or sets the darken out of focus amount
  60789. */
  60790. darkenOutOfFocus: number;
  60791. /**
  60792. * Gets or sets a boolean indicating if blur noise is enabled
  60793. */
  60794. blurNoise: boolean;
  60795. /**
  60796. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60797. */
  60798. pentagonBokeh: boolean;
  60799. /**
  60800. * Gets or sets the highlight grain amount
  60801. */
  60802. highlightsGain: number;
  60803. /**
  60804. * Gets or sets the highlight threshold
  60805. */
  60806. highlightsThreshold: number;
  60807. /**
  60808. * Sets the amount of blur at the edges
  60809. * @param amount blur amount
  60810. */
  60811. setEdgeBlur(amount: number): void;
  60812. /**
  60813. * Sets edge blur to 0
  60814. */
  60815. disableEdgeBlur(): void;
  60816. /**
  60817. * Sets the amout of grain
  60818. * @param amount Amount of grain
  60819. */
  60820. setGrainAmount(amount: number): void;
  60821. /**
  60822. * Set grain amount to 0
  60823. */
  60824. disableGrain(): void;
  60825. /**
  60826. * Sets the chromatic aberration amount
  60827. * @param amount amount of chromatic aberration
  60828. */
  60829. setChromaticAberration(amount: number): void;
  60830. /**
  60831. * Sets chromatic aberration amount to 0
  60832. */
  60833. disableChromaticAberration(): void;
  60834. /**
  60835. * Sets the EdgeDistortion amount
  60836. * @param amount amount of EdgeDistortion
  60837. */
  60838. setEdgeDistortion(amount: number): void;
  60839. /**
  60840. * Sets edge distortion to 0
  60841. */
  60842. disableEdgeDistortion(): void;
  60843. /**
  60844. * Sets the FocusDistance amount
  60845. * @param amount amount of FocusDistance
  60846. */
  60847. setFocusDistance(amount: number): void;
  60848. /**
  60849. * Disables depth of field
  60850. */
  60851. disableDepthOfField(): void;
  60852. /**
  60853. * Sets the Aperture amount
  60854. * @param amount amount of Aperture
  60855. */
  60856. setAperture(amount: number): void;
  60857. /**
  60858. * Sets the DarkenOutOfFocus amount
  60859. * @param amount amount of DarkenOutOfFocus
  60860. */
  60861. setDarkenOutOfFocus(amount: number): void;
  60862. private _pentagonBokehIsEnabled;
  60863. /**
  60864. * Creates a pentagon bokeh effect
  60865. */
  60866. enablePentagonBokeh(): void;
  60867. /**
  60868. * Disables the pentagon bokeh effect
  60869. */
  60870. disablePentagonBokeh(): void;
  60871. /**
  60872. * Enables noise blur
  60873. */
  60874. enableNoiseBlur(): void;
  60875. /**
  60876. * Disables noise blur
  60877. */
  60878. disableNoiseBlur(): void;
  60879. /**
  60880. * Sets the HighlightsGain amount
  60881. * @param amount amount of HighlightsGain
  60882. */
  60883. setHighlightsGain(amount: number): void;
  60884. /**
  60885. * Sets the HighlightsThreshold amount
  60886. * @param amount amount of HighlightsThreshold
  60887. */
  60888. setHighlightsThreshold(amount: number): void;
  60889. /**
  60890. * Disables highlights
  60891. */
  60892. disableHighlights(): void;
  60893. /**
  60894. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60895. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60896. */
  60897. dispose(disableDepthRender?: boolean): void;
  60898. private _createChromaticAberrationPostProcess;
  60899. private _createHighlightsPostProcess;
  60900. private _createDepthOfFieldPostProcess;
  60901. private _createGrainTexture;
  60902. }
  60903. }
  60904. declare module "babylonjs/Shaders/ssao2.fragment" {
  60905. /** @hidden */
  60906. export var ssao2PixelShader: {
  60907. name: string;
  60908. shader: string;
  60909. };
  60910. }
  60911. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60912. /** @hidden */
  60913. export var ssaoCombinePixelShader: {
  60914. name: string;
  60915. shader: string;
  60916. };
  60917. }
  60918. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60919. import { Camera } from "babylonjs/Cameras/camera";
  60920. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60921. import { Scene } from "babylonjs/scene";
  60922. import "babylonjs/Shaders/ssao2.fragment";
  60923. import "babylonjs/Shaders/ssaoCombine.fragment";
  60924. /**
  60925. * Render pipeline to produce ssao effect
  60926. */
  60927. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60928. /**
  60929. * @ignore
  60930. * The PassPostProcess id in the pipeline that contains the original scene color
  60931. */
  60932. SSAOOriginalSceneColorEffect: string;
  60933. /**
  60934. * @ignore
  60935. * The SSAO PostProcess id in the pipeline
  60936. */
  60937. SSAORenderEffect: string;
  60938. /**
  60939. * @ignore
  60940. * The horizontal blur PostProcess id in the pipeline
  60941. */
  60942. SSAOBlurHRenderEffect: string;
  60943. /**
  60944. * @ignore
  60945. * The vertical blur PostProcess id in the pipeline
  60946. */
  60947. SSAOBlurVRenderEffect: string;
  60948. /**
  60949. * @ignore
  60950. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60951. */
  60952. SSAOCombineRenderEffect: string;
  60953. /**
  60954. * The output strength of the SSAO post-process. Default value is 1.0.
  60955. */
  60956. totalStrength: number;
  60957. /**
  60958. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60959. */
  60960. maxZ: number;
  60961. /**
  60962. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60963. */
  60964. minZAspect: number;
  60965. private _samples;
  60966. /**
  60967. * Number of samples used for the SSAO calculations. Default value is 8
  60968. */
  60969. samples: number;
  60970. private _textureSamples;
  60971. /**
  60972. * Number of samples to use for antialiasing
  60973. */
  60974. textureSamples: number;
  60975. /**
  60976. * Ratio object used for SSAO ratio and blur ratio
  60977. */
  60978. private _ratio;
  60979. /**
  60980. * Dynamically generated sphere sampler.
  60981. */
  60982. private _sampleSphere;
  60983. /**
  60984. * Blur filter offsets
  60985. */
  60986. private _samplerOffsets;
  60987. private _expensiveBlur;
  60988. /**
  60989. * If bilateral blur should be used
  60990. */
  60991. expensiveBlur: boolean;
  60992. /**
  60993. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60994. */
  60995. radius: number;
  60996. /**
  60997. * The base color of the SSAO post-process
  60998. * The final result is "base + ssao" between [0, 1]
  60999. */
  61000. base: number;
  61001. /**
  61002. * Support test.
  61003. */
  61004. static readonly IsSupported: boolean;
  61005. private _scene;
  61006. private _depthTexture;
  61007. private _normalTexture;
  61008. private _randomTexture;
  61009. private _originalColorPostProcess;
  61010. private _ssaoPostProcess;
  61011. private _blurHPostProcess;
  61012. private _blurVPostProcess;
  61013. private _ssaoCombinePostProcess;
  61014. private _firstUpdate;
  61015. /**
  61016. * Gets active scene
  61017. */
  61018. readonly scene: Scene;
  61019. /**
  61020. * @constructor
  61021. * @param name The rendering pipeline name
  61022. * @param scene The scene linked to this pipeline
  61023. * @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 }
  61024. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61025. */
  61026. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61027. /**
  61028. * Get the class name
  61029. * @returns "SSAO2RenderingPipeline"
  61030. */
  61031. getClassName(): string;
  61032. /**
  61033. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61034. */
  61035. dispose(disableGeometryBufferRenderer?: boolean): void;
  61036. private _createBlurPostProcess;
  61037. /** @hidden */
  61038. _rebuild(): void;
  61039. private _bits;
  61040. private _radicalInverse_VdC;
  61041. private _hammersley;
  61042. private _hemisphereSample_uniform;
  61043. private _generateHemisphere;
  61044. private _createSSAOPostProcess;
  61045. private _createSSAOCombinePostProcess;
  61046. private _createRandomTexture;
  61047. /**
  61048. * Serialize the rendering pipeline (Used when exporting)
  61049. * @returns the serialized object
  61050. */
  61051. serialize(): any;
  61052. /**
  61053. * Parse the serialized pipeline
  61054. * @param source Source pipeline.
  61055. * @param scene The scene to load the pipeline to.
  61056. * @param rootUrl The URL of the serialized pipeline.
  61057. * @returns An instantiated pipeline from the serialized object.
  61058. */
  61059. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61060. }
  61061. }
  61062. declare module "babylonjs/Shaders/ssao.fragment" {
  61063. /** @hidden */
  61064. export var ssaoPixelShader: {
  61065. name: string;
  61066. shader: string;
  61067. };
  61068. }
  61069. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61070. import { Camera } from "babylonjs/Cameras/camera";
  61071. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61072. import { Scene } from "babylonjs/scene";
  61073. import "babylonjs/Shaders/ssao.fragment";
  61074. import "babylonjs/Shaders/ssaoCombine.fragment";
  61075. /**
  61076. * Render pipeline to produce ssao effect
  61077. */
  61078. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61079. /**
  61080. * @ignore
  61081. * The PassPostProcess id in the pipeline that contains the original scene color
  61082. */
  61083. SSAOOriginalSceneColorEffect: string;
  61084. /**
  61085. * @ignore
  61086. * The SSAO PostProcess id in the pipeline
  61087. */
  61088. SSAORenderEffect: string;
  61089. /**
  61090. * @ignore
  61091. * The horizontal blur PostProcess id in the pipeline
  61092. */
  61093. SSAOBlurHRenderEffect: string;
  61094. /**
  61095. * @ignore
  61096. * The vertical blur PostProcess id in the pipeline
  61097. */
  61098. SSAOBlurVRenderEffect: string;
  61099. /**
  61100. * @ignore
  61101. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61102. */
  61103. SSAOCombineRenderEffect: string;
  61104. /**
  61105. * The output strength of the SSAO post-process. Default value is 1.0.
  61106. */
  61107. totalStrength: number;
  61108. /**
  61109. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61110. */
  61111. radius: number;
  61112. /**
  61113. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61114. * Must not be equal to fallOff and superior to fallOff.
  61115. * Default value is 0.0075
  61116. */
  61117. area: number;
  61118. /**
  61119. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61120. * Must not be equal to area and inferior to area.
  61121. * Default value is 0.000001
  61122. */
  61123. fallOff: number;
  61124. /**
  61125. * The base color of the SSAO post-process
  61126. * The final result is "base + ssao" between [0, 1]
  61127. */
  61128. base: number;
  61129. private _scene;
  61130. private _depthTexture;
  61131. private _randomTexture;
  61132. private _originalColorPostProcess;
  61133. private _ssaoPostProcess;
  61134. private _blurHPostProcess;
  61135. private _blurVPostProcess;
  61136. private _ssaoCombinePostProcess;
  61137. private _firstUpdate;
  61138. /**
  61139. * Gets active scene
  61140. */
  61141. readonly scene: Scene;
  61142. /**
  61143. * @constructor
  61144. * @param name - The rendering pipeline name
  61145. * @param scene - The scene linked to this pipeline
  61146. * @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 }
  61147. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61148. */
  61149. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61150. /**
  61151. * Get the class name
  61152. * @returns "SSAORenderingPipeline"
  61153. */
  61154. getClassName(): string;
  61155. /**
  61156. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61157. */
  61158. dispose(disableDepthRender?: boolean): void;
  61159. private _createBlurPostProcess;
  61160. /** @hidden */
  61161. _rebuild(): void;
  61162. private _createSSAOPostProcess;
  61163. private _createSSAOCombinePostProcess;
  61164. private _createRandomTexture;
  61165. }
  61166. }
  61167. declare module "babylonjs/Shaders/standard.fragment" {
  61168. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61169. /** @hidden */
  61170. export var standardPixelShader: {
  61171. name: string;
  61172. shader: string;
  61173. };
  61174. }
  61175. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61176. import { Nullable } from "babylonjs/types";
  61177. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61178. import { Camera } from "babylonjs/Cameras/camera";
  61179. import { Texture } from "babylonjs/Materials/Textures/texture";
  61180. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61181. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61182. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61183. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61184. import { IDisposable } from "babylonjs/scene";
  61185. import { SpotLight } from "babylonjs/Lights/spotLight";
  61186. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61187. import { Scene } from "babylonjs/scene";
  61188. import { Animation } from "babylonjs/Animations/animation";
  61189. import "babylonjs/Shaders/standard.fragment";
  61190. /**
  61191. * Standard rendering pipeline
  61192. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61193. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61194. */
  61195. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61196. /**
  61197. * Public members
  61198. */
  61199. /**
  61200. * Post-process which contains the original scene color before the pipeline applies all the effects
  61201. */
  61202. originalPostProcess: Nullable<PostProcess>;
  61203. /**
  61204. * Post-process used to down scale an image x4
  61205. */
  61206. downSampleX4PostProcess: Nullable<PostProcess>;
  61207. /**
  61208. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61209. */
  61210. brightPassPostProcess: Nullable<PostProcess>;
  61211. /**
  61212. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61213. */
  61214. blurHPostProcesses: PostProcess[];
  61215. /**
  61216. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61217. */
  61218. blurVPostProcesses: PostProcess[];
  61219. /**
  61220. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61221. */
  61222. textureAdderPostProcess: Nullable<PostProcess>;
  61223. /**
  61224. * Post-process used to create volumetric lighting effect
  61225. */
  61226. volumetricLightPostProcess: Nullable<PostProcess>;
  61227. /**
  61228. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61229. */
  61230. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61231. /**
  61232. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61233. */
  61234. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61235. /**
  61236. * Post-process used to merge the volumetric light effect and the real scene color
  61237. */
  61238. volumetricLightMergePostProces: Nullable<PostProcess>;
  61239. /**
  61240. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61241. */
  61242. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61243. /**
  61244. * Base post-process used to calculate the average luminance of the final image for HDR
  61245. */
  61246. luminancePostProcess: Nullable<PostProcess>;
  61247. /**
  61248. * Post-processes used to create down sample post-processes in order to get
  61249. * the average luminance of the final image for HDR
  61250. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61251. */
  61252. luminanceDownSamplePostProcesses: PostProcess[];
  61253. /**
  61254. * Post-process used to create a HDR effect (light adaptation)
  61255. */
  61256. hdrPostProcess: Nullable<PostProcess>;
  61257. /**
  61258. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61259. */
  61260. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61261. /**
  61262. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61263. */
  61264. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61265. /**
  61266. * Post-process used to merge the final HDR post-process and the real scene color
  61267. */
  61268. hdrFinalPostProcess: Nullable<PostProcess>;
  61269. /**
  61270. * Post-process used to create a lens flare effect
  61271. */
  61272. lensFlarePostProcess: Nullable<PostProcess>;
  61273. /**
  61274. * Post-process that merges the result of the lens flare post-process and the real scene color
  61275. */
  61276. lensFlareComposePostProcess: Nullable<PostProcess>;
  61277. /**
  61278. * Post-process used to create a motion blur effect
  61279. */
  61280. motionBlurPostProcess: Nullable<PostProcess>;
  61281. /**
  61282. * Post-process used to create a depth of field effect
  61283. */
  61284. depthOfFieldPostProcess: Nullable<PostProcess>;
  61285. /**
  61286. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61287. */
  61288. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61289. /**
  61290. * Represents the brightness threshold in order to configure the illuminated surfaces
  61291. */
  61292. brightThreshold: number;
  61293. /**
  61294. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61295. */
  61296. blurWidth: number;
  61297. /**
  61298. * Sets if the blur for highlighted surfaces must be only horizontal
  61299. */
  61300. horizontalBlur: boolean;
  61301. /**
  61302. * Gets the overall exposure used by the pipeline
  61303. */
  61304. /**
  61305. * Sets the overall exposure used by the pipeline
  61306. */
  61307. exposure: number;
  61308. /**
  61309. * Texture used typically to simulate "dirty" on camera lens
  61310. */
  61311. lensTexture: Nullable<Texture>;
  61312. /**
  61313. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61314. */
  61315. volumetricLightCoefficient: number;
  61316. /**
  61317. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61318. */
  61319. volumetricLightPower: number;
  61320. /**
  61321. * Used the set the blur intensity to smooth the volumetric lights
  61322. */
  61323. volumetricLightBlurScale: number;
  61324. /**
  61325. * Light (spot or directional) used to generate the volumetric lights rays
  61326. * The source light must have a shadow generate so the pipeline can get its
  61327. * depth map
  61328. */
  61329. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61330. /**
  61331. * For eye adaptation, represents the minimum luminance the eye can see
  61332. */
  61333. hdrMinimumLuminance: number;
  61334. /**
  61335. * For eye adaptation, represents the decrease luminance speed
  61336. */
  61337. hdrDecreaseRate: number;
  61338. /**
  61339. * For eye adaptation, represents the increase luminance speed
  61340. */
  61341. hdrIncreaseRate: number;
  61342. /**
  61343. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61344. */
  61345. /**
  61346. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61347. */
  61348. hdrAutoExposure: boolean;
  61349. /**
  61350. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61351. */
  61352. lensColorTexture: Nullable<Texture>;
  61353. /**
  61354. * The overall strengh for the lens flare effect
  61355. */
  61356. lensFlareStrength: number;
  61357. /**
  61358. * Dispersion coefficient for lens flare ghosts
  61359. */
  61360. lensFlareGhostDispersal: number;
  61361. /**
  61362. * Main lens flare halo width
  61363. */
  61364. lensFlareHaloWidth: number;
  61365. /**
  61366. * Based on the lens distortion effect, defines how much the lens flare result
  61367. * is distorted
  61368. */
  61369. lensFlareDistortionStrength: number;
  61370. /**
  61371. * Lens star texture must be used to simulate rays on the flares and is available
  61372. * in the documentation
  61373. */
  61374. lensStarTexture: Nullable<Texture>;
  61375. /**
  61376. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61377. * flare effect by taking account of the dirt texture
  61378. */
  61379. lensFlareDirtTexture: Nullable<Texture>;
  61380. /**
  61381. * Represents the focal length for the depth of field effect
  61382. */
  61383. depthOfFieldDistance: number;
  61384. /**
  61385. * Represents the blur intensity for the blurred part of the depth of field effect
  61386. */
  61387. depthOfFieldBlurWidth: number;
  61388. /**
  61389. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61390. */
  61391. /**
  61392. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61393. */
  61394. motionStrength: number;
  61395. /**
  61396. * Gets wether or not the motion blur post-process is object based or screen based.
  61397. */
  61398. /**
  61399. * Sets wether or not the motion blur post-process should be object based or screen based
  61400. */
  61401. objectBasedMotionBlur: boolean;
  61402. /**
  61403. * List of animations for the pipeline (IAnimatable implementation)
  61404. */
  61405. animations: Animation[];
  61406. /**
  61407. * Private members
  61408. */
  61409. private _scene;
  61410. private _currentDepthOfFieldSource;
  61411. private _basePostProcess;
  61412. private _fixedExposure;
  61413. private _currentExposure;
  61414. private _hdrAutoExposure;
  61415. private _hdrCurrentLuminance;
  61416. private _motionStrength;
  61417. private _isObjectBasedMotionBlur;
  61418. private _floatTextureType;
  61419. private _ratio;
  61420. private _bloomEnabled;
  61421. private _depthOfFieldEnabled;
  61422. private _vlsEnabled;
  61423. private _lensFlareEnabled;
  61424. private _hdrEnabled;
  61425. private _motionBlurEnabled;
  61426. private _fxaaEnabled;
  61427. private _motionBlurSamples;
  61428. private _volumetricLightStepsCount;
  61429. private _samples;
  61430. /**
  61431. * @ignore
  61432. * Specifies if the bloom pipeline is enabled
  61433. */
  61434. BloomEnabled: boolean;
  61435. /**
  61436. * @ignore
  61437. * Specifies if the depth of field pipeline is enabed
  61438. */
  61439. DepthOfFieldEnabled: boolean;
  61440. /**
  61441. * @ignore
  61442. * Specifies if the lens flare pipeline is enabed
  61443. */
  61444. LensFlareEnabled: boolean;
  61445. /**
  61446. * @ignore
  61447. * Specifies if the HDR pipeline is enabled
  61448. */
  61449. HDREnabled: boolean;
  61450. /**
  61451. * @ignore
  61452. * Specifies if the volumetric lights scattering effect is enabled
  61453. */
  61454. VLSEnabled: boolean;
  61455. /**
  61456. * @ignore
  61457. * Specifies if the motion blur effect is enabled
  61458. */
  61459. MotionBlurEnabled: boolean;
  61460. /**
  61461. * Specifies if anti-aliasing is enabled
  61462. */
  61463. fxaaEnabled: boolean;
  61464. /**
  61465. * Specifies the number of steps used to calculate the volumetric lights
  61466. * Typically in interval [50, 200]
  61467. */
  61468. volumetricLightStepsCount: number;
  61469. /**
  61470. * Specifies the number of samples used for the motion blur effect
  61471. * Typically in interval [16, 64]
  61472. */
  61473. motionBlurSamples: number;
  61474. /**
  61475. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61476. */
  61477. samples: number;
  61478. /**
  61479. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61480. * @constructor
  61481. * @param name The rendering pipeline name
  61482. * @param scene The scene linked to this pipeline
  61483. * @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)
  61484. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61485. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61486. */
  61487. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61488. private _buildPipeline;
  61489. private _createDownSampleX4PostProcess;
  61490. private _createBrightPassPostProcess;
  61491. private _createBlurPostProcesses;
  61492. private _createTextureAdderPostProcess;
  61493. private _createVolumetricLightPostProcess;
  61494. private _createLuminancePostProcesses;
  61495. private _createHdrPostProcess;
  61496. private _createLensFlarePostProcess;
  61497. private _createDepthOfFieldPostProcess;
  61498. private _createMotionBlurPostProcess;
  61499. private _getDepthTexture;
  61500. private _disposePostProcesses;
  61501. /**
  61502. * Dispose of the pipeline and stop all post processes
  61503. */
  61504. dispose(): void;
  61505. /**
  61506. * Serialize the rendering pipeline (Used when exporting)
  61507. * @returns the serialized object
  61508. */
  61509. serialize(): any;
  61510. /**
  61511. * Parse the serialized pipeline
  61512. * @param source Source pipeline.
  61513. * @param scene The scene to load the pipeline to.
  61514. * @param rootUrl The URL of the serialized pipeline.
  61515. * @returns An instantiated pipeline from the serialized object.
  61516. */
  61517. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61518. /**
  61519. * Luminance steps
  61520. */
  61521. static LuminanceSteps: number;
  61522. }
  61523. }
  61524. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61525. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61526. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61527. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61528. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61529. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61530. }
  61531. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61532. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61533. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61534. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61535. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61536. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61537. }
  61538. declare module "babylonjs/Shaders/tonemap.fragment" {
  61539. /** @hidden */
  61540. export var tonemapPixelShader: {
  61541. name: string;
  61542. shader: string;
  61543. };
  61544. }
  61545. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61546. import { Camera } from "babylonjs/Cameras/camera";
  61547. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61548. import "babylonjs/Shaders/tonemap.fragment";
  61549. import { Engine } from "babylonjs/Engines/engine";
  61550. /** Defines operator used for tonemapping */
  61551. export enum TonemappingOperator {
  61552. /** Hable */
  61553. Hable = 0,
  61554. /** Reinhard */
  61555. Reinhard = 1,
  61556. /** HejiDawson */
  61557. HejiDawson = 2,
  61558. /** Photographic */
  61559. Photographic = 3
  61560. }
  61561. /**
  61562. * Defines a post process to apply tone mapping
  61563. */
  61564. export class TonemapPostProcess extends PostProcess {
  61565. private _operator;
  61566. /** Defines the required exposure adjustement */
  61567. exposureAdjustment: number;
  61568. /**
  61569. * Creates a new TonemapPostProcess
  61570. * @param name defines the name of the postprocess
  61571. * @param _operator defines the operator to use
  61572. * @param exposureAdjustment defines the required exposure adjustement
  61573. * @param camera defines the camera to use (can be null)
  61574. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61575. * @param engine defines the hosting engine (can be ignore if camera is set)
  61576. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61577. */
  61578. constructor(name: string, _operator: TonemappingOperator,
  61579. /** Defines the required exposure adjustement */
  61580. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61581. }
  61582. }
  61583. declare module "babylonjs/Shaders/depth.vertex" {
  61584. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61585. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61586. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61587. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61588. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61589. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61590. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61591. /** @hidden */
  61592. export var depthVertexShader: {
  61593. name: string;
  61594. shader: string;
  61595. };
  61596. }
  61597. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61598. /** @hidden */
  61599. export var volumetricLightScatteringPixelShader: {
  61600. name: string;
  61601. shader: string;
  61602. };
  61603. }
  61604. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61605. /** @hidden */
  61606. export var volumetricLightScatteringPassPixelShader: {
  61607. name: string;
  61608. shader: string;
  61609. };
  61610. }
  61611. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61612. import { Vector3 } from "babylonjs/Maths/math.vector";
  61613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61614. import { Mesh } from "babylonjs/Meshes/mesh";
  61615. import { Camera } from "babylonjs/Cameras/camera";
  61616. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61617. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61618. import { Scene } from "babylonjs/scene";
  61619. import "babylonjs/Meshes/Builders/planeBuilder";
  61620. import "babylonjs/Shaders/depth.vertex";
  61621. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61622. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61623. import { Engine } from "babylonjs/Engines/engine";
  61624. /**
  61625. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61626. */
  61627. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61628. private _volumetricLightScatteringPass;
  61629. private _volumetricLightScatteringRTT;
  61630. private _viewPort;
  61631. private _screenCoordinates;
  61632. private _cachedDefines;
  61633. /**
  61634. * If not undefined, the mesh position is computed from the attached node position
  61635. */
  61636. attachedNode: {
  61637. position: Vector3;
  61638. };
  61639. /**
  61640. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61641. */
  61642. customMeshPosition: Vector3;
  61643. /**
  61644. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61645. */
  61646. useCustomMeshPosition: boolean;
  61647. /**
  61648. * If the post-process should inverse the light scattering direction
  61649. */
  61650. invert: boolean;
  61651. /**
  61652. * The internal mesh used by the post-process
  61653. */
  61654. mesh: Mesh;
  61655. /**
  61656. * @hidden
  61657. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61658. */
  61659. useDiffuseColor: boolean;
  61660. /**
  61661. * Array containing the excluded meshes not rendered in the internal pass
  61662. */
  61663. excludedMeshes: AbstractMesh[];
  61664. /**
  61665. * Controls the overall intensity of the post-process
  61666. */
  61667. exposure: number;
  61668. /**
  61669. * Dissipates each sample's contribution in range [0, 1]
  61670. */
  61671. decay: number;
  61672. /**
  61673. * Controls the overall intensity of each sample
  61674. */
  61675. weight: number;
  61676. /**
  61677. * Controls the density of each sample
  61678. */
  61679. density: number;
  61680. /**
  61681. * @constructor
  61682. * @param name The post-process name
  61683. * @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)
  61684. * @param camera The camera that the post-process will be attached to
  61685. * @param mesh The mesh used to create the light scattering
  61686. * @param samples The post-process quality, default 100
  61687. * @param samplingModeThe post-process filtering mode
  61688. * @param engine The babylon engine
  61689. * @param reusable If the post-process is reusable
  61690. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61691. */
  61692. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61693. /**
  61694. * Returns the string "VolumetricLightScatteringPostProcess"
  61695. * @returns "VolumetricLightScatteringPostProcess"
  61696. */
  61697. getClassName(): string;
  61698. private _isReady;
  61699. /**
  61700. * Sets the new light position for light scattering effect
  61701. * @param position The new custom light position
  61702. */
  61703. setCustomMeshPosition(position: Vector3): void;
  61704. /**
  61705. * Returns the light position for light scattering effect
  61706. * @return Vector3 The custom light position
  61707. */
  61708. getCustomMeshPosition(): Vector3;
  61709. /**
  61710. * Disposes the internal assets and detaches the post-process from the camera
  61711. */
  61712. dispose(camera: Camera): void;
  61713. /**
  61714. * Returns the render target texture used by the post-process
  61715. * @return the render target texture used by the post-process
  61716. */
  61717. getPass(): RenderTargetTexture;
  61718. private _meshExcluded;
  61719. private _createPass;
  61720. private _updateMeshScreenCoordinates;
  61721. /**
  61722. * Creates a default mesh for the Volumeric Light Scattering post-process
  61723. * @param name The mesh name
  61724. * @param scene The scene where to create the mesh
  61725. * @return the default mesh
  61726. */
  61727. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61728. }
  61729. }
  61730. declare module "babylonjs/PostProcesses/index" {
  61731. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61732. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61733. export * from "babylonjs/PostProcesses/bloomEffect";
  61734. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61735. export * from "babylonjs/PostProcesses/blurPostProcess";
  61736. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61737. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61738. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61739. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61740. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61741. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61742. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61743. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61744. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61745. export * from "babylonjs/PostProcesses/filterPostProcess";
  61746. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61747. export * from "babylonjs/PostProcesses/grainPostProcess";
  61748. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61749. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61750. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61751. export * from "babylonjs/PostProcesses/passPostProcess";
  61752. export * from "babylonjs/PostProcesses/postProcess";
  61753. export * from "babylonjs/PostProcesses/postProcessManager";
  61754. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61755. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61756. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61757. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61758. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61759. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61760. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61761. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61762. }
  61763. declare module "babylonjs/Probes/index" {
  61764. export * from "babylonjs/Probes/reflectionProbe";
  61765. }
  61766. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61767. import { Scene } from "babylonjs/scene";
  61768. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61769. import { SmartArray } from "babylonjs/Misc/smartArray";
  61770. import { ISceneComponent } from "babylonjs/sceneComponent";
  61771. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61772. import "babylonjs/Meshes/Builders/boxBuilder";
  61773. import "babylonjs/Shaders/color.fragment";
  61774. import "babylonjs/Shaders/color.vertex";
  61775. import { Color3 } from "babylonjs/Maths/math.color";
  61776. module "babylonjs/scene" {
  61777. interface Scene {
  61778. /** @hidden (Backing field) */
  61779. _boundingBoxRenderer: BoundingBoxRenderer;
  61780. /** @hidden (Backing field) */
  61781. _forceShowBoundingBoxes: boolean;
  61782. /**
  61783. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61784. */
  61785. forceShowBoundingBoxes: boolean;
  61786. /**
  61787. * Gets the bounding box renderer associated with the scene
  61788. * @returns a BoundingBoxRenderer
  61789. */
  61790. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61791. }
  61792. }
  61793. module "babylonjs/Meshes/abstractMesh" {
  61794. interface AbstractMesh {
  61795. /** @hidden (Backing field) */
  61796. _showBoundingBox: boolean;
  61797. /**
  61798. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61799. */
  61800. showBoundingBox: boolean;
  61801. }
  61802. }
  61803. /**
  61804. * Component responsible of rendering the bounding box of the meshes in a scene.
  61805. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61806. */
  61807. export class BoundingBoxRenderer implements ISceneComponent {
  61808. /**
  61809. * The component name helpfull to identify the component in the list of scene components.
  61810. */
  61811. readonly name: string;
  61812. /**
  61813. * The scene the component belongs to.
  61814. */
  61815. scene: Scene;
  61816. /**
  61817. * Color of the bounding box lines placed in front of an object
  61818. */
  61819. frontColor: Color3;
  61820. /**
  61821. * Color of the bounding box lines placed behind an object
  61822. */
  61823. backColor: Color3;
  61824. /**
  61825. * Defines if the renderer should show the back lines or not
  61826. */
  61827. showBackLines: boolean;
  61828. /**
  61829. * @hidden
  61830. */
  61831. renderList: SmartArray<BoundingBox>;
  61832. private _colorShader;
  61833. private _vertexBuffers;
  61834. private _indexBuffer;
  61835. private _fillIndexBuffer;
  61836. private _fillIndexData;
  61837. /**
  61838. * Instantiates a new bounding box renderer in a scene.
  61839. * @param scene the scene the renderer renders in
  61840. */
  61841. constructor(scene: Scene);
  61842. /**
  61843. * Registers the component in a given scene
  61844. */
  61845. register(): void;
  61846. private _evaluateSubMesh;
  61847. private _activeMesh;
  61848. private _prepareRessources;
  61849. private _createIndexBuffer;
  61850. /**
  61851. * Rebuilds the elements related to this component in case of
  61852. * context lost for instance.
  61853. */
  61854. rebuild(): void;
  61855. /**
  61856. * @hidden
  61857. */
  61858. reset(): void;
  61859. /**
  61860. * Render the bounding boxes of a specific rendering group
  61861. * @param renderingGroupId defines the rendering group to render
  61862. */
  61863. render(renderingGroupId: number): void;
  61864. /**
  61865. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61866. * @param mesh Define the mesh to render the occlusion bounding box for
  61867. */
  61868. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61869. /**
  61870. * Dispose and release the resources attached to this renderer.
  61871. */
  61872. dispose(): void;
  61873. }
  61874. }
  61875. declare module "babylonjs/Shaders/depth.fragment" {
  61876. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61877. /** @hidden */
  61878. export var depthPixelShader: {
  61879. name: string;
  61880. shader: string;
  61881. };
  61882. }
  61883. declare module "babylonjs/Rendering/depthRenderer" {
  61884. import { Nullable } from "babylonjs/types";
  61885. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61886. import { Scene } from "babylonjs/scene";
  61887. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61888. import { Camera } from "babylonjs/Cameras/camera";
  61889. import "babylonjs/Shaders/depth.fragment";
  61890. import "babylonjs/Shaders/depth.vertex";
  61891. /**
  61892. * This represents a depth renderer in Babylon.
  61893. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61894. */
  61895. export class DepthRenderer {
  61896. private _scene;
  61897. private _depthMap;
  61898. private _effect;
  61899. private readonly _storeNonLinearDepth;
  61900. private readonly _clearColor;
  61901. /** Get if the depth renderer is using packed depth or not */
  61902. readonly isPacked: boolean;
  61903. private _cachedDefines;
  61904. private _camera;
  61905. /**
  61906. * Specifiess that the depth renderer will only be used within
  61907. * the camera it is created for.
  61908. * This can help forcing its rendering during the camera processing.
  61909. */
  61910. useOnlyInActiveCamera: boolean;
  61911. /** @hidden */
  61912. static _SceneComponentInitialization: (scene: Scene) => void;
  61913. /**
  61914. * Instantiates a depth renderer
  61915. * @param scene The scene the renderer belongs to
  61916. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61917. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61918. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61919. */
  61920. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61921. /**
  61922. * Creates the depth rendering effect and checks if the effect is ready.
  61923. * @param subMesh The submesh to be used to render the depth map of
  61924. * @param useInstances If multiple world instances should be used
  61925. * @returns if the depth renderer is ready to render the depth map
  61926. */
  61927. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61928. /**
  61929. * Gets the texture which the depth map will be written to.
  61930. * @returns The depth map texture
  61931. */
  61932. getDepthMap(): RenderTargetTexture;
  61933. /**
  61934. * Disposes of the depth renderer.
  61935. */
  61936. dispose(): void;
  61937. }
  61938. }
  61939. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61940. import { Nullable } from "babylonjs/types";
  61941. import { Scene } from "babylonjs/scene";
  61942. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61943. import { Camera } from "babylonjs/Cameras/camera";
  61944. import { ISceneComponent } from "babylonjs/sceneComponent";
  61945. module "babylonjs/scene" {
  61946. interface Scene {
  61947. /** @hidden (Backing field) */
  61948. _depthRenderer: {
  61949. [id: string]: DepthRenderer;
  61950. };
  61951. /**
  61952. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61953. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61954. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61955. * @returns the created depth renderer
  61956. */
  61957. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61958. /**
  61959. * Disables a depth renderer for a given camera
  61960. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61961. */
  61962. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61963. }
  61964. }
  61965. /**
  61966. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61967. * in several rendering techniques.
  61968. */
  61969. export class DepthRendererSceneComponent implements ISceneComponent {
  61970. /**
  61971. * The component name helpfull to identify the component in the list of scene components.
  61972. */
  61973. readonly name: string;
  61974. /**
  61975. * The scene the component belongs to.
  61976. */
  61977. scene: Scene;
  61978. /**
  61979. * Creates a new instance of the component for the given scene
  61980. * @param scene Defines the scene to register the component in
  61981. */
  61982. constructor(scene: Scene);
  61983. /**
  61984. * Registers the component in a given scene
  61985. */
  61986. register(): void;
  61987. /**
  61988. * Rebuilds the elements related to this component in case of
  61989. * context lost for instance.
  61990. */
  61991. rebuild(): void;
  61992. /**
  61993. * Disposes the component and the associated ressources
  61994. */
  61995. dispose(): void;
  61996. private _gatherRenderTargets;
  61997. private _gatherActiveCameraRenderTargets;
  61998. }
  61999. }
  62000. declare module "babylonjs/Shaders/outline.fragment" {
  62001. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62002. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62003. /** @hidden */
  62004. export var outlinePixelShader: {
  62005. name: string;
  62006. shader: string;
  62007. };
  62008. }
  62009. declare module "babylonjs/Shaders/outline.vertex" {
  62010. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62011. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62012. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62013. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62014. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62015. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62016. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62017. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62018. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62019. /** @hidden */
  62020. export var outlineVertexShader: {
  62021. name: string;
  62022. shader: string;
  62023. };
  62024. }
  62025. declare module "babylonjs/Rendering/outlineRenderer" {
  62026. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62027. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62028. import { Scene } from "babylonjs/scene";
  62029. import { ISceneComponent } from "babylonjs/sceneComponent";
  62030. import "babylonjs/Shaders/outline.fragment";
  62031. import "babylonjs/Shaders/outline.vertex";
  62032. module "babylonjs/scene" {
  62033. interface Scene {
  62034. /** @hidden */
  62035. _outlineRenderer: OutlineRenderer;
  62036. /**
  62037. * Gets the outline renderer associated with the scene
  62038. * @returns a OutlineRenderer
  62039. */
  62040. getOutlineRenderer(): OutlineRenderer;
  62041. }
  62042. }
  62043. module "babylonjs/Meshes/abstractMesh" {
  62044. interface AbstractMesh {
  62045. /** @hidden (Backing field) */
  62046. _renderOutline: boolean;
  62047. /**
  62048. * Gets or sets a boolean indicating if the outline must be rendered as well
  62049. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62050. */
  62051. renderOutline: boolean;
  62052. /** @hidden (Backing field) */
  62053. _renderOverlay: boolean;
  62054. /**
  62055. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62056. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62057. */
  62058. renderOverlay: boolean;
  62059. }
  62060. }
  62061. /**
  62062. * This class is responsible to draw bothe outline/overlay of meshes.
  62063. * It should not be used directly but through the available method on mesh.
  62064. */
  62065. export class OutlineRenderer implements ISceneComponent {
  62066. /**
  62067. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62068. */
  62069. private static _StencilReference;
  62070. /**
  62071. * The name of the component. Each component must have a unique name.
  62072. */
  62073. name: string;
  62074. /**
  62075. * The scene the component belongs to.
  62076. */
  62077. scene: Scene;
  62078. /**
  62079. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62080. */
  62081. zOffset: number;
  62082. private _engine;
  62083. private _effect;
  62084. private _cachedDefines;
  62085. private _savedDepthWrite;
  62086. /**
  62087. * Instantiates a new outline renderer. (There could be only one per scene).
  62088. * @param scene Defines the scene it belongs to
  62089. */
  62090. constructor(scene: Scene);
  62091. /**
  62092. * Register the component to one instance of a scene.
  62093. */
  62094. register(): void;
  62095. /**
  62096. * Rebuilds the elements related to this component in case of
  62097. * context lost for instance.
  62098. */
  62099. rebuild(): void;
  62100. /**
  62101. * Disposes the component and the associated ressources.
  62102. */
  62103. dispose(): void;
  62104. /**
  62105. * Renders the outline in the canvas.
  62106. * @param subMesh Defines the sumesh to render
  62107. * @param batch Defines the batch of meshes in case of instances
  62108. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62109. */
  62110. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62111. /**
  62112. * Returns whether or not the outline renderer is ready for a given submesh.
  62113. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62114. * @param subMesh Defines the submesh to check readyness for
  62115. * @param useInstances Defines wheter wee are trying to render instances or not
  62116. * @returns true if ready otherwise false
  62117. */
  62118. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62119. private _beforeRenderingMesh;
  62120. private _afterRenderingMesh;
  62121. }
  62122. }
  62123. declare module "babylonjs/Rendering/index" {
  62124. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62125. export * from "babylonjs/Rendering/depthRenderer";
  62126. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62127. export * from "babylonjs/Rendering/edgesRenderer";
  62128. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62129. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62130. export * from "babylonjs/Rendering/outlineRenderer";
  62131. export * from "babylonjs/Rendering/renderingGroup";
  62132. export * from "babylonjs/Rendering/renderingManager";
  62133. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62134. }
  62135. declare module "babylonjs/Sprites/index" {
  62136. export * from "babylonjs/Sprites/sprite";
  62137. export * from "babylonjs/Sprites/spriteManager";
  62138. export * from "babylonjs/Sprites/spriteSceneComponent";
  62139. }
  62140. declare module "babylonjs/Misc/assetsManager" {
  62141. import { Scene } from "babylonjs/scene";
  62142. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62143. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62144. import { Skeleton } from "babylonjs/Bones/skeleton";
  62145. import { Observable } from "babylonjs/Misc/observable";
  62146. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62147. import { Texture } from "babylonjs/Materials/Textures/texture";
  62148. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62149. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62150. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62151. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62152. /**
  62153. * Defines the list of states available for a task inside a AssetsManager
  62154. */
  62155. export enum AssetTaskState {
  62156. /**
  62157. * Initialization
  62158. */
  62159. INIT = 0,
  62160. /**
  62161. * Running
  62162. */
  62163. RUNNING = 1,
  62164. /**
  62165. * Done
  62166. */
  62167. DONE = 2,
  62168. /**
  62169. * Error
  62170. */
  62171. ERROR = 3
  62172. }
  62173. /**
  62174. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62175. */
  62176. export abstract class AbstractAssetTask {
  62177. /**
  62178. * Task name
  62179. */ name: string;
  62180. /**
  62181. * Callback called when the task is successful
  62182. */
  62183. onSuccess: (task: any) => void;
  62184. /**
  62185. * Callback called when the task is not successful
  62186. */
  62187. onError: (task: any, message?: string, exception?: any) => void;
  62188. /**
  62189. * Creates a new AssetsManager
  62190. * @param name defines the name of the task
  62191. */
  62192. constructor(
  62193. /**
  62194. * Task name
  62195. */ name: string);
  62196. private _isCompleted;
  62197. private _taskState;
  62198. private _errorObject;
  62199. /**
  62200. * Get if the task is completed
  62201. */
  62202. readonly isCompleted: boolean;
  62203. /**
  62204. * Gets the current state of the task
  62205. */
  62206. readonly taskState: AssetTaskState;
  62207. /**
  62208. * Gets the current error object (if task is in error)
  62209. */
  62210. readonly errorObject: {
  62211. message?: string;
  62212. exception?: any;
  62213. };
  62214. /**
  62215. * Internal only
  62216. * @hidden
  62217. */
  62218. _setErrorObject(message?: string, exception?: any): void;
  62219. /**
  62220. * Execute the current task
  62221. * @param scene defines the scene where you want your assets to be loaded
  62222. * @param onSuccess is a callback called when the task is successfully executed
  62223. * @param onError is a callback called if an error occurs
  62224. */
  62225. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62226. /**
  62227. * Execute the current task
  62228. * @param scene defines the scene where you want your assets to be loaded
  62229. * @param onSuccess is a callback called when the task is successfully executed
  62230. * @param onError is a callback called if an error occurs
  62231. */
  62232. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62233. /**
  62234. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62235. * This can be used with failed tasks that have the reason for failure fixed.
  62236. */
  62237. reset(): void;
  62238. private onErrorCallback;
  62239. private onDoneCallback;
  62240. }
  62241. /**
  62242. * Define the interface used by progress events raised during assets loading
  62243. */
  62244. export interface IAssetsProgressEvent {
  62245. /**
  62246. * Defines the number of remaining tasks to process
  62247. */
  62248. remainingCount: number;
  62249. /**
  62250. * Defines the total number of tasks
  62251. */
  62252. totalCount: number;
  62253. /**
  62254. * Defines the task that was just processed
  62255. */
  62256. task: AbstractAssetTask;
  62257. }
  62258. /**
  62259. * Class used to share progress information about assets loading
  62260. */
  62261. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62262. /**
  62263. * Defines the number of remaining tasks to process
  62264. */
  62265. remainingCount: number;
  62266. /**
  62267. * Defines the total number of tasks
  62268. */
  62269. totalCount: number;
  62270. /**
  62271. * Defines the task that was just processed
  62272. */
  62273. task: AbstractAssetTask;
  62274. /**
  62275. * Creates a AssetsProgressEvent
  62276. * @param remainingCount defines the number of remaining tasks to process
  62277. * @param totalCount defines the total number of tasks
  62278. * @param task defines the task that was just processed
  62279. */
  62280. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62281. }
  62282. /**
  62283. * Define a task used by AssetsManager to load meshes
  62284. */
  62285. export class MeshAssetTask extends AbstractAssetTask {
  62286. /**
  62287. * Defines the name of the task
  62288. */
  62289. name: string;
  62290. /**
  62291. * Defines the list of mesh's names you want to load
  62292. */
  62293. meshesNames: any;
  62294. /**
  62295. * Defines the root url to use as a base to load your meshes and associated resources
  62296. */
  62297. rootUrl: string;
  62298. /**
  62299. * Defines the filename of the scene to load from
  62300. */
  62301. sceneFilename: string;
  62302. /**
  62303. * Gets the list of loaded meshes
  62304. */
  62305. loadedMeshes: Array<AbstractMesh>;
  62306. /**
  62307. * Gets the list of loaded particle systems
  62308. */
  62309. loadedParticleSystems: Array<IParticleSystem>;
  62310. /**
  62311. * Gets the list of loaded skeletons
  62312. */
  62313. loadedSkeletons: Array<Skeleton>;
  62314. /**
  62315. * Gets the list of loaded animation groups
  62316. */
  62317. loadedAnimationGroups: Array<AnimationGroup>;
  62318. /**
  62319. * Callback called when the task is successful
  62320. */
  62321. onSuccess: (task: MeshAssetTask) => void;
  62322. /**
  62323. * Callback called when the task is successful
  62324. */
  62325. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62326. /**
  62327. * Creates a new MeshAssetTask
  62328. * @param name defines the name of the task
  62329. * @param meshesNames defines the list of mesh's names you want to load
  62330. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62331. * @param sceneFilename defines the filename of the scene to load from
  62332. */
  62333. constructor(
  62334. /**
  62335. * Defines the name of the task
  62336. */
  62337. name: string,
  62338. /**
  62339. * Defines the list of mesh's names you want to load
  62340. */
  62341. meshesNames: any,
  62342. /**
  62343. * Defines the root url to use as a base to load your meshes and associated resources
  62344. */
  62345. rootUrl: string,
  62346. /**
  62347. * Defines the filename of the scene to load from
  62348. */
  62349. sceneFilename: string);
  62350. /**
  62351. * Execute the current task
  62352. * @param scene defines the scene where you want your assets to be loaded
  62353. * @param onSuccess is a callback called when the task is successfully executed
  62354. * @param onError is a callback called if an error occurs
  62355. */
  62356. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62357. }
  62358. /**
  62359. * Define a task used by AssetsManager to load text content
  62360. */
  62361. export class TextFileAssetTask extends AbstractAssetTask {
  62362. /**
  62363. * Defines the name of the task
  62364. */
  62365. name: string;
  62366. /**
  62367. * Defines the location of the file to load
  62368. */
  62369. url: string;
  62370. /**
  62371. * Gets the loaded text string
  62372. */
  62373. text: string;
  62374. /**
  62375. * Callback called when the task is successful
  62376. */
  62377. onSuccess: (task: TextFileAssetTask) => void;
  62378. /**
  62379. * Callback called when the task is successful
  62380. */
  62381. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62382. /**
  62383. * Creates a new TextFileAssetTask object
  62384. * @param name defines the name of the task
  62385. * @param url defines the location of the file to load
  62386. */
  62387. constructor(
  62388. /**
  62389. * Defines the name of the task
  62390. */
  62391. name: string,
  62392. /**
  62393. * Defines the location of the file to load
  62394. */
  62395. url: string);
  62396. /**
  62397. * Execute the current task
  62398. * @param scene defines the scene where you want your assets to be loaded
  62399. * @param onSuccess is a callback called when the task is successfully executed
  62400. * @param onError is a callback called if an error occurs
  62401. */
  62402. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62403. }
  62404. /**
  62405. * Define a task used by AssetsManager to load binary data
  62406. */
  62407. export class BinaryFileAssetTask extends AbstractAssetTask {
  62408. /**
  62409. * Defines the name of the task
  62410. */
  62411. name: string;
  62412. /**
  62413. * Defines the location of the file to load
  62414. */
  62415. url: string;
  62416. /**
  62417. * Gets the lodaded data (as an array buffer)
  62418. */
  62419. data: ArrayBuffer;
  62420. /**
  62421. * Callback called when the task is successful
  62422. */
  62423. onSuccess: (task: BinaryFileAssetTask) => void;
  62424. /**
  62425. * Callback called when the task is successful
  62426. */
  62427. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62428. /**
  62429. * Creates a new BinaryFileAssetTask object
  62430. * @param name defines the name of the new task
  62431. * @param url defines the location of the file to load
  62432. */
  62433. constructor(
  62434. /**
  62435. * Defines the name of the task
  62436. */
  62437. name: string,
  62438. /**
  62439. * Defines the location of the file to load
  62440. */
  62441. url: string);
  62442. /**
  62443. * Execute the current task
  62444. * @param scene defines the scene where you want your assets to be loaded
  62445. * @param onSuccess is a callback called when the task is successfully executed
  62446. * @param onError is a callback called if an error occurs
  62447. */
  62448. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62449. }
  62450. /**
  62451. * Define a task used by AssetsManager to load images
  62452. */
  62453. export class ImageAssetTask extends AbstractAssetTask {
  62454. /**
  62455. * Defines the name of the task
  62456. */
  62457. name: string;
  62458. /**
  62459. * Defines the location of the image to load
  62460. */
  62461. url: string;
  62462. /**
  62463. * Gets the loaded images
  62464. */
  62465. image: HTMLImageElement;
  62466. /**
  62467. * Callback called when the task is successful
  62468. */
  62469. onSuccess: (task: ImageAssetTask) => void;
  62470. /**
  62471. * Callback called when the task is successful
  62472. */
  62473. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62474. /**
  62475. * Creates a new ImageAssetTask
  62476. * @param name defines the name of the task
  62477. * @param url defines the location of the image to load
  62478. */
  62479. constructor(
  62480. /**
  62481. * Defines the name of the task
  62482. */
  62483. name: string,
  62484. /**
  62485. * Defines the location of the image to load
  62486. */
  62487. url: string);
  62488. /**
  62489. * Execute the current task
  62490. * @param scene defines the scene where you want your assets to be loaded
  62491. * @param onSuccess is a callback called when the task is successfully executed
  62492. * @param onError is a callback called if an error occurs
  62493. */
  62494. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62495. }
  62496. /**
  62497. * Defines the interface used by texture loading tasks
  62498. */
  62499. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62500. /**
  62501. * Gets the loaded texture
  62502. */
  62503. texture: TEX;
  62504. }
  62505. /**
  62506. * Define a task used by AssetsManager to load 2D textures
  62507. */
  62508. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62509. /**
  62510. * Defines the name of the task
  62511. */
  62512. name: string;
  62513. /**
  62514. * Defines the location of the file to load
  62515. */
  62516. url: string;
  62517. /**
  62518. * Defines if mipmap should not be generated (default is false)
  62519. */
  62520. noMipmap?: boolean | undefined;
  62521. /**
  62522. * Defines if texture must be inverted on Y axis (default is false)
  62523. */
  62524. invertY?: boolean | undefined;
  62525. /**
  62526. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62527. */
  62528. samplingMode: number;
  62529. /**
  62530. * Gets the loaded texture
  62531. */
  62532. texture: Texture;
  62533. /**
  62534. * Callback called when the task is successful
  62535. */
  62536. onSuccess: (task: TextureAssetTask) => void;
  62537. /**
  62538. * Callback called when the task is successful
  62539. */
  62540. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62541. /**
  62542. * Creates a new TextureAssetTask object
  62543. * @param name defines the name of the task
  62544. * @param url defines the location of the file to load
  62545. * @param noMipmap defines if mipmap should not be generated (default is false)
  62546. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62547. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62548. */
  62549. constructor(
  62550. /**
  62551. * Defines the name of the task
  62552. */
  62553. name: string,
  62554. /**
  62555. * Defines the location of the file to load
  62556. */
  62557. url: string,
  62558. /**
  62559. * Defines if mipmap should not be generated (default is false)
  62560. */
  62561. noMipmap?: boolean | undefined,
  62562. /**
  62563. * Defines if texture must be inverted on Y axis (default is false)
  62564. */
  62565. invertY?: boolean | undefined,
  62566. /**
  62567. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62568. */
  62569. samplingMode?: number);
  62570. /**
  62571. * Execute the current task
  62572. * @param scene defines the scene where you want your assets to be loaded
  62573. * @param onSuccess is a callback called when the task is successfully executed
  62574. * @param onError is a callback called if an error occurs
  62575. */
  62576. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62577. }
  62578. /**
  62579. * Define a task used by AssetsManager to load cube textures
  62580. */
  62581. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62582. /**
  62583. * Defines the name of the task
  62584. */
  62585. name: string;
  62586. /**
  62587. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62588. */
  62589. url: string;
  62590. /**
  62591. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62592. */
  62593. extensions?: string[] | undefined;
  62594. /**
  62595. * Defines if mipmaps should not be generated (default is false)
  62596. */
  62597. noMipmap?: boolean | undefined;
  62598. /**
  62599. * Defines the explicit list of files (undefined by default)
  62600. */
  62601. files?: string[] | undefined;
  62602. /**
  62603. * Gets the loaded texture
  62604. */
  62605. texture: CubeTexture;
  62606. /**
  62607. * Callback called when the task is successful
  62608. */
  62609. onSuccess: (task: CubeTextureAssetTask) => void;
  62610. /**
  62611. * Callback called when the task is successful
  62612. */
  62613. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62614. /**
  62615. * Creates a new CubeTextureAssetTask
  62616. * @param name defines the name of the task
  62617. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62618. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62619. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62620. * @param files defines the explicit list of files (undefined by default)
  62621. */
  62622. constructor(
  62623. /**
  62624. * Defines the name of the task
  62625. */
  62626. name: string,
  62627. /**
  62628. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62629. */
  62630. url: string,
  62631. /**
  62632. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62633. */
  62634. extensions?: string[] | undefined,
  62635. /**
  62636. * Defines if mipmaps should not be generated (default is false)
  62637. */
  62638. noMipmap?: boolean | undefined,
  62639. /**
  62640. * Defines the explicit list of files (undefined by default)
  62641. */
  62642. files?: string[] | undefined);
  62643. /**
  62644. * Execute the current task
  62645. * @param scene defines the scene where you want your assets to be loaded
  62646. * @param onSuccess is a callback called when the task is successfully executed
  62647. * @param onError is a callback called if an error occurs
  62648. */
  62649. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62650. }
  62651. /**
  62652. * Define a task used by AssetsManager to load HDR cube textures
  62653. */
  62654. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62655. /**
  62656. * Defines the name of the task
  62657. */
  62658. name: string;
  62659. /**
  62660. * Defines the location of the file to load
  62661. */
  62662. url: string;
  62663. /**
  62664. * Defines the desired size (the more it increases the longer the generation will be)
  62665. */
  62666. size: number;
  62667. /**
  62668. * Defines if mipmaps should not be generated (default is false)
  62669. */
  62670. noMipmap: boolean;
  62671. /**
  62672. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62673. */
  62674. generateHarmonics: boolean;
  62675. /**
  62676. * 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)
  62677. */
  62678. gammaSpace: boolean;
  62679. /**
  62680. * Internal Use Only
  62681. */
  62682. reserved: boolean;
  62683. /**
  62684. * Gets the loaded texture
  62685. */
  62686. texture: HDRCubeTexture;
  62687. /**
  62688. * Callback called when the task is successful
  62689. */
  62690. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62691. /**
  62692. * Callback called when the task is successful
  62693. */
  62694. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62695. /**
  62696. * Creates a new HDRCubeTextureAssetTask object
  62697. * @param name defines the name of the task
  62698. * @param url defines the location of the file to load
  62699. * @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.
  62700. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62701. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62702. * @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)
  62703. * @param reserved Internal use only
  62704. */
  62705. constructor(
  62706. /**
  62707. * Defines the name of the task
  62708. */
  62709. name: string,
  62710. /**
  62711. * Defines the location of the file to load
  62712. */
  62713. url: string,
  62714. /**
  62715. * Defines the desired size (the more it increases the longer the generation will be)
  62716. */
  62717. size: number,
  62718. /**
  62719. * Defines if mipmaps should not be generated (default is false)
  62720. */
  62721. noMipmap?: boolean,
  62722. /**
  62723. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62724. */
  62725. generateHarmonics?: boolean,
  62726. /**
  62727. * 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)
  62728. */
  62729. gammaSpace?: boolean,
  62730. /**
  62731. * Internal Use Only
  62732. */
  62733. reserved?: boolean);
  62734. /**
  62735. * Execute the current task
  62736. * @param scene defines the scene where you want your assets to be loaded
  62737. * @param onSuccess is a callback called when the task is successfully executed
  62738. * @param onError is a callback called if an error occurs
  62739. */
  62740. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62741. }
  62742. /**
  62743. * Define a task used by AssetsManager to load Equirectangular cube textures
  62744. */
  62745. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62746. /**
  62747. * Defines the name of the task
  62748. */
  62749. name: string;
  62750. /**
  62751. * Defines the location of the file to load
  62752. */
  62753. url: string;
  62754. /**
  62755. * Defines the desired size (the more it increases the longer the generation will be)
  62756. */
  62757. size: number;
  62758. /**
  62759. * Defines if mipmaps should not be generated (default is false)
  62760. */
  62761. noMipmap: boolean;
  62762. /**
  62763. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62764. * but the standard material would require them in Gamma space) (default is true)
  62765. */
  62766. gammaSpace: boolean;
  62767. /**
  62768. * Gets the loaded texture
  62769. */
  62770. texture: EquiRectangularCubeTexture;
  62771. /**
  62772. * Callback called when the task is successful
  62773. */
  62774. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62775. /**
  62776. * Callback called when the task is successful
  62777. */
  62778. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62779. /**
  62780. * Creates a new EquiRectangularCubeTextureAssetTask object
  62781. * @param name defines the name of the task
  62782. * @param url defines the location of the file to load
  62783. * @param size defines the desired size (the more it increases the longer the generation will be)
  62784. * If the size is omitted this implies you are using a preprocessed cubemap.
  62785. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62786. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62787. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62788. * (default is true)
  62789. */
  62790. constructor(
  62791. /**
  62792. * Defines the name of the task
  62793. */
  62794. name: string,
  62795. /**
  62796. * Defines the location of the file to load
  62797. */
  62798. url: string,
  62799. /**
  62800. * Defines the desired size (the more it increases the longer the generation will be)
  62801. */
  62802. size: number,
  62803. /**
  62804. * Defines if mipmaps should not be generated (default is false)
  62805. */
  62806. noMipmap?: boolean,
  62807. /**
  62808. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62809. * but the standard material would require them in Gamma space) (default is true)
  62810. */
  62811. gammaSpace?: boolean);
  62812. /**
  62813. * Execute the current task
  62814. * @param scene defines the scene where you want your assets to be loaded
  62815. * @param onSuccess is a callback called when the task is successfully executed
  62816. * @param onError is a callback called if an error occurs
  62817. */
  62818. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62819. }
  62820. /**
  62821. * This class can be used to easily import assets into a scene
  62822. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62823. */
  62824. export class AssetsManager {
  62825. private _scene;
  62826. private _isLoading;
  62827. protected _tasks: AbstractAssetTask[];
  62828. protected _waitingTasksCount: number;
  62829. protected _totalTasksCount: number;
  62830. /**
  62831. * Callback called when all tasks are processed
  62832. */
  62833. onFinish: (tasks: AbstractAssetTask[]) => void;
  62834. /**
  62835. * Callback called when a task is successful
  62836. */
  62837. onTaskSuccess: (task: AbstractAssetTask) => void;
  62838. /**
  62839. * Callback called when a task had an error
  62840. */
  62841. onTaskError: (task: AbstractAssetTask) => void;
  62842. /**
  62843. * Callback called when a task is done (whatever the result is)
  62844. */
  62845. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62846. /**
  62847. * Observable called when all tasks are processed
  62848. */
  62849. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62850. /**
  62851. * Observable called when a task had an error
  62852. */
  62853. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62854. /**
  62855. * Observable called when all tasks were executed
  62856. */
  62857. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62858. /**
  62859. * Observable called when a task is done (whatever the result is)
  62860. */
  62861. onProgressObservable: Observable<IAssetsProgressEvent>;
  62862. /**
  62863. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62864. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62865. */
  62866. useDefaultLoadingScreen: boolean;
  62867. /**
  62868. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62869. * when all assets have been downloaded.
  62870. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62871. */
  62872. autoHideLoadingUI: boolean;
  62873. /**
  62874. * Creates a new AssetsManager
  62875. * @param scene defines the scene to work on
  62876. */
  62877. constructor(scene: Scene);
  62878. /**
  62879. * Add a MeshAssetTask to the list of active tasks
  62880. * @param taskName defines the name of the new task
  62881. * @param meshesNames defines the name of meshes to load
  62882. * @param rootUrl defines the root url to use to locate files
  62883. * @param sceneFilename defines the filename of the scene file
  62884. * @returns a new MeshAssetTask object
  62885. */
  62886. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62887. /**
  62888. * Add a TextFileAssetTask to the list of active tasks
  62889. * @param taskName defines the name of the new task
  62890. * @param url defines the url of the file to load
  62891. * @returns a new TextFileAssetTask object
  62892. */
  62893. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62894. /**
  62895. * Add a BinaryFileAssetTask to the list of active tasks
  62896. * @param taskName defines the name of the new task
  62897. * @param url defines the url of the file to load
  62898. * @returns a new BinaryFileAssetTask object
  62899. */
  62900. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62901. /**
  62902. * Add a ImageAssetTask to the list of active tasks
  62903. * @param taskName defines the name of the new task
  62904. * @param url defines the url of the file to load
  62905. * @returns a new ImageAssetTask object
  62906. */
  62907. addImageTask(taskName: string, url: string): ImageAssetTask;
  62908. /**
  62909. * Add a TextureAssetTask to the list of active tasks
  62910. * @param taskName defines the name of the new task
  62911. * @param url defines the url of the file to load
  62912. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62913. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62914. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62915. * @returns a new TextureAssetTask object
  62916. */
  62917. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62918. /**
  62919. * Add a CubeTextureAssetTask to the list of active tasks
  62920. * @param taskName defines the name of the new task
  62921. * @param url defines the url of the file to load
  62922. * @param extensions defines the extension to use to load the cube map (can be null)
  62923. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62924. * @param files defines the list of files to load (can be null)
  62925. * @returns a new CubeTextureAssetTask object
  62926. */
  62927. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62928. /**
  62929. *
  62930. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62931. * @param taskName defines the name of the new task
  62932. * @param url defines the url of the file to load
  62933. * @param size defines the size you want for the cubemap (can be null)
  62934. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62935. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62936. * @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)
  62937. * @param reserved Internal use only
  62938. * @returns a new HDRCubeTextureAssetTask object
  62939. */
  62940. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62941. /**
  62942. *
  62943. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62944. * @param taskName defines the name of the new task
  62945. * @param url defines the url of the file to load
  62946. * @param size defines the size you want for the cubemap (can be null)
  62947. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62948. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62949. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62950. * @returns a new EquiRectangularCubeTextureAssetTask object
  62951. */
  62952. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62953. /**
  62954. * Remove a task from the assets manager.
  62955. * @param task the task to remove
  62956. */
  62957. removeTask(task: AbstractAssetTask): void;
  62958. private _decreaseWaitingTasksCount;
  62959. private _runTask;
  62960. /**
  62961. * Reset the AssetsManager and remove all tasks
  62962. * @return the current instance of the AssetsManager
  62963. */
  62964. reset(): AssetsManager;
  62965. /**
  62966. * Start the loading process
  62967. * @return the current instance of the AssetsManager
  62968. */
  62969. load(): AssetsManager;
  62970. /**
  62971. * Start the loading process as an async operation
  62972. * @return a promise returning the list of failed tasks
  62973. */
  62974. loadAsync(): Promise<void>;
  62975. }
  62976. }
  62977. declare module "babylonjs/Misc/deferred" {
  62978. /**
  62979. * Wrapper class for promise with external resolve and reject.
  62980. */
  62981. export class Deferred<T> {
  62982. /**
  62983. * The promise associated with this deferred object.
  62984. */
  62985. readonly promise: Promise<T>;
  62986. private _resolve;
  62987. private _reject;
  62988. /**
  62989. * The resolve method of the promise associated with this deferred object.
  62990. */
  62991. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62992. /**
  62993. * The reject method of the promise associated with this deferred object.
  62994. */
  62995. readonly reject: (reason?: any) => void;
  62996. /**
  62997. * Constructor for this deferred object.
  62998. */
  62999. constructor();
  63000. }
  63001. }
  63002. declare module "babylonjs/Misc/meshExploder" {
  63003. import { Mesh } from "babylonjs/Meshes/mesh";
  63004. /**
  63005. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63006. */
  63007. export class MeshExploder {
  63008. private _centerMesh;
  63009. private _meshes;
  63010. private _meshesOrigins;
  63011. private _toCenterVectors;
  63012. private _scaledDirection;
  63013. private _newPosition;
  63014. private _centerPosition;
  63015. /**
  63016. * Explodes meshes from a center mesh.
  63017. * @param meshes The meshes to explode.
  63018. * @param centerMesh The mesh to be center of explosion.
  63019. */
  63020. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63021. private _setCenterMesh;
  63022. /**
  63023. * Get class name
  63024. * @returns "MeshExploder"
  63025. */
  63026. getClassName(): string;
  63027. /**
  63028. * "Exploded meshes"
  63029. * @returns Array of meshes with the centerMesh at index 0.
  63030. */
  63031. getMeshes(): Array<Mesh>;
  63032. /**
  63033. * Explodes meshes giving a specific direction
  63034. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63035. */
  63036. explode(direction?: number): void;
  63037. }
  63038. }
  63039. declare module "babylonjs/Misc/filesInput" {
  63040. import { Engine } from "babylonjs/Engines/engine";
  63041. import { Scene } from "babylonjs/scene";
  63042. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63043. /**
  63044. * Class used to help managing file picking and drag'n'drop
  63045. */
  63046. export class FilesInput {
  63047. /**
  63048. * List of files ready to be loaded
  63049. */
  63050. static readonly FilesToLoad: {
  63051. [key: string]: File;
  63052. };
  63053. /**
  63054. * Callback called when a file is processed
  63055. */
  63056. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63057. private _engine;
  63058. private _currentScene;
  63059. private _sceneLoadedCallback;
  63060. private _progressCallback;
  63061. private _additionalRenderLoopLogicCallback;
  63062. private _textureLoadingCallback;
  63063. private _startingProcessingFilesCallback;
  63064. private _onReloadCallback;
  63065. private _errorCallback;
  63066. private _elementToMonitor;
  63067. private _sceneFileToLoad;
  63068. private _filesToLoad;
  63069. /**
  63070. * Creates a new FilesInput
  63071. * @param engine defines the rendering engine
  63072. * @param scene defines the hosting scene
  63073. * @param sceneLoadedCallback callback called when scene is loaded
  63074. * @param progressCallback callback called to track progress
  63075. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63076. * @param textureLoadingCallback callback called when a texture is loading
  63077. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63078. * @param onReloadCallback callback called when a reload is requested
  63079. * @param errorCallback callback call if an error occurs
  63080. */
  63081. 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);
  63082. private _dragEnterHandler;
  63083. private _dragOverHandler;
  63084. private _dropHandler;
  63085. /**
  63086. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63087. * @param elementToMonitor defines the DOM element to track
  63088. */
  63089. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63090. /**
  63091. * Release all associated resources
  63092. */
  63093. dispose(): void;
  63094. private renderFunction;
  63095. private drag;
  63096. private drop;
  63097. private _traverseFolder;
  63098. private _processFiles;
  63099. /**
  63100. * Load files from a drop event
  63101. * @param event defines the drop event to use as source
  63102. */
  63103. loadFiles(event: any): void;
  63104. private _processReload;
  63105. /**
  63106. * Reload the current scene from the loaded files
  63107. */
  63108. reload(): void;
  63109. }
  63110. }
  63111. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63112. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63113. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63114. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63115. }
  63116. declare module "babylonjs/Misc/sceneOptimizer" {
  63117. import { Scene, IDisposable } from "babylonjs/scene";
  63118. import { Observable } from "babylonjs/Misc/observable";
  63119. /**
  63120. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63121. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63122. */
  63123. export class SceneOptimization {
  63124. /**
  63125. * Defines the priority of this optimization (0 by default which means first in the list)
  63126. */
  63127. priority: number;
  63128. /**
  63129. * Gets a string describing the action executed by the current optimization
  63130. * @returns description string
  63131. */
  63132. getDescription(): string;
  63133. /**
  63134. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63135. * @param scene defines the current scene where to apply this optimization
  63136. * @param optimizer defines the current optimizer
  63137. * @returns true if everything that can be done was applied
  63138. */
  63139. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63140. /**
  63141. * Creates the SceneOptimization object
  63142. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63143. * @param desc defines the description associated with the optimization
  63144. */
  63145. constructor(
  63146. /**
  63147. * Defines the priority of this optimization (0 by default which means first in the list)
  63148. */
  63149. priority?: number);
  63150. }
  63151. /**
  63152. * Defines an optimization used to reduce the size of render target textures
  63153. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63154. */
  63155. export class TextureOptimization extends SceneOptimization {
  63156. /**
  63157. * Defines the priority of this optimization (0 by default which means first in the list)
  63158. */
  63159. priority: number;
  63160. /**
  63161. * 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
  63162. */
  63163. maximumSize: number;
  63164. /**
  63165. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63166. */
  63167. step: number;
  63168. /**
  63169. * Gets a string describing the action executed by the current optimization
  63170. * @returns description string
  63171. */
  63172. getDescription(): string;
  63173. /**
  63174. * Creates the TextureOptimization object
  63175. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63176. * @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
  63177. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63178. */
  63179. constructor(
  63180. /**
  63181. * Defines the priority of this optimization (0 by default which means first in the list)
  63182. */
  63183. priority?: number,
  63184. /**
  63185. * 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
  63186. */
  63187. maximumSize?: number,
  63188. /**
  63189. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63190. */
  63191. step?: number);
  63192. /**
  63193. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63194. * @param scene defines the current scene where to apply this optimization
  63195. * @param optimizer defines the current optimizer
  63196. * @returns true if everything that can be done was applied
  63197. */
  63198. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63199. }
  63200. /**
  63201. * Defines an optimization used to increase or decrease the rendering resolution
  63202. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63203. */
  63204. export class HardwareScalingOptimization extends SceneOptimization {
  63205. /**
  63206. * Defines the priority of this optimization (0 by default which means first in the list)
  63207. */
  63208. priority: number;
  63209. /**
  63210. * Defines the maximum scale to use (2 by default)
  63211. */
  63212. maximumScale: number;
  63213. /**
  63214. * Defines the step to use between two passes (0.5 by default)
  63215. */
  63216. step: number;
  63217. private _currentScale;
  63218. private _directionOffset;
  63219. /**
  63220. * Gets a string describing the action executed by the current optimization
  63221. * @return description string
  63222. */
  63223. getDescription(): string;
  63224. /**
  63225. * Creates the HardwareScalingOptimization object
  63226. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63227. * @param maximumScale defines the maximum scale to use (2 by default)
  63228. * @param step defines the step to use between two passes (0.5 by default)
  63229. */
  63230. constructor(
  63231. /**
  63232. * Defines the priority of this optimization (0 by default which means first in the list)
  63233. */
  63234. priority?: number,
  63235. /**
  63236. * Defines the maximum scale to use (2 by default)
  63237. */
  63238. maximumScale?: number,
  63239. /**
  63240. * Defines the step to use between two passes (0.5 by default)
  63241. */
  63242. step?: number);
  63243. /**
  63244. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63245. * @param scene defines the current scene where to apply this optimization
  63246. * @param optimizer defines the current optimizer
  63247. * @returns true if everything that can be done was applied
  63248. */
  63249. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63250. }
  63251. /**
  63252. * Defines an optimization used to remove shadows
  63253. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63254. */
  63255. export class ShadowsOptimization extends SceneOptimization {
  63256. /**
  63257. * Gets a string describing the action executed by the current optimization
  63258. * @return description string
  63259. */
  63260. getDescription(): string;
  63261. /**
  63262. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63263. * @param scene defines the current scene where to apply this optimization
  63264. * @param optimizer defines the current optimizer
  63265. * @returns true if everything that can be done was applied
  63266. */
  63267. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63268. }
  63269. /**
  63270. * Defines an optimization used to turn post-processes off
  63271. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63272. */
  63273. export class PostProcessesOptimization extends SceneOptimization {
  63274. /**
  63275. * Gets a string describing the action executed by the current optimization
  63276. * @return description string
  63277. */
  63278. getDescription(): string;
  63279. /**
  63280. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63281. * @param scene defines the current scene where to apply this optimization
  63282. * @param optimizer defines the current optimizer
  63283. * @returns true if everything that can be done was applied
  63284. */
  63285. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63286. }
  63287. /**
  63288. * Defines an optimization used to turn lens flares off
  63289. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63290. */
  63291. export class LensFlaresOptimization extends SceneOptimization {
  63292. /**
  63293. * Gets a string describing the action executed by the current optimization
  63294. * @return description string
  63295. */
  63296. getDescription(): string;
  63297. /**
  63298. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63299. * @param scene defines the current scene where to apply this optimization
  63300. * @param optimizer defines the current optimizer
  63301. * @returns true if everything that can be done was applied
  63302. */
  63303. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63304. }
  63305. /**
  63306. * Defines an optimization based on user defined callback.
  63307. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63308. */
  63309. export class CustomOptimization extends SceneOptimization {
  63310. /**
  63311. * Callback called to apply the custom optimization.
  63312. */
  63313. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63314. /**
  63315. * Callback called to get custom description
  63316. */
  63317. onGetDescription: () => string;
  63318. /**
  63319. * Gets a string describing the action executed by the current optimization
  63320. * @returns description string
  63321. */
  63322. getDescription(): string;
  63323. /**
  63324. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63325. * @param scene defines the current scene where to apply this optimization
  63326. * @param optimizer defines the current optimizer
  63327. * @returns true if everything that can be done was applied
  63328. */
  63329. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63330. }
  63331. /**
  63332. * Defines an optimization used to turn particles off
  63333. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63334. */
  63335. export class ParticlesOptimization extends SceneOptimization {
  63336. /**
  63337. * Gets a string describing the action executed by the current optimization
  63338. * @return description string
  63339. */
  63340. getDescription(): string;
  63341. /**
  63342. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63343. * @param scene defines the current scene where to apply this optimization
  63344. * @param optimizer defines the current optimizer
  63345. * @returns true if everything that can be done was applied
  63346. */
  63347. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63348. }
  63349. /**
  63350. * Defines an optimization used to turn render targets off
  63351. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63352. */
  63353. export class RenderTargetsOptimization extends SceneOptimization {
  63354. /**
  63355. * Gets a string describing the action executed by the current optimization
  63356. * @return description string
  63357. */
  63358. getDescription(): string;
  63359. /**
  63360. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63361. * @param scene defines the current scene where to apply this optimization
  63362. * @param optimizer defines the current optimizer
  63363. * @returns true if everything that can be done was applied
  63364. */
  63365. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63366. }
  63367. /**
  63368. * Defines an optimization used to merge meshes with compatible materials
  63369. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63370. */
  63371. export class MergeMeshesOptimization extends SceneOptimization {
  63372. private static _UpdateSelectionTree;
  63373. /**
  63374. * Gets or sets a boolean which defines if optimization octree has to be updated
  63375. */
  63376. /**
  63377. * Gets or sets a boolean which defines if optimization octree has to be updated
  63378. */
  63379. static UpdateSelectionTree: boolean;
  63380. /**
  63381. * Gets a string describing the action executed by the current optimization
  63382. * @return description string
  63383. */
  63384. getDescription(): string;
  63385. private _canBeMerged;
  63386. /**
  63387. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63388. * @param scene defines the current scene where to apply this optimization
  63389. * @param optimizer defines the current optimizer
  63390. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63391. * @returns true if everything that can be done was applied
  63392. */
  63393. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63394. }
  63395. /**
  63396. * Defines a list of options used by SceneOptimizer
  63397. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63398. */
  63399. export class SceneOptimizerOptions {
  63400. /**
  63401. * Defines the target frame rate to reach (60 by default)
  63402. */
  63403. targetFrameRate: number;
  63404. /**
  63405. * Defines the interval between two checkes (2000ms by default)
  63406. */
  63407. trackerDuration: number;
  63408. /**
  63409. * Gets the list of optimizations to apply
  63410. */
  63411. optimizations: SceneOptimization[];
  63412. /**
  63413. * Creates a new list of options used by SceneOptimizer
  63414. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63415. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63416. */
  63417. constructor(
  63418. /**
  63419. * Defines the target frame rate to reach (60 by default)
  63420. */
  63421. targetFrameRate?: number,
  63422. /**
  63423. * Defines the interval between two checkes (2000ms by default)
  63424. */
  63425. trackerDuration?: number);
  63426. /**
  63427. * Add a new optimization
  63428. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63429. * @returns the current SceneOptimizerOptions
  63430. */
  63431. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63432. /**
  63433. * Add a new custom optimization
  63434. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63435. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63436. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63437. * @returns the current SceneOptimizerOptions
  63438. */
  63439. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63440. /**
  63441. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63442. * @param targetFrameRate defines the target frame rate (60 by default)
  63443. * @returns a SceneOptimizerOptions object
  63444. */
  63445. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63446. /**
  63447. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63448. * @param targetFrameRate defines the target frame rate (60 by default)
  63449. * @returns a SceneOptimizerOptions object
  63450. */
  63451. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63452. /**
  63453. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63454. * @param targetFrameRate defines the target frame rate (60 by default)
  63455. * @returns a SceneOptimizerOptions object
  63456. */
  63457. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63458. }
  63459. /**
  63460. * Class used to run optimizations in order to reach a target frame rate
  63461. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63462. */
  63463. export class SceneOptimizer implements IDisposable {
  63464. private _isRunning;
  63465. private _options;
  63466. private _scene;
  63467. private _currentPriorityLevel;
  63468. private _targetFrameRate;
  63469. private _trackerDuration;
  63470. private _currentFrameRate;
  63471. private _sceneDisposeObserver;
  63472. private _improvementMode;
  63473. /**
  63474. * Defines an observable called when the optimizer reaches the target frame rate
  63475. */
  63476. onSuccessObservable: Observable<SceneOptimizer>;
  63477. /**
  63478. * Defines an observable called when the optimizer enables an optimization
  63479. */
  63480. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63481. /**
  63482. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63483. */
  63484. onFailureObservable: Observable<SceneOptimizer>;
  63485. /**
  63486. * Gets a boolean indicating if the optimizer is in improvement mode
  63487. */
  63488. readonly isInImprovementMode: boolean;
  63489. /**
  63490. * Gets the current priority level (0 at start)
  63491. */
  63492. readonly currentPriorityLevel: number;
  63493. /**
  63494. * Gets the current frame rate checked by the SceneOptimizer
  63495. */
  63496. readonly currentFrameRate: number;
  63497. /**
  63498. * Gets or sets the current target frame rate (60 by default)
  63499. */
  63500. /**
  63501. * Gets or sets the current target frame rate (60 by default)
  63502. */
  63503. targetFrameRate: number;
  63504. /**
  63505. * Gets or sets the current interval between two checks (every 2000ms by default)
  63506. */
  63507. /**
  63508. * Gets or sets the current interval between two checks (every 2000ms by default)
  63509. */
  63510. trackerDuration: number;
  63511. /**
  63512. * Gets the list of active optimizations
  63513. */
  63514. readonly optimizations: SceneOptimization[];
  63515. /**
  63516. * Creates a new SceneOptimizer
  63517. * @param scene defines the scene to work on
  63518. * @param options defines the options to use with the SceneOptimizer
  63519. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63520. * @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)
  63521. */
  63522. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63523. /**
  63524. * Stops the current optimizer
  63525. */
  63526. stop(): void;
  63527. /**
  63528. * Reset the optimizer to initial step (current priority level = 0)
  63529. */
  63530. reset(): void;
  63531. /**
  63532. * Start the optimizer. By default it will try to reach a specific framerate
  63533. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63534. */
  63535. start(): void;
  63536. private _checkCurrentState;
  63537. /**
  63538. * Release all resources
  63539. */
  63540. dispose(): void;
  63541. /**
  63542. * Helper function to create a SceneOptimizer with one single line of code
  63543. * @param scene defines the scene to work on
  63544. * @param options defines the options to use with the SceneOptimizer
  63545. * @param onSuccess defines a callback to call on success
  63546. * @param onFailure defines a callback to call on failure
  63547. * @returns the new SceneOptimizer object
  63548. */
  63549. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63550. }
  63551. }
  63552. declare module "babylonjs/Misc/sceneSerializer" {
  63553. import { Scene } from "babylonjs/scene";
  63554. /**
  63555. * Class used to serialize a scene into a string
  63556. */
  63557. export class SceneSerializer {
  63558. /**
  63559. * Clear cache used by a previous serialization
  63560. */
  63561. static ClearCache(): void;
  63562. /**
  63563. * Serialize a scene into a JSON compatible object
  63564. * @param scene defines the scene to serialize
  63565. * @returns a JSON compatible object
  63566. */
  63567. static Serialize(scene: Scene): any;
  63568. /**
  63569. * Serialize a mesh into a JSON compatible object
  63570. * @param toSerialize defines the mesh to serialize
  63571. * @param withParents defines if parents must be serialized as well
  63572. * @param withChildren defines if children must be serialized as well
  63573. * @returns a JSON compatible object
  63574. */
  63575. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63576. }
  63577. }
  63578. declare module "babylonjs/Misc/textureTools" {
  63579. import { Texture } from "babylonjs/Materials/Textures/texture";
  63580. /**
  63581. * Class used to host texture specific utilities
  63582. */
  63583. export class TextureTools {
  63584. /**
  63585. * Uses the GPU to create a copy texture rescaled at a given size
  63586. * @param texture Texture to copy from
  63587. * @param width defines the desired width
  63588. * @param height defines the desired height
  63589. * @param useBilinearMode defines if bilinear mode has to be used
  63590. * @return the generated texture
  63591. */
  63592. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63593. }
  63594. }
  63595. declare module "babylonjs/Misc/videoRecorder" {
  63596. import { Nullable } from "babylonjs/types";
  63597. import { Engine } from "babylonjs/Engines/engine";
  63598. /**
  63599. * This represents the different options available for the video capture.
  63600. */
  63601. export interface VideoRecorderOptions {
  63602. /** Defines the mime type of the video. */
  63603. mimeType: string;
  63604. /** Defines the FPS the video should be recorded at. */
  63605. fps: number;
  63606. /** Defines the chunk size for the recording data. */
  63607. recordChunckSize: number;
  63608. /** The audio tracks to attach to the recording. */
  63609. audioTracks?: MediaStreamTrack[];
  63610. }
  63611. /**
  63612. * This can help with recording videos from BabylonJS.
  63613. * This is based on the available WebRTC functionalities of the browser.
  63614. *
  63615. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63616. */
  63617. export class VideoRecorder {
  63618. private static readonly _defaultOptions;
  63619. /**
  63620. * Returns whether or not the VideoRecorder is available in your browser.
  63621. * @param engine Defines the Babylon Engine.
  63622. * @returns true if supported otherwise false.
  63623. */
  63624. static IsSupported(engine: Engine): boolean;
  63625. private readonly _options;
  63626. private _canvas;
  63627. private _mediaRecorder;
  63628. private _recordedChunks;
  63629. private _fileName;
  63630. private _resolve;
  63631. private _reject;
  63632. /**
  63633. * True when a recording is already in progress.
  63634. */
  63635. readonly isRecording: boolean;
  63636. /**
  63637. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63638. * @param engine Defines the BabylonJS Engine you wish to record.
  63639. * @param options Defines options that can be used to customize the capture.
  63640. */
  63641. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63642. /**
  63643. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63644. */
  63645. stopRecording(): void;
  63646. /**
  63647. * Starts recording the canvas for a max duration specified in parameters.
  63648. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63649. * If null no automatic download will start and you can rely on the promise to get the data back.
  63650. * @param maxDuration Defines the maximum recording time in seconds.
  63651. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63652. * @return A promise callback at the end of the recording with the video data in Blob.
  63653. */
  63654. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63655. /**
  63656. * Releases internal resources used during the recording.
  63657. */
  63658. dispose(): void;
  63659. private _handleDataAvailable;
  63660. private _handleError;
  63661. private _handleStop;
  63662. }
  63663. }
  63664. declare module "babylonjs/Misc/screenshotTools" {
  63665. import { Camera } from "babylonjs/Cameras/camera";
  63666. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  63667. import { Engine } from "babylonjs/Engines/engine";
  63668. /**
  63669. * Class containing a set of static utilities functions for screenshots
  63670. */
  63671. export class ScreenshotTools {
  63672. /**
  63673. * Captures a screenshot of the current rendering
  63674. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63675. * @param engine defines the rendering engine
  63676. * @param camera defines the source camera
  63677. * @param size This parameter can be set to a single number or to an object with the
  63678. * following (optional) properties: precision, width, height. If a single number is passed,
  63679. * it will be used for both width and height. If an object is passed, the screenshot size
  63680. * will be derived from the parameters. The precision property is a multiplier allowing
  63681. * rendering at a higher or lower resolution
  63682. * @param successCallback defines the callback receives a single parameter which contains the
  63683. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63684. * src parameter of an <img> to display it
  63685. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63686. * Check your browser for supported MIME types
  63687. */
  63688. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  63689. /**
  63690. * Captures a screenshot of the current rendering
  63691. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63692. * @param engine defines the rendering engine
  63693. * @param camera defines the source camera
  63694. * @param size This parameter can be set to a single number or to an object with the
  63695. * following (optional) properties: precision, width, height. If a single number is passed,
  63696. * it will be used for both width and height. If an object is passed, the screenshot size
  63697. * will be derived from the parameters. The precision property is a multiplier allowing
  63698. * rendering at a higher or lower resolution
  63699. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63700. * Check your browser for supported MIME types
  63701. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63702. * to the src parameter of an <img> to display it
  63703. */
  63704. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  63705. /**
  63706. * Generates an image screenshot from the specified camera.
  63707. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63708. * @param engine The engine to use for rendering
  63709. * @param camera The camera to use for rendering
  63710. * @param size This parameter can be set to a single number or to an object with the
  63711. * following (optional) properties: precision, width, height. If a single number is passed,
  63712. * it will be used for both width and height. If an object is passed, the screenshot size
  63713. * will be derived from the parameters. The precision property is a multiplier allowing
  63714. * rendering at a higher or lower resolution
  63715. * @param successCallback The callback receives a single parameter which contains the
  63716. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63717. * src parameter of an <img> to display it
  63718. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63719. * Check your browser for supported MIME types
  63720. * @param samples Texture samples (default: 1)
  63721. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63722. * @param fileName A name for for the downloaded file.
  63723. */
  63724. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63725. /**
  63726. * Generates an image screenshot from the specified camera.
  63727. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63728. * @param engine The engine to use for rendering
  63729. * @param camera The camera to use for rendering
  63730. * @param size This parameter can be set to a single number or to an object with the
  63731. * following (optional) properties: precision, width, height. If a single number is passed,
  63732. * it will be used for both width and height. If an object is passed, the screenshot size
  63733. * will be derived from the parameters. The precision property is a multiplier allowing
  63734. * rendering at a higher or lower resolution
  63735. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63736. * Check your browser for supported MIME types
  63737. * @param samples Texture samples (default: 1)
  63738. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63739. * @param fileName A name for for the downloaded file.
  63740. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63741. * to the src parameter of an <img> to display it
  63742. */
  63743. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  63744. }
  63745. }
  63746. declare module "babylonjs/Misc/index" {
  63747. export * from "babylonjs/Misc/andOrNotEvaluator";
  63748. export * from "babylonjs/Misc/assetsManager";
  63749. export * from "babylonjs/Misc/dds";
  63750. export * from "babylonjs/Misc/decorators";
  63751. export * from "babylonjs/Misc/deferred";
  63752. export * from "babylonjs/Misc/environmentTextureTools";
  63753. export * from "babylonjs/Misc/meshExploder";
  63754. export * from "babylonjs/Misc/filesInput";
  63755. export * from "babylonjs/Misc/HighDynamicRange/index";
  63756. export * from "babylonjs/Misc/khronosTextureContainer";
  63757. export * from "babylonjs/Misc/observable";
  63758. export * from "babylonjs/Misc/performanceMonitor";
  63759. export * from "babylonjs/Misc/promise";
  63760. export * from "babylonjs/Misc/sceneOptimizer";
  63761. export * from "babylonjs/Misc/sceneSerializer";
  63762. export * from "babylonjs/Misc/smartArray";
  63763. export * from "babylonjs/Misc/stringDictionary";
  63764. export * from "babylonjs/Misc/tags";
  63765. export * from "babylonjs/Misc/textureTools";
  63766. export * from "babylonjs/Misc/tga";
  63767. export * from "babylonjs/Misc/tools";
  63768. export * from "babylonjs/Misc/videoRecorder";
  63769. export * from "babylonjs/Misc/virtualJoystick";
  63770. export * from "babylonjs/Misc/workerPool";
  63771. export * from "babylonjs/Misc/logger";
  63772. export * from "babylonjs/Misc/typeStore";
  63773. export * from "babylonjs/Misc/filesInputStore";
  63774. export * from "babylonjs/Misc/deepCopier";
  63775. export * from "babylonjs/Misc/pivotTools";
  63776. export * from "babylonjs/Misc/precisionDate";
  63777. export * from "babylonjs/Misc/screenshotTools";
  63778. export * from "babylonjs/Misc/typeStore";
  63779. export * from "babylonjs/Misc/webRequest";
  63780. export * from "babylonjs/Misc/iInspectable";
  63781. export * from "babylonjs/Misc/brdfTextureTools";
  63782. export * from "babylonjs/Misc/gradients";
  63783. export * from "babylonjs/Misc/perfCounter";
  63784. export * from "babylonjs/Misc/fileRequest";
  63785. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63786. export * from "babylonjs/Misc/retryStrategy";
  63787. export * from "babylonjs/Misc/loadFileError";
  63788. }
  63789. declare module "babylonjs/index" {
  63790. export * from "babylonjs/abstractScene";
  63791. export * from "babylonjs/Actions/index";
  63792. export * from "babylonjs/Animations/index";
  63793. export * from "babylonjs/assetContainer";
  63794. export * from "babylonjs/Audio/index";
  63795. export * from "babylonjs/Behaviors/index";
  63796. export * from "babylonjs/Bones/index";
  63797. export * from "babylonjs/Cameras/index";
  63798. export * from "babylonjs/Collisions/index";
  63799. export * from "babylonjs/Culling/index";
  63800. export * from "babylonjs/Debug/index";
  63801. export * from "babylonjs/Engines/index";
  63802. export * from "babylonjs/Events/index";
  63803. export * from "babylonjs/Gamepads/index";
  63804. export * from "babylonjs/Gizmos/index";
  63805. export * from "babylonjs/Helpers/index";
  63806. export * from "babylonjs/Instrumentation/index";
  63807. export * from "babylonjs/Layers/index";
  63808. export * from "babylonjs/LensFlares/index";
  63809. export * from "babylonjs/Lights/index";
  63810. export * from "babylonjs/Loading/index";
  63811. export * from "babylonjs/Materials/index";
  63812. export * from "babylonjs/Maths/index";
  63813. export * from "babylonjs/Meshes/index";
  63814. export * from "babylonjs/Morph/index";
  63815. export * from "babylonjs/Navigation/index";
  63816. export * from "babylonjs/node";
  63817. export * from "babylonjs/Offline/index";
  63818. export * from "babylonjs/Particles/index";
  63819. export * from "babylonjs/Physics/index";
  63820. export * from "babylonjs/PostProcesses/index";
  63821. export * from "babylonjs/Probes/index";
  63822. export * from "babylonjs/Rendering/index";
  63823. export * from "babylonjs/scene";
  63824. export * from "babylonjs/sceneComponent";
  63825. export * from "babylonjs/Sprites/index";
  63826. export * from "babylonjs/States/index";
  63827. export * from "babylonjs/Misc/index";
  63828. export * from "babylonjs/types";
  63829. }
  63830. declare module "babylonjs/Animations/pathCursor" {
  63831. import { Vector3 } from "babylonjs/Maths/math.vector";
  63832. import { Path2 } from "babylonjs/Maths/math.path";
  63833. /**
  63834. * A cursor which tracks a point on a path
  63835. */
  63836. export class PathCursor {
  63837. private path;
  63838. /**
  63839. * Stores path cursor callbacks for when an onchange event is triggered
  63840. */
  63841. private _onchange;
  63842. /**
  63843. * The value of the path cursor
  63844. */
  63845. value: number;
  63846. /**
  63847. * The animation array of the path cursor
  63848. */
  63849. animations: Animation[];
  63850. /**
  63851. * Initializes the path cursor
  63852. * @param path The path to track
  63853. */
  63854. constructor(path: Path2);
  63855. /**
  63856. * Gets the cursor point on the path
  63857. * @returns A point on the path cursor at the cursor location
  63858. */
  63859. getPoint(): Vector3;
  63860. /**
  63861. * Moves the cursor ahead by the step amount
  63862. * @param step The amount to move the cursor forward
  63863. * @returns This path cursor
  63864. */
  63865. moveAhead(step?: number): PathCursor;
  63866. /**
  63867. * Moves the cursor behind by the step amount
  63868. * @param step The amount to move the cursor back
  63869. * @returns This path cursor
  63870. */
  63871. moveBack(step?: number): PathCursor;
  63872. /**
  63873. * Moves the cursor by the step amount
  63874. * If the step amount is greater than one, an exception is thrown
  63875. * @param step The amount to move the cursor
  63876. * @returns This path cursor
  63877. */
  63878. move(step: number): PathCursor;
  63879. /**
  63880. * Ensures that the value is limited between zero and one
  63881. * @returns This path cursor
  63882. */
  63883. private ensureLimits;
  63884. /**
  63885. * Runs onchange callbacks on change (used by the animation engine)
  63886. * @returns This path cursor
  63887. */
  63888. private raiseOnChange;
  63889. /**
  63890. * Executes a function on change
  63891. * @param f A path cursor onchange callback
  63892. * @returns This path cursor
  63893. */
  63894. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63895. }
  63896. }
  63897. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63898. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63899. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63900. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63901. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63902. }
  63903. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63904. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63905. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63906. }
  63907. declare module "babylonjs/Engines/Processors/index" {
  63908. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63909. export * from "babylonjs/Engines/Processors/Expressions/index";
  63910. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63911. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63912. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63913. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63914. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63915. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63916. }
  63917. declare module "babylonjs/Legacy/legacy" {
  63918. import * as Babylon from "babylonjs/index";
  63919. export * from "babylonjs/index";
  63920. }
  63921. declare module "babylonjs/Shaders/blur.fragment" {
  63922. /** @hidden */
  63923. export var blurPixelShader: {
  63924. name: string;
  63925. shader: string;
  63926. };
  63927. }
  63928. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63929. /** @hidden */
  63930. export var pointCloudVertexDeclaration: {
  63931. name: string;
  63932. shader: string;
  63933. };
  63934. }
  63935. declare module "babylonjs" {
  63936. export * from "babylonjs/Legacy/legacy";
  63937. }
  63938. declare module BABYLON {
  63939. /** Alias type for value that can be null */
  63940. export type Nullable<T> = T | null;
  63941. /**
  63942. * Alias type for number that are floats
  63943. * @ignorenaming
  63944. */
  63945. export type float = number;
  63946. /**
  63947. * Alias type for number that are doubles.
  63948. * @ignorenaming
  63949. */
  63950. export type double = number;
  63951. /**
  63952. * Alias type for number that are integer
  63953. * @ignorenaming
  63954. */
  63955. export type int = number;
  63956. /** Alias type for number array or Float32Array */
  63957. export type FloatArray = number[] | Float32Array;
  63958. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63959. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63960. /**
  63961. * Alias for types that can be used by a Buffer or VertexBuffer.
  63962. */
  63963. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63964. /**
  63965. * Alias type for primitive types
  63966. * @ignorenaming
  63967. */
  63968. type Primitive = undefined | null | boolean | string | number | Function;
  63969. /**
  63970. * Type modifier to make all the properties of an object Readonly
  63971. */
  63972. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63973. /**
  63974. * Type modifier to make all the properties of an object Readonly recursively
  63975. */
  63976. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63977. /** @hidden */
  63978. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63979. }
  63980. /** @hidden */
  63981. /** @hidden */
  63982. type DeepImmutableObject<T> = {
  63983. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63984. };
  63985. }
  63986. declare module BABYLON {
  63987. /**
  63988. * A class serves as a medium between the observable and its observers
  63989. */
  63990. export class EventState {
  63991. /**
  63992. * Create a new EventState
  63993. * @param mask defines the mask associated with this state
  63994. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63995. * @param target defines the original target of the state
  63996. * @param currentTarget defines the current target of the state
  63997. */
  63998. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63999. /**
  64000. * Initialize the current event state
  64001. * @param mask defines the mask associated with this state
  64002. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64003. * @param target defines the original target of the state
  64004. * @param currentTarget defines the current target of the state
  64005. * @returns the current event state
  64006. */
  64007. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64008. /**
  64009. * An Observer can set this property to true to prevent subsequent observers of being notified
  64010. */
  64011. skipNextObservers: boolean;
  64012. /**
  64013. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64014. */
  64015. mask: number;
  64016. /**
  64017. * The object that originally notified the event
  64018. */
  64019. target?: any;
  64020. /**
  64021. * The current object in the bubbling phase
  64022. */
  64023. currentTarget?: any;
  64024. /**
  64025. * This will be populated with the return value of the last function that was executed.
  64026. * If it is the first function in the callback chain it will be the event data.
  64027. */
  64028. lastReturnValue?: any;
  64029. }
  64030. /**
  64031. * Represent an Observer registered to a given Observable object.
  64032. */
  64033. export class Observer<T> {
  64034. /**
  64035. * Defines the callback to call when the observer is notified
  64036. */
  64037. callback: (eventData: T, eventState: EventState) => void;
  64038. /**
  64039. * Defines the mask of the observer (used to filter notifications)
  64040. */
  64041. mask: number;
  64042. /**
  64043. * Defines the current scope used to restore the JS context
  64044. */
  64045. scope: any;
  64046. /** @hidden */
  64047. _willBeUnregistered: boolean;
  64048. /**
  64049. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64050. */
  64051. unregisterOnNextCall: boolean;
  64052. /**
  64053. * Creates a new observer
  64054. * @param callback defines the callback to call when the observer is notified
  64055. * @param mask defines the mask of the observer (used to filter notifications)
  64056. * @param scope defines the current scope used to restore the JS context
  64057. */
  64058. constructor(
  64059. /**
  64060. * Defines the callback to call when the observer is notified
  64061. */
  64062. callback: (eventData: T, eventState: EventState) => void,
  64063. /**
  64064. * Defines the mask of the observer (used to filter notifications)
  64065. */
  64066. mask: number,
  64067. /**
  64068. * Defines the current scope used to restore the JS context
  64069. */
  64070. scope?: any);
  64071. }
  64072. /**
  64073. * Represent a list of observers registered to multiple Observables object.
  64074. */
  64075. export class MultiObserver<T> {
  64076. private _observers;
  64077. private _observables;
  64078. /**
  64079. * Release associated resources
  64080. */
  64081. dispose(): void;
  64082. /**
  64083. * Raise a callback when one of the observable will notify
  64084. * @param observables defines a list of observables to watch
  64085. * @param callback defines the callback to call on notification
  64086. * @param mask defines the mask used to filter notifications
  64087. * @param scope defines the current scope used to restore the JS context
  64088. * @returns the new MultiObserver
  64089. */
  64090. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64091. }
  64092. /**
  64093. * The Observable class is a simple implementation of the Observable pattern.
  64094. *
  64095. * 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.
  64096. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64097. * 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).
  64098. * 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.
  64099. */
  64100. export class Observable<T> {
  64101. private _observers;
  64102. private _eventState;
  64103. private _onObserverAdded;
  64104. /**
  64105. * Gets the list of observers
  64106. */
  64107. readonly observers: Array<Observer<T>>;
  64108. /**
  64109. * Creates a new observable
  64110. * @param onObserverAdded defines a callback to call when a new observer is added
  64111. */
  64112. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64113. /**
  64114. * Create a new Observer with the specified callback
  64115. * @param callback the callback that will be executed for that Observer
  64116. * @param mask the mask used to filter observers
  64117. * @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.
  64118. * @param scope optional scope for the callback to be called from
  64119. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64120. * @returns the new observer created for the callback
  64121. */
  64122. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64123. /**
  64124. * Create a new Observer with the specified callback and unregisters after the next notification
  64125. * @param callback the callback that will be executed for that Observer
  64126. * @returns the new observer created for the callback
  64127. */
  64128. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64129. /**
  64130. * Remove an Observer from the Observable object
  64131. * @param observer the instance of the Observer to remove
  64132. * @returns false if it doesn't belong to this Observable
  64133. */
  64134. remove(observer: Nullable<Observer<T>>): boolean;
  64135. /**
  64136. * Remove a callback from the Observable object
  64137. * @param callback the callback to remove
  64138. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64139. * @returns false if it doesn't belong to this Observable
  64140. */
  64141. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64142. private _deferUnregister;
  64143. private _remove;
  64144. /**
  64145. * Moves the observable to the top of the observer list making it get called first when notified
  64146. * @param observer the observer to move
  64147. */
  64148. makeObserverTopPriority(observer: Observer<T>): void;
  64149. /**
  64150. * Moves the observable to the bottom of the observer list making it get called last when notified
  64151. * @param observer the observer to move
  64152. */
  64153. makeObserverBottomPriority(observer: Observer<T>): void;
  64154. /**
  64155. * Notify all Observers by calling their respective callback with the given data
  64156. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64157. * @param eventData defines the data to send to all observers
  64158. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64159. * @param target defines the original target of the state
  64160. * @param currentTarget defines the current target of the state
  64161. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64162. */
  64163. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64164. /**
  64165. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64166. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64167. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64168. * and it is crucial that all callbacks will be executed.
  64169. * The order of the callbacks is kept, callbacks are not executed parallel.
  64170. *
  64171. * @param eventData The data to be sent to each callback
  64172. * @param mask is used to filter observers defaults to -1
  64173. * @param target defines the callback target (see EventState)
  64174. * @param currentTarget defines he current object in the bubbling phase
  64175. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64176. */
  64177. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64178. /**
  64179. * Notify a specific observer
  64180. * @param observer defines the observer to notify
  64181. * @param eventData defines the data to be sent to each callback
  64182. * @param mask is used to filter observers defaults to -1
  64183. */
  64184. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64185. /**
  64186. * Gets a boolean indicating if the observable has at least one observer
  64187. * @returns true is the Observable has at least one Observer registered
  64188. */
  64189. hasObservers(): boolean;
  64190. /**
  64191. * Clear the list of observers
  64192. */
  64193. clear(): void;
  64194. /**
  64195. * Clone the current observable
  64196. * @returns a new observable
  64197. */
  64198. clone(): Observable<T>;
  64199. /**
  64200. * Does this observable handles observer registered with a given mask
  64201. * @param mask defines the mask to be tested
  64202. * @return whether or not one observer registered with the given mask is handeled
  64203. **/
  64204. hasSpecificMask(mask?: number): boolean;
  64205. }
  64206. }
  64207. declare module BABYLON {
  64208. /**
  64209. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64210. * Babylon.js
  64211. */
  64212. export class DomManagement {
  64213. /**
  64214. * Checks if the window object exists
  64215. * @returns true if the window object exists
  64216. */
  64217. static IsWindowObjectExist(): boolean;
  64218. /**
  64219. * Extracts text content from a DOM element hierarchy
  64220. * @param element defines the root element
  64221. * @returns a string
  64222. */
  64223. static GetDOMTextContent(element: HTMLElement): string;
  64224. }
  64225. }
  64226. declare module BABYLON {
  64227. /**
  64228. * Logger used througouht the application to allow configuration of
  64229. * the log level required for the messages.
  64230. */
  64231. export class Logger {
  64232. /**
  64233. * No log
  64234. */
  64235. static readonly NoneLogLevel: number;
  64236. /**
  64237. * Only message logs
  64238. */
  64239. static readonly MessageLogLevel: number;
  64240. /**
  64241. * Only warning logs
  64242. */
  64243. static readonly WarningLogLevel: number;
  64244. /**
  64245. * Only error logs
  64246. */
  64247. static readonly ErrorLogLevel: number;
  64248. /**
  64249. * All logs
  64250. */
  64251. static readonly AllLogLevel: number;
  64252. private static _LogCache;
  64253. /**
  64254. * Gets a value indicating the number of loading errors
  64255. * @ignorenaming
  64256. */
  64257. static errorsCount: number;
  64258. /**
  64259. * Callback called when a new log is added
  64260. */
  64261. static OnNewCacheEntry: (entry: string) => void;
  64262. private static _AddLogEntry;
  64263. private static _FormatMessage;
  64264. private static _LogDisabled;
  64265. private static _LogEnabled;
  64266. private static _WarnDisabled;
  64267. private static _WarnEnabled;
  64268. private static _ErrorDisabled;
  64269. private static _ErrorEnabled;
  64270. /**
  64271. * Log a message to the console
  64272. */
  64273. static Log: (message: string) => void;
  64274. /**
  64275. * Write a warning message to the console
  64276. */
  64277. static Warn: (message: string) => void;
  64278. /**
  64279. * Write an error message to the console
  64280. */
  64281. static Error: (message: string) => void;
  64282. /**
  64283. * Gets current log cache (list of logs)
  64284. */
  64285. static readonly LogCache: string;
  64286. /**
  64287. * Clears the log cache
  64288. */
  64289. static ClearLogCache(): void;
  64290. /**
  64291. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64292. */
  64293. static LogLevels: number;
  64294. }
  64295. }
  64296. declare module BABYLON {
  64297. /** @hidden */
  64298. export class _TypeStore {
  64299. /** @hidden */
  64300. static RegisteredTypes: {
  64301. [key: string]: Object;
  64302. };
  64303. /** @hidden */
  64304. static GetClass(fqdn: string): any;
  64305. }
  64306. }
  64307. declare module BABYLON {
  64308. /**
  64309. * Class containing a set of static utilities functions for deep copy.
  64310. */
  64311. export class DeepCopier {
  64312. /**
  64313. * Tries to copy an object by duplicating every property
  64314. * @param source defines the source object
  64315. * @param destination defines the target object
  64316. * @param doNotCopyList defines a list of properties to avoid
  64317. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64318. */
  64319. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64320. }
  64321. }
  64322. declare module BABYLON {
  64323. /**
  64324. * Class containing a set of static utilities functions for precision date
  64325. */
  64326. export class PrecisionDate {
  64327. /**
  64328. * Gets either window.performance.now() if supported or Date.now() else
  64329. */
  64330. static readonly Now: number;
  64331. }
  64332. }
  64333. declare module BABYLON {
  64334. /** @hidden */
  64335. export class _DevTools {
  64336. static WarnImport(name: string): string;
  64337. }
  64338. }
  64339. declare module BABYLON {
  64340. /**
  64341. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64342. */
  64343. export class WebRequest {
  64344. private _xhr;
  64345. /**
  64346. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64347. * i.e. when loading files, where the server/service expects an Authorization header
  64348. */
  64349. static CustomRequestHeaders: {
  64350. [key: string]: string;
  64351. };
  64352. /**
  64353. * Add callback functions in this array to update all the requests before they get sent to the network
  64354. */
  64355. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64356. private _injectCustomRequestHeaders;
  64357. /**
  64358. * Gets or sets a function to be called when loading progress changes
  64359. */
  64360. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64361. /**
  64362. * Returns client's state
  64363. */
  64364. readonly readyState: number;
  64365. /**
  64366. * Returns client's status
  64367. */
  64368. readonly status: number;
  64369. /**
  64370. * Returns client's status as a text
  64371. */
  64372. readonly statusText: string;
  64373. /**
  64374. * Returns client's response
  64375. */
  64376. readonly response: any;
  64377. /**
  64378. * Returns client's response url
  64379. */
  64380. readonly responseURL: string;
  64381. /**
  64382. * Returns client's response as text
  64383. */
  64384. readonly responseText: string;
  64385. /**
  64386. * Gets or sets the expected response type
  64387. */
  64388. responseType: XMLHttpRequestResponseType;
  64389. /** @hidden */
  64390. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64391. /** @hidden */
  64392. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64393. /**
  64394. * Cancels any network activity
  64395. */
  64396. abort(): void;
  64397. /**
  64398. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64399. * @param body defines an optional request body
  64400. */
  64401. send(body?: Document | BodyInit | null): void;
  64402. /**
  64403. * Sets the request method, request URL
  64404. * @param method defines the method to use (GET, POST, etc..)
  64405. * @param url defines the url to connect with
  64406. */
  64407. open(method: string, url: string): void;
  64408. }
  64409. }
  64410. declare module BABYLON {
  64411. /**
  64412. * File request interface
  64413. */
  64414. export interface IFileRequest {
  64415. /**
  64416. * Raised when the request is complete (success or error).
  64417. */
  64418. onCompleteObservable: Observable<IFileRequest>;
  64419. /**
  64420. * Aborts the request for a file.
  64421. */
  64422. abort: () => void;
  64423. }
  64424. }
  64425. declare module BABYLON {
  64426. /**
  64427. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64428. */
  64429. export class PerformanceMonitor {
  64430. private _enabled;
  64431. private _rollingFrameTime;
  64432. private _lastFrameTimeMs;
  64433. /**
  64434. * constructor
  64435. * @param frameSampleSize The number of samples required to saturate the sliding window
  64436. */
  64437. constructor(frameSampleSize?: number);
  64438. /**
  64439. * Samples current frame
  64440. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64441. */
  64442. sampleFrame(timeMs?: number): void;
  64443. /**
  64444. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64445. */
  64446. readonly averageFrameTime: number;
  64447. /**
  64448. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64449. */
  64450. readonly averageFrameTimeVariance: number;
  64451. /**
  64452. * Returns the frame time of the most recent frame
  64453. */
  64454. readonly instantaneousFrameTime: number;
  64455. /**
  64456. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64457. */
  64458. readonly averageFPS: number;
  64459. /**
  64460. * Returns the average framerate in frames per second using the most recent frame time
  64461. */
  64462. readonly instantaneousFPS: number;
  64463. /**
  64464. * Returns true if enough samples have been taken to completely fill the sliding window
  64465. */
  64466. readonly isSaturated: boolean;
  64467. /**
  64468. * Enables contributions to the sliding window sample set
  64469. */
  64470. enable(): void;
  64471. /**
  64472. * Disables contributions to the sliding window sample set
  64473. * Samples will not be interpolated over the disabled period
  64474. */
  64475. disable(): void;
  64476. /**
  64477. * Returns true if sampling is enabled
  64478. */
  64479. readonly isEnabled: boolean;
  64480. /**
  64481. * Resets performance monitor
  64482. */
  64483. reset(): void;
  64484. }
  64485. /**
  64486. * RollingAverage
  64487. *
  64488. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64489. */
  64490. export class RollingAverage {
  64491. /**
  64492. * Current average
  64493. */
  64494. average: number;
  64495. /**
  64496. * Current variance
  64497. */
  64498. variance: number;
  64499. protected _samples: Array<number>;
  64500. protected _sampleCount: number;
  64501. protected _pos: number;
  64502. protected _m2: number;
  64503. /**
  64504. * constructor
  64505. * @param length The number of samples required to saturate the sliding window
  64506. */
  64507. constructor(length: number);
  64508. /**
  64509. * Adds a sample to the sample set
  64510. * @param v The sample value
  64511. */
  64512. add(v: number): void;
  64513. /**
  64514. * Returns previously added values or null if outside of history or outside the sliding window domain
  64515. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64516. * @return Value previously recorded with add() or null if outside of range
  64517. */
  64518. history(i: number): number;
  64519. /**
  64520. * Returns true if enough samples have been taken to completely fill the sliding window
  64521. * @return true if sample-set saturated
  64522. */
  64523. isSaturated(): boolean;
  64524. /**
  64525. * Resets the rolling average (equivalent to 0 samples taken so far)
  64526. */
  64527. reset(): void;
  64528. /**
  64529. * Wraps a value around the sample range boundaries
  64530. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64531. * @return Wrapped position in sample range
  64532. */
  64533. protected _wrapPosition(i: number): number;
  64534. }
  64535. }
  64536. declare module BABYLON {
  64537. /**
  64538. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64539. * The underlying implementation relies on an associative array to ensure the best performances.
  64540. * The value can be anything including 'null' but except 'undefined'
  64541. */
  64542. export class StringDictionary<T> {
  64543. /**
  64544. * This will clear this dictionary and copy the content from the 'source' one.
  64545. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64546. * @param source the dictionary to take the content from and copy to this dictionary
  64547. */
  64548. copyFrom(source: StringDictionary<T>): void;
  64549. /**
  64550. * Get a value based from its key
  64551. * @param key the given key to get the matching value from
  64552. * @return the value if found, otherwise undefined is returned
  64553. */
  64554. get(key: string): T | undefined;
  64555. /**
  64556. * Get a value from its key or add it if it doesn't exist.
  64557. * This method will ensure you that a given key/data will be present in the dictionary.
  64558. * @param key the given key to get the matching value from
  64559. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64560. * The factory will only be invoked if there's no data for the given key.
  64561. * @return the value corresponding to the key.
  64562. */
  64563. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64564. /**
  64565. * Get a value from its key if present in the dictionary otherwise add it
  64566. * @param key the key to get the value from
  64567. * @param val if there's no such key/value pair in the dictionary add it with this value
  64568. * @return the value corresponding to the key
  64569. */
  64570. getOrAdd(key: string, val: T): T;
  64571. /**
  64572. * Check if there's a given key in the dictionary
  64573. * @param key the key to check for
  64574. * @return true if the key is present, false otherwise
  64575. */
  64576. contains(key: string): boolean;
  64577. /**
  64578. * Add a new key and its corresponding value
  64579. * @param key the key to add
  64580. * @param value the value corresponding to the key
  64581. * @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
  64582. */
  64583. add(key: string, value: T): boolean;
  64584. /**
  64585. * Update a specific value associated to a key
  64586. * @param key defines the key to use
  64587. * @param value defines the value to store
  64588. * @returns true if the value was updated (or false if the key was not found)
  64589. */
  64590. set(key: string, value: T): boolean;
  64591. /**
  64592. * Get the element of the given key and remove it from the dictionary
  64593. * @param key defines the key to search
  64594. * @returns the value associated with the key or null if not found
  64595. */
  64596. getAndRemove(key: string): Nullable<T>;
  64597. /**
  64598. * Remove a key/value from the dictionary.
  64599. * @param key the key to remove
  64600. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64601. */
  64602. remove(key: string): boolean;
  64603. /**
  64604. * Clear the whole content of the dictionary
  64605. */
  64606. clear(): void;
  64607. /**
  64608. * Gets the current count
  64609. */
  64610. readonly count: number;
  64611. /**
  64612. * Execute a callback on each key/val of the dictionary.
  64613. * Note that you can remove any element in this dictionary in the callback implementation
  64614. * @param callback the callback to execute on a given key/value pair
  64615. */
  64616. forEach(callback: (key: string, val: T) => void): void;
  64617. /**
  64618. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64619. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64620. * Note that you can remove any element in this dictionary in the callback implementation
  64621. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64622. * @returns the first item
  64623. */
  64624. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64625. private _count;
  64626. private _data;
  64627. }
  64628. }
  64629. declare module BABYLON {
  64630. /**
  64631. * Class used to store gfx data (like WebGLBuffer)
  64632. */
  64633. export class DataBuffer {
  64634. /**
  64635. * Gets or sets the number of objects referencing this buffer
  64636. */
  64637. references: number;
  64638. /** Gets or sets the size of the underlying buffer */
  64639. capacity: number;
  64640. /**
  64641. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64642. */
  64643. is32Bits: boolean;
  64644. /**
  64645. * Gets the underlying buffer
  64646. */
  64647. readonly underlyingResource: any;
  64648. }
  64649. }
  64650. declare module BABYLON {
  64651. /**
  64652. * Class used to store data that will be store in GPU memory
  64653. */
  64654. export class Buffer {
  64655. private _engine;
  64656. private _buffer;
  64657. /** @hidden */
  64658. _data: Nullable<DataArray>;
  64659. private _updatable;
  64660. private _instanced;
  64661. /**
  64662. * Gets the byte stride.
  64663. */
  64664. readonly byteStride: number;
  64665. /**
  64666. * Constructor
  64667. * @param engine the engine
  64668. * @param data the data to use for this buffer
  64669. * @param updatable whether the data is updatable
  64670. * @param stride the stride (optional)
  64671. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64672. * @param instanced whether the buffer is instanced (optional)
  64673. * @param useBytes set to true if the stride in in bytes (optional)
  64674. */
  64675. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64676. /**
  64677. * Create a new VertexBuffer based on the current buffer
  64678. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64679. * @param offset defines offset in the buffer (0 by default)
  64680. * @param size defines the size in floats of attributes (position is 3 for instance)
  64681. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64682. * @param instanced defines if the vertex buffer contains indexed data
  64683. * @param useBytes defines if the offset and stride are in bytes
  64684. * @returns the new vertex buffer
  64685. */
  64686. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64687. /**
  64688. * Gets a boolean indicating if the Buffer is updatable?
  64689. * @returns true if the buffer is updatable
  64690. */
  64691. isUpdatable(): boolean;
  64692. /**
  64693. * Gets current buffer's data
  64694. * @returns a DataArray or null
  64695. */
  64696. getData(): Nullable<DataArray>;
  64697. /**
  64698. * Gets underlying native buffer
  64699. * @returns underlying native buffer
  64700. */
  64701. getBuffer(): Nullable<DataBuffer>;
  64702. /**
  64703. * Gets the stride in float32 units (i.e. byte stride / 4).
  64704. * May not be an integer if the byte stride is not divisible by 4.
  64705. * DEPRECATED. Use byteStride instead.
  64706. * @returns the stride in float32 units
  64707. */
  64708. getStrideSize(): number;
  64709. /**
  64710. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64711. * @param data defines the data to store
  64712. */
  64713. create(data?: Nullable<DataArray>): void;
  64714. /** @hidden */
  64715. _rebuild(): void;
  64716. /**
  64717. * Update current buffer data
  64718. * @param data defines the data to store
  64719. */
  64720. update(data: DataArray): void;
  64721. /**
  64722. * Updates the data directly.
  64723. * @param data the new data
  64724. * @param offset the new offset
  64725. * @param vertexCount the vertex count (optional)
  64726. * @param useBytes set to true if the offset is in bytes
  64727. */
  64728. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64729. /**
  64730. * Release all resources
  64731. */
  64732. dispose(): void;
  64733. }
  64734. /**
  64735. * Specialized buffer used to store vertex data
  64736. */
  64737. export class VertexBuffer {
  64738. /** @hidden */
  64739. _buffer: Buffer;
  64740. private _kind;
  64741. private _size;
  64742. private _ownsBuffer;
  64743. private _instanced;
  64744. private _instanceDivisor;
  64745. /**
  64746. * The byte type.
  64747. */
  64748. static readonly BYTE: number;
  64749. /**
  64750. * The unsigned byte type.
  64751. */
  64752. static readonly UNSIGNED_BYTE: number;
  64753. /**
  64754. * The short type.
  64755. */
  64756. static readonly SHORT: number;
  64757. /**
  64758. * The unsigned short type.
  64759. */
  64760. static readonly UNSIGNED_SHORT: number;
  64761. /**
  64762. * The integer type.
  64763. */
  64764. static readonly INT: number;
  64765. /**
  64766. * The unsigned integer type.
  64767. */
  64768. static readonly UNSIGNED_INT: number;
  64769. /**
  64770. * The float type.
  64771. */
  64772. static readonly FLOAT: number;
  64773. /**
  64774. * Gets or sets the instance divisor when in instanced mode
  64775. */
  64776. instanceDivisor: number;
  64777. /**
  64778. * Gets the byte stride.
  64779. */
  64780. readonly byteStride: number;
  64781. /**
  64782. * Gets the byte offset.
  64783. */
  64784. readonly byteOffset: number;
  64785. /**
  64786. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64787. */
  64788. readonly normalized: boolean;
  64789. /**
  64790. * Gets the data type of each component in the array.
  64791. */
  64792. readonly type: number;
  64793. /**
  64794. * Constructor
  64795. * @param engine the engine
  64796. * @param data the data to use for this vertex buffer
  64797. * @param kind the vertex buffer kind
  64798. * @param updatable whether the data is updatable
  64799. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64800. * @param stride the stride (optional)
  64801. * @param instanced whether the buffer is instanced (optional)
  64802. * @param offset the offset of the data (optional)
  64803. * @param size the number of components (optional)
  64804. * @param type the type of the component (optional)
  64805. * @param normalized whether the data contains normalized data (optional)
  64806. * @param useBytes set to true if stride and offset are in bytes (optional)
  64807. */
  64808. 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);
  64809. /** @hidden */
  64810. _rebuild(): void;
  64811. /**
  64812. * Returns the kind of the VertexBuffer (string)
  64813. * @returns a string
  64814. */
  64815. getKind(): string;
  64816. /**
  64817. * Gets a boolean indicating if the VertexBuffer is updatable?
  64818. * @returns true if the buffer is updatable
  64819. */
  64820. isUpdatable(): boolean;
  64821. /**
  64822. * Gets current buffer's data
  64823. * @returns a DataArray or null
  64824. */
  64825. getData(): Nullable<DataArray>;
  64826. /**
  64827. * Gets underlying native buffer
  64828. * @returns underlying native buffer
  64829. */
  64830. getBuffer(): Nullable<DataBuffer>;
  64831. /**
  64832. * Gets the stride in float32 units (i.e. byte stride / 4).
  64833. * May not be an integer if the byte stride is not divisible by 4.
  64834. * DEPRECATED. Use byteStride instead.
  64835. * @returns the stride in float32 units
  64836. */
  64837. getStrideSize(): number;
  64838. /**
  64839. * Returns the offset as a multiple of the type byte length.
  64840. * DEPRECATED. Use byteOffset instead.
  64841. * @returns the offset in bytes
  64842. */
  64843. getOffset(): number;
  64844. /**
  64845. * Returns the number of components per vertex attribute (integer)
  64846. * @returns the size in float
  64847. */
  64848. getSize(): number;
  64849. /**
  64850. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64851. * @returns true if this buffer is instanced
  64852. */
  64853. getIsInstanced(): boolean;
  64854. /**
  64855. * Returns the instancing divisor, zero for non-instanced (integer).
  64856. * @returns a number
  64857. */
  64858. getInstanceDivisor(): number;
  64859. /**
  64860. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64861. * @param data defines the data to store
  64862. */
  64863. create(data?: DataArray): void;
  64864. /**
  64865. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64866. * This function will create a new buffer if the current one is not updatable
  64867. * @param data defines the data to store
  64868. */
  64869. update(data: DataArray): void;
  64870. /**
  64871. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64872. * Returns the directly updated WebGLBuffer.
  64873. * @param data the new data
  64874. * @param offset the new offset
  64875. * @param useBytes set to true if the offset is in bytes
  64876. */
  64877. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64878. /**
  64879. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64880. */
  64881. dispose(): void;
  64882. /**
  64883. * Enumerates each value of this vertex buffer as numbers.
  64884. * @param count the number of values to enumerate
  64885. * @param callback the callback function called for each value
  64886. */
  64887. forEach(count: number, callback: (value: number, index: number) => void): void;
  64888. /**
  64889. * Positions
  64890. */
  64891. static readonly PositionKind: string;
  64892. /**
  64893. * Normals
  64894. */
  64895. static readonly NormalKind: string;
  64896. /**
  64897. * Tangents
  64898. */
  64899. static readonly TangentKind: string;
  64900. /**
  64901. * Texture coordinates
  64902. */
  64903. static readonly UVKind: string;
  64904. /**
  64905. * Texture coordinates 2
  64906. */
  64907. static readonly UV2Kind: string;
  64908. /**
  64909. * Texture coordinates 3
  64910. */
  64911. static readonly UV3Kind: string;
  64912. /**
  64913. * Texture coordinates 4
  64914. */
  64915. static readonly UV4Kind: string;
  64916. /**
  64917. * Texture coordinates 5
  64918. */
  64919. static readonly UV5Kind: string;
  64920. /**
  64921. * Texture coordinates 6
  64922. */
  64923. static readonly UV6Kind: string;
  64924. /**
  64925. * Colors
  64926. */
  64927. static readonly ColorKind: string;
  64928. /**
  64929. * Matrix indices (for bones)
  64930. */
  64931. static readonly MatricesIndicesKind: string;
  64932. /**
  64933. * Matrix weights (for bones)
  64934. */
  64935. static readonly MatricesWeightsKind: string;
  64936. /**
  64937. * Additional matrix indices (for bones)
  64938. */
  64939. static readonly MatricesIndicesExtraKind: string;
  64940. /**
  64941. * Additional matrix weights (for bones)
  64942. */
  64943. static readonly MatricesWeightsExtraKind: string;
  64944. /**
  64945. * Deduces the stride given a kind.
  64946. * @param kind The kind string to deduce
  64947. * @returns The deduced stride
  64948. */
  64949. static DeduceStride(kind: string): number;
  64950. /**
  64951. * Gets the byte length of the given type.
  64952. * @param type the type
  64953. * @returns the number of bytes
  64954. */
  64955. static GetTypeByteLength(type: number): number;
  64956. /**
  64957. * Enumerates each value of the given parameters as numbers.
  64958. * @param data the data to enumerate
  64959. * @param byteOffset the byte offset of the data
  64960. * @param byteStride the byte stride of the data
  64961. * @param componentCount the number of components per element
  64962. * @param componentType the type of the component
  64963. * @param count the number of values to enumerate
  64964. * @param normalized whether the data is normalized
  64965. * @param callback the callback function called for each value
  64966. */
  64967. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64968. private static _GetFloatValue;
  64969. }
  64970. }
  64971. declare module BABYLON {
  64972. /**
  64973. * Scalar computation library
  64974. */
  64975. export class Scalar {
  64976. /**
  64977. * Two pi constants convenient for computation.
  64978. */
  64979. static TwoPi: number;
  64980. /**
  64981. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64982. * @param a number
  64983. * @param b number
  64984. * @param epsilon (default = 1.401298E-45)
  64985. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64986. */
  64987. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64988. /**
  64989. * Returns a string : the upper case translation of the number i to hexadecimal.
  64990. * @param i number
  64991. * @returns the upper case translation of the number i to hexadecimal.
  64992. */
  64993. static ToHex(i: number): string;
  64994. /**
  64995. * Returns -1 if value is negative and +1 is value is positive.
  64996. * @param value the value
  64997. * @returns the value itself if it's equal to zero.
  64998. */
  64999. static Sign(value: number): number;
  65000. /**
  65001. * Returns the value itself if it's between min and max.
  65002. * Returns min if the value is lower than min.
  65003. * Returns max if the value is greater than max.
  65004. * @param value the value to clmap
  65005. * @param min the min value to clamp to (default: 0)
  65006. * @param max the max value to clamp to (default: 1)
  65007. * @returns the clamped value
  65008. */
  65009. static Clamp(value: number, min?: number, max?: number): number;
  65010. /**
  65011. * the log2 of value.
  65012. * @param value the value to compute log2 of
  65013. * @returns the log2 of value.
  65014. */
  65015. static Log2(value: number): number;
  65016. /**
  65017. * Loops the value, so that it is never larger than length and never smaller than 0.
  65018. *
  65019. * This is similar to the modulo operator but it works with floating point numbers.
  65020. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65021. * With t = 5 and length = 2.5, the result would be 0.0.
  65022. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65023. * @param value the value
  65024. * @param length the length
  65025. * @returns the looped value
  65026. */
  65027. static Repeat(value: number, length: number): number;
  65028. /**
  65029. * Normalize the value between 0.0 and 1.0 using min and max values
  65030. * @param value value to normalize
  65031. * @param min max to normalize between
  65032. * @param max min to normalize between
  65033. * @returns the normalized value
  65034. */
  65035. static Normalize(value: number, min: number, max: number): number;
  65036. /**
  65037. * Denormalize the value from 0.0 and 1.0 using min and max values
  65038. * @param normalized value to denormalize
  65039. * @param min max to denormalize between
  65040. * @param max min to denormalize between
  65041. * @returns the denormalized value
  65042. */
  65043. static Denormalize(normalized: number, min: number, max: number): number;
  65044. /**
  65045. * Calculates the shortest difference between two given angles given in degrees.
  65046. * @param current current angle in degrees
  65047. * @param target target angle in degrees
  65048. * @returns the delta
  65049. */
  65050. static DeltaAngle(current: number, target: number): number;
  65051. /**
  65052. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65053. * @param tx value
  65054. * @param length length
  65055. * @returns The returned value will move back and forth between 0 and length
  65056. */
  65057. static PingPong(tx: number, length: number): number;
  65058. /**
  65059. * Interpolates between min and max with smoothing at the limits.
  65060. *
  65061. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65062. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65063. * @param from from
  65064. * @param to to
  65065. * @param tx value
  65066. * @returns the smooth stepped value
  65067. */
  65068. static SmoothStep(from: number, to: number, tx: number): number;
  65069. /**
  65070. * Moves a value current towards target.
  65071. *
  65072. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65073. * Negative values of maxDelta pushes the value away from target.
  65074. * @param current current value
  65075. * @param target target value
  65076. * @param maxDelta max distance to move
  65077. * @returns resulting value
  65078. */
  65079. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65080. /**
  65081. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65082. *
  65083. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65084. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65085. * @param current current value
  65086. * @param target target value
  65087. * @param maxDelta max distance to move
  65088. * @returns resulting angle
  65089. */
  65090. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65091. /**
  65092. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65093. * @param start start value
  65094. * @param end target value
  65095. * @param amount amount to lerp between
  65096. * @returns the lerped value
  65097. */
  65098. static Lerp(start: number, end: number, amount: number): number;
  65099. /**
  65100. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65101. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65102. * @param start start value
  65103. * @param end target value
  65104. * @param amount amount to lerp between
  65105. * @returns the lerped value
  65106. */
  65107. static LerpAngle(start: number, end: number, amount: number): number;
  65108. /**
  65109. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65110. * @param a start value
  65111. * @param b target value
  65112. * @param value value between a and b
  65113. * @returns the inverseLerp value
  65114. */
  65115. static InverseLerp(a: number, b: number, value: number): number;
  65116. /**
  65117. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65118. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65119. * @param value1 spline value
  65120. * @param tangent1 spline value
  65121. * @param value2 spline value
  65122. * @param tangent2 spline value
  65123. * @param amount input value
  65124. * @returns hermite result
  65125. */
  65126. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65127. /**
  65128. * Returns a random float number between and min and max values
  65129. * @param min min value of random
  65130. * @param max max value of random
  65131. * @returns random value
  65132. */
  65133. static RandomRange(min: number, max: number): number;
  65134. /**
  65135. * This function returns percentage of a number in a given range.
  65136. *
  65137. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65138. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65139. * @param number to convert to percentage
  65140. * @param min min range
  65141. * @param max max range
  65142. * @returns the percentage
  65143. */
  65144. static RangeToPercent(number: number, min: number, max: number): number;
  65145. /**
  65146. * This function returns number that corresponds to the percentage in a given range.
  65147. *
  65148. * PercentToRange(0.34,0,100) will return 34.
  65149. * @param percent to convert to number
  65150. * @param min min range
  65151. * @param max max range
  65152. * @returns the number
  65153. */
  65154. static PercentToRange(percent: number, min: number, max: number): number;
  65155. /**
  65156. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65157. * @param angle The angle to normalize in radian.
  65158. * @return The converted angle.
  65159. */
  65160. static NormalizeRadians(angle: number): number;
  65161. }
  65162. }
  65163. declare module BABYLON {
  65164. /**
  65165. * Constant used to convert a value to gamma space
  65166. * @ignorenaming
  65167. */
  65168. export const ToGammaSpace: number;
  65169. /**
  65170. * Constant used to convert a value to linear space
  65171. * @ignorenaming
  65172. */
  65173. export const ToLinearSpace = 2.2;
  65174. /**
  65175. * Constant used to define the minimal number value in Babylon.js
  65176. * @ignorenaming
  65177. */
  65178. let Epsilon: number;
  65179. }
  65180. declare module BABYLON {
  65181. /**
  65182. * Class used to represent a viewport on screen
  65183. */
  65184. export class Viewport {
  65185. /** viewport left coordinate */
  65186. x: number;
  65187. /** viewport top coordinate */
  65188. y: number;
  65189. /**viewport width */
  65190. width: number;
  65191. /** viewport height */
  65192. height: number;
  65193. /**
  65194. * Creates a Viewport object located at (x, y) and sized (width, height)
  65195. * @param x defines viewport left coordinate
  65196. * @param y defines viewport top coordinate
  65197. * @param width defines the viewport width
  65198. * @param height defines the viewport height
  65199. */
  65200. constructor(
  65201. /** viewport left coordinate */
  65202. x: number,
  65203. /** viewport top coordinate */
  65204. y: number,
  65205. /**viewport width */
  65206. width: number,
  65207. /** viewport height */
  65208. height: number);
  65209. /**
  65210. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65211. * @param renderWidth defines the rendering width
  65212. * @param renderHeight defines the rendering height
  65213. * @returns a new Viewport
  65214. */
  65215. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65216. /**
  65217. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65218. * @param renderWidth defines the rendering width
  65219. * @param renderHeight defines the rendering height
  65220. * @param ref defines the target viewport
  65221. * @returns the current viewport
  65222. */
  65223. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65224. /**
  65225. * Returns a new Viewport copied from the current one
  65226. * @returns a new Viewport
  65227. */
  65228. clone(): Viewport;
  65229. }
  65230. }
  65231. declare module BABYLON {
  65232. /**
  65233. * Class containing a set of static utilities functions for arrays.
  65234. */
  65235. export class ArrayTools {
  65236. /**
  65237. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65238. * @param size the number of element to construct and put in the array
  65239. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65240. * @returns a new array filled with new objects
  65241. */
  65242. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65243. }
  65244. }
  65245. declare module BABYLON {
  65246. /**
  65247. * @hidden
  65248. */
  65249. export interface IColor4Like {
  65250. r: float;
  65251. g: float;
  65252. b: float;
  65253. a: float;
  65254. }
  65255. /**
  65256. * @hidden
  65257. */
  65258. export interface IColor3Like {
  65259. r: float;
  65260. g: float;
  65261. b: float;
  65262. }
  65263. /**
  65264. * @hidden
  65265. */
  65266. export interface IVector4Like {
  65267. x: float;
  65268. y: float;
  65269. z: float;
  65270. w: float;
  65271. }
  65272. /**
  65273. * @hidden
  65274. */
  65275. export interface IVector3Like {
  65276. x: float;
  65277. y: float;
  65278. z: float;
  65279. }
  65280. /**
  65281. * @hidden
  65282. */
  65283. export interface IVector2Like {
  65284. x: float;
  65285. y: float;
  65286. }
  65287. /**
  65288. * @hidden
  65289. */
  65290. export interface IMatrixLike {
  65291. toArray(): DeepImmutable<Float32Array>;
  65292. updateFlag: int;
  65293. }
  65294. /**
  65295. * @hidden
  65296. */
  65297. export interface IViewportLike {
  65298. x: float;
  65299. y: float;
  65300. width: float;
  65301. height: float;
  65302. }
  65303. /**
  65304. * @hidden
  65305. */
  65306. export interface IPlaneLike {
  65307. normal: IVector3Like;
  65308. d: float;
  65309. normalize(): void;
  65310. }
  65311. }
  65312. declare module BABYLON {
  65313. /**
  65314. * Class representing a vector containing 2 coordinates
  65315. */
  65316. export class Vector2 {
  65317. /** defines the first coordinate */
  65318. x: number;
  65319. /** defines the second coordinate */
  65320. y: number;
  65321. /**
  65322. * Creates a new Vector2 from the given x and y coordinates
  65323. * @param x defines the first coordinate
  65324. * @param y defines the second coordinate
  65325. */
  65326. constructor(
  65327. /** defines the first coordinate */
  65328. x?: number,
  65329. /** defines the second coordinate */
  65330. y?: number);
  65331. /**
  65332. * Gets a string with the Vector2 coordinates
  65333. * @returns a string with the Vector2 coordinates
  65334. */
  65335. toString(): string;
  65336. /**
  65337. * Gets class name
  65338. * @returns the string "Vector2"
  65339. */
  65340. getClassName(): string;
  65341. /**
  65342. * Gets current vector hash code
  65343. * @returns the Vector2 hash code as a number
  65344. */
  65345. getHashCode(): number;
  65346. /**
  65347. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65348. * @param array defines the source array
  65349. * @param index defines the offset in source array
  65350. * @returns the current Vector2
  65351. */
  65352. toArray(array: FloatArray, index?: number): Vector2;
  65353. /**
  65354. * Copy the current vector to an array
  65355. * @returns a new array with 2 elements: the Vector2 coordinates.
  65356. */
  65357. asArray(): number[];
  65358. /**
  65359. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65360. * @param source defines the source Vector2
  65361. * @returns the current updated Vector2
  65362. */
  65363. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65364. /**
  65365. * Sets the Vector2 coordinates with the given floats
  65366. * @param x defines the first coordinate
  65367. * @param y defines the second coordinate
  65368. * @returns the current updated Vector2
  65369. */
  65370. copyFromFloats(x: number, y: number): Vector2;
  65371. /**
  65372. * Sets the Vector2 coordinates with the given floats
  65373. * @param x defines the first coordinate
  65374. * @param y defines the second coordinate
  65375. * @returns the current updated Vector2
  65376. */
  65377. set(x: number, y: number): Vector2;
  65378. /**
  65379. * Add another vector with the current one
  65380. * @param otherVector defines the other vector
  65381. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65382. */
  65383. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65384. /**
  65385. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65386. * @param otherVector defines the other vector
  65387. * @param result defines the target vector
  65388. * @returns the unmodified current Vector2
  65389. */
  65390. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65391. /**
  65392. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65393. * @param otherVector defines the other vector
  65394. * @returns the current updated Vector2
  65395. */
  65396. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65397. /**
  65398. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65399. * @param otherVector defines the other vector
  65400. * @returns a new Vector2
  65401. */
  65402. addVector3(otherVector: Vector3): Vector2;
  65403. /**
  65404. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65405. * @param otherVector defines the other vector
  65406. * @returns a new Vector2
  65407. */
  65408. subtract(otherVector: Vector2): Vector2;
  65409. /**
  65410. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65411. * @param otherVector defines the other vector
  65412. * @param result defines the target vector
  65413. * @returns the unmodified current Vector2
  65414. */
  65415. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65416. /**
  65417. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65418. * @param otherVector defines the other vector
  65419. * @returns the current updated Vector2
  65420. */
  65421. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65422. /**
  65423. * Multiplies in place the current Vector2 coordinates by the given ones
  65424. * @param otherVector defines the other vector
  65425. * @returns the current updated Vector2
  65426. */
  65427. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65428. /**
  65429. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65430. * @param otherVector defines the other vector
  65431. * @returns a new Vector2
  65432. */
  65433. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65434. /**
  65435. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65436. * @param otherVector defines the other vector
  65437. * @param result defines the target vector
  65438. * @returns the unmodified current Vector2
  65439. */
  65440. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65441. /**
  65442. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65443. * @param x defines the first coordinate
  65444. * @param y defines the second coordinate
  65445. * @returns a new Vector2
  65446. */
  65447. multiplyByFloats(x: number, y: number): Vector2;
  65448. /**
  65449. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65450. * @param otherVector defines the other vector
  65451. * @returns a new Vector2
  65452. */
  65453. divide(otherVector: Vector2): Vector2;
  65454. /**
  65455. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65456. * @param otherVector defines the other vector
  65457. * @param result defines the target vector
  65458. * @returns the unmodified current Vector2
  65459. */
  65460. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65461. /**
  65462. * Divides the current Vector2 coordinates by the given ones
  65463. * @param otherVector defines the other vector
  65464. * @returns the current updated Vector2
  65465. */
  65466. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65467. /**
  65468. * Gets a new Vector2 with current Vector2 negated coordinates
  65469. * @returns a new Vector2
  65470. */
  65471. negate(): Vector2;
  65472. /**
  65473. * Multiply the Vector2 coordinates by scale
  65474. * @param scale defines the scaling factor
  65475. * @returns the current updated Vector2
  65476. */
  65477. scaleInPlace(scale: number): Vector2;
  65478. /**
  65479. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65480. * @param scale defines the scaling factor
  65481. * @returns a new Vector2
  65482. */
  65483. scale(scale: number): Vector2;
  65484. /**
  65485. * Scale the current Vector2 values by a factor to a given Vector2
  65486. * @param scale defines the scale factor
  65487. * @param result defines the Vector2 object where to store the result
  65488. * @returns the unmodified current Vector2
  65489. */
  65490. scaleToRef(scale: number, result: Vector2): Vector2;
  65491. /**
  65492. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65493. * @param scale defines the scale factor
  65494. * @param result defines the Vector2 object where to store the result
  65495. * @returns the unmodified current Vector2
  65496. */
  65497. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65498. /**
  65499. * Gets a boolean if two vectors are equals
  65500. * @param otherVector defines the other vector
  65501. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65502. */
  65503. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65504. /**
  65505. * Gets a boolean if two vectors are equals (using an epsilon value)
  65506. * @param otherVector defines the other vector
  65507. * @param epsilon defines the minimal distance to consider equality
  65508. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65509. */
  65510. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65511. /**
  65512. * Gets a new Vector2 from current Vector2 floored values
  65513. * @returns a new Vector2
  65514. */
  65515. floor(): Vector2;
  65516. /**
  65517. * Gets a new Vector2 from current Vector2 floored values
  65518. * @returns a new Vector2
  65519. */
  65520. fract(): Vector2;
  65521. /**
  65522. * Gets the length of the vector
  65523. * @returns the vector length (float)
  65524. */
  65525. length(): number;
  65526. /**
  65527. * Gets the vector squared length
  65528. * @returns the vector squared length (float)
  65529. */
  65530. lengthSquared(): number;
  65531. /**
  65532. * Normalize the vector
  65533. * @returns the current updated Vector2
  65534. */
  65535. normalize(): Vector2;
  65536. /**
  65537. * Gets a new Vector2 copied from the Vector2
  65538. * @returns a new Vector2
  65539. */
  65540. clone(): Vector2;
  65541. /**
  65542. * Gets a new Vector2(0, 0)
  65543. * @returns a new Vector2
  65544. */
  65545. static Zero(): Vector2;
  65546. /**
  65547. * Gets a new Vector2(1, 1)
  65548. * @returns a new Vector2
  65549. */
  65550. static One(): Vector2;
  65551. /**
  65552. * Gets a new Vector2 set from the given index element of the given array
  65553. * @param array defines the data source
  65554. * @param offset defines the offset in the data source
  65555. * @returns a new Vector2
  65556. */
  65557. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65558. /**
  65559. * Sets "result" from the given index element of the given array
  65560. * @param array defines the data source
  65561. * @param offset defines the offset in the data source
  65562. * @param result defines the target vector
  65563. */
  65564. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65565. /**
  65566. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65567. * @param value1 defines 1st point of control
  65568. * @param value2 defines 2nd point of control
  65569. * @param value3 defines 3rd point of control
  65570. * @param value4 defines 4th point of control
  65571. * @param amount defines the interpolation factor
  65572. * @returns a new Vector2
  65573. */
  65574. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65575. /**
  65576. * 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".
  65577. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65578. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65579. * @param value defines the value to clamp
  65580. * @param min defines the lower limit
  65581. * @param max defines the upper limit
  65582. * @returns a new Vector2
  65583. */
  65584. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65585. /**
  65586. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65587. * @param value1 defines the 1st control point
  65588. * @param tangent1 defines the outgoing tangent
  65589. * @param value2 defines the 2nd control point
  65590. * @param tangent2 defines the incoming tangent
  65591. * @param amount defines the interpolation factor
  65592. * @returns a new Vector2
  65593. */
  65594. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65595. /**
  65596. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65597. * @param start defines the start vector
  65598. * @param end defines the end vector
  65599. * @param amount defines the interpolation factor
  65600. * @returns a new Vector2
  65601. */
  65602. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65603. /**
  65604. * Gets the dot product of the vector "left" and the vector "right"
  65605. * @param left defines first vector
  65606. * @param right defines second vector
  65607. * @returns the dot product (float)
  65608. */
  65609. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65610. /**
  65611. * Returns a new Vector2 equal to the normalized given vector
  65612. * @param vector defines the vector to normalize
  65613. * @returns a new Vector2
  65614. */
  65615. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65616. /**
  65617. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65618. * @param left defines 1st vector
  65619. * @param right defines 2nd vector
  65620. * @returns a new Vector2
  65621. */
  65622. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65623. /**
  65624. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65625. * @param left defines 1st vector
  65626. * @param right defines 2nd vector
  65627. * @returns a new Vector2
  65628. */
  65629. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65630. /**
  65631. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65632. * @param vector defines the vector to transform
  65633. * @param transformation defines the matrix to apply
  65634. * @returns a new Vector2
  65635. */
  65636. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65637. /**
  65638. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65639. * @param vector defines the vector to transform
  65640. * @param transformation defines the matrix to apply
  65641. * @param result defines the target vector
  65642. */
  65643. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65644. /**
  65645. * Determines if a given vector is included in a triangle
  65646. * @param p defines the vector to test
  65647. * @param p0 defines 1st triangle point
  65648. * @param p1 defines 2nd triangle point
  65649. * @param p2 defines 3rd triangle point
  65650. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65651. */
  65652. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65653. /**
  65654. * Gets the distance between the vectors "value1" and "value2"
  65655. * @param value1 defines first vector
  65656. * @param value2 defines second vector
  65657. * @returns the distance between vectors
  65658. */
  65659. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65660. /**
  65661. * Returns the squared distance between the vectors "value1" and "value2"
  65662. * @param value1 defines first vector
  65663. * @param value2 defines second vector
  65664. * @returns the squared distance between vectors
  65665. */
  65666. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65667. /**
  65668. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65669. * @param value1 defines first vector
  65670. * @param value2 defines second vector
  65671. * @returns a new Vector2
  65672. */
  65673. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65674. /**
  65675. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65676. * @param p defines the middle point
  65677. * @param segA defines one point of the segment
  65678. * @param segB defines the other point of the segment
  65679. * @returns the shortest distance
  65680. */
  65681. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65682. }
  65683. /**
  65684. * Classed used to store (x,y,z) vector representation
  65685. * A Vector3 is the main object used in 3D geometry
  65686. * It can represent etiher the coordinates of a point the space, either a direction
  65687. * Reminder: js uses a left handed forward facing system
  65688. */
  65689. export class Vector3 {
  65690. /**
  65691. * Defines the first coordinates (on X axis)
  65692. */
  65693. x: number;
  65694. /**
  65695. * Defines the second coordinates (on Y axis)
  65696. */
  65697. y: number;
  65698. /**
  65699. * Defines the third coordinates (on Z axis)
  65700. */
  65701. z: number;
  65702. private static _UpReadOnly;
  65703. private static _ZeroReadOnly;
  65704. /**
  65705. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65706. * @param x defines the first coordinates (on X axis)
  65707. * @param y defines the second coordinates (on Y axis)
  65708. * @param z defines the third coordinates (on Z axis)
  65709. */
  65710. constructor(
  65711. /**
  65712. * Defines the first coordinates (on X axis)
  65713. */
  65714. x?: number,
  65715. /**
  65716. * Defines the second coordinates (on Y axis)
  65717. */
  65718. y?: number,
  65719. /**
  65720. * Defines the third coordinates (on Z axis)
  65721. */
  65722. z?: number);
  65723. /**
  65724. * Creates a string representation of the Vector3
  65725. * @returns a string with the Vector3 coordinates.
  65726. */
  65727. toString(): string;
  65728. /**
  65729. * Gets the class name
  65730. * @returns the string "Vector3"
  65731. */
  65732. getClassName(): string;
  65733. /**
  65734. * Creates the Vector3 hash code
  65735. * @returns a number which tends to be unique between Vector3 instances
  65736. */
  65737. getHashCode(): number;
  65738. /**
  65739. * Creates an array containing three elements : the coordinates of the Vector3
  65740. * @returns a new array of numbers
  65741. */
  65742. asArray(): number[];
  65743. /**
  65744. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65745. * @param array defines the destination array
  65746. * @param index defines the offset in the destination array
  65747. * @returns the current Vector3
  65748. */
  65749. toArray(array: FloatArray, index?: number): Vector3;
  65750. /**
  65751. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65752. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65753. */
  65754. toQuaternion(): Quaternion;
  65755. /**
  65756. * Adds the given vector to the current Vector3
  65757. * @param otherVector defines the second operand
  65758. * @returns the current updated Vector3
  65759. */
  65760. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65761. /**
  65762. * Adds the given coordinates to the current Vector3
  65763. * @param x defines the x coordinate of the operand
  65764. * @param y defines the y coordinate of the operand
  65765. * @param z defines the z coordinate of the operand
  65766. * @returns the current updated Vector3
  65767. */
  65768. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65769. /**
  65770. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65771. * @param otherVector defines the second operand
  65772. * @returns the resulting Vector3
  65773. */
  65774. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65775. /**
  65776. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65777. * @param otherVector defines the second operand
  65778. * @param result defines the Vector3 object where to store the result
  65779. * @returns the current Vector3
  65780. */
  65781. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65782. /**
  65783. * Subtract the given vector from the current Vector3
  65784. * @param otherVector defines the second operand
  65785. * @returns the current updated Vector3
  65786. */
  65787. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65788. /**
  65789. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65790. * @param otherVector defines the second operand
  65791. * @returns the resulting Vector3
  65792. */
  65793. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65794. /**
  65795. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65796. * @param otherVector defines the second operand
  65797. * @param result defines the Vector3 object where to store the result
  65798. * @returns the current Vector3
  65799. */
  65800. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65801. /**
  65802. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65803. * @param x defines the x coordinate of the operand
  65804. * @param y defines the y coordinate of the operand
  65805. * @param z defines the z coordinate of the operand
  65806. * @returns the resulting Vector3
  65807. */
  65808. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65809. /**
  65810. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65811. * @param x defines the x coordinate of the operand
  65812. * @param y defines the y coordinate of the operand
  65813. * @param z defines the z coordinate of the operand
  65814. * @param result defines the Vector3 object where to store the result
  65815. * @returns the current Vector3
  65816. */
  65817. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65818. /**
  65819. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65820. * @returns a new Vector3
  65821. */
  65822. negate(): Vector3;
  65823. /**
  65824. * Multiplies the Vector3 coordinates by the float "scale"
  65825. * @param scale defines the multiplier factor
  65826. * @returns the current updated Vector3
  65827. */
  65828. scaleInPlace(scale: number): Vector3;
  65829. /**
  65830. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65831. * @param scale defines the multiplier factor
  65832. * @returns a new Vector3
  65833. */
  65834. scale(scale: number): Vector3;
  65835. /**
  65836. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65837. * @param scale defines the multiplier factor
  65838. * @param result defines the Vector3 object where to store the result
  65839. * @returns the current Vector3
  65840. */
  65841. scaleToRef(scale: number, result: Vector3): Vector3;
  65842. /**
  65843. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65844. * @param scale defines the scale factor
  65845. * @param result defines the Vector3 object where to store the result
  65846. * @returns the unmodified current Vector3
  65847. */
  65848. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65849. /**
  65850. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65851. * @param otherVector defines the second operand
  65852. * @returns true if both vectors are equals
  65853. */
  65854. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65855. /**
  65856. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65857. * @param otherVector defines the second operand
  65858. * @param epsilon defines the minimal distance to define values as equals
  65859. * @returns true if both vectors are distant less than epsilon
  65860. */
  65861. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65862. /**
  65863. * Returns true if the current Vector3 coordinates equals the given floats
  65864. * @param x defines the x coordinate of the operand
  65865. * @param y defines the y coordinate of the operand
  65866. * @param z defines the z coordinate of the operand
  65867. * @returns true if both vectors are equals
  65868. */
  65869. equalsToFloats(x: number, y: number, z: number): boolean;
  65870. /**
  65871. * Multiplies the current Vector3 coordinates by the given ones
  65872. * @param otherVector defines the second operand
  65873. * @returns the current updated Vector3
  65874. */
  65875. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65876. /**
  65877. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65878. * @param otherVector defines the second operand
  65879. * @returns the new Vector3
  65880. */
  65881. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65882. /**
  65883. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65884. * @param otherVector defines the second operand
  65885. * @param result defines the Vector3 object where to store the result
  65886. * @returns the current Vector3
  65887. */
  65888. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65889. /**
  65890. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65891. * @param x defines the x coordinate of the operand
  65892. * @param y defines the y coordinate of the operand
  65893. * @param z defines the z coordinate of the operand
  65894. * @returns the new Vector3
  65895. */
  65896. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65897. /**
  65898. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65899. * @param otherVector defines the second operand
  65900. * @returns the new Vector3
  65901. */
  65902. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65903. /**
  65904. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65905. * @param otherVector defines the second operand
  65906. * @param result defines the Vector3 object where to store the result
  65907. * @returns the current Vector3
  65908. */
  65909. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65910. /**
  65911. * Divides the current Vector3 coordinates by the given ones.
  65912. * @param otherVector defines the second operand
  65913. * @returns the current updated Vector3
  65914. */
  65915. divideInPlace(otherVector: Vector3): Vector3;
  65916. /**
  65917. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65918. * @param other defines the second operand
  65919. * @returns the current updated Vector3
  65920. */
  65921. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65922. /**
  65923. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65924. * @param other defines the second operand
  65925. * @returns the current updated Vector3
  65926. */
  65927. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65928. /**
  65929. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65930. * @param x defines the x coordinate of the operand
  65931. * @param y defines the y coordinate of the operand
  65932. * @param z defines the z coordinate of the operand
  65933. * @returns the current updated Vector3
  65934. */
  65935. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65936. /**
  65937. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65938. * @param x defines the x coordinate of the operand
  65939. * @param y defines the y coordinate of the operand
  65940. * @param z defines the z coordinate of the operand
  65941. * @returns the current updated Vector3
  65942. */
  65943. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65944. /**
  65945. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65946. * Check if is non uniform within a certain amount of decimal places to account for this
  65947. * @param epsilon the amount the values can differ
  65948. * @returns if the the vector is non uniform to a certain number of decimal places
  65949. */
  65950. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65951. /**
  65952. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65953. */
  65954. readonly isNonUniform: boolean;
  65955. /**
  65956. * Gets a new Vector3 from current Vector3 floored values
  65957. * @returns a new Vector3
  65958. */
  65959. floor(): Vector3;
  65960. /**
  65961. * Gets a new Vector3 from current Vector3 floored values
  65962. * @returns a new Vector3
  65963. */
  65964. fract(): Vector3;
  65965. /**
  65966. * Gets the length of the Vector3
  65967. * @returns the length of the Vector3
  65968. */
  65969. length(): number;
  65970. /**
  65971. * Gets the squared length of the Vector3
  65972. * @returns squared length of the Vector3
  65973. */
  65974. lengthSquared(): number;
  65975. /**
  65976. * Normalize the current Vector3.
  65977. * Please note that this is an in place operation.
  65978. * @returns the current updated Vector3
  65979. */
  65980. normalize(): Vector3;
  65981. /**
  65982. * Reorders the x y z properties of the vector in place
  65983. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65984. * @returns the current updated vector
  65985. */
  65986. reorderInPlace(order: string): this;
  65987. /**
  65988. * Rotates the vector around 0,0,0 by a quaternion
  65989. * @param quaternion the rotation quaternion
  65990. * @param result vector to store the result
  65991. * @returns the resulting vector
  65992. */
  65993. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65994. /**
  65995. * Rotates a vector around a given point
  65996. * @param quaternion the rotation quaternion
  65997. * @param point the point to rotate around
  65998. * @param result vector to store the result
  65999. * @returns the resulting vector
  66000. */
  66001. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66002. /**
  66003. * Normalize the current Vector3 with the given input length.
  66004. * Please note that this is an in place operation.
  66005. * @param len the length of the vector
  66006. * @returns the current updated Vector3
  66007. */
  66008. normalizeFromLength(len: number): Vector3;
  66009. /**
  66010. * Normalize the current Vector3 to a new vector
  66011. * @returns the new Vector3
  66012. */
  66013. normalizeToNew(): Vector3;
  66014. /**
  66015. * Normalize the current Vector3 to the reference
  66016. * @param reference define the Vector3 to update
  66017. * @returns the updated Vector3
  66018. */
  66019. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66020. /**
  66021. * Creates a new Vector3 copied from the current Vector3
  66022. * @returns the new Vector3
  66023. */
  66024. clone(): Vector3;
  66025. /**
  66026. * Copies the given vector coordinates to the current Vector3 ones
  66027. * @param source defines the source Vector3
  66028. * @returns the current updated Vector3
  66029. */
  66030. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66031. /**
  66032. * Copies the given floats to the current Vector3 coordinates
  66033. * @param x defines the x coordinate of the operand
  66034. * @param y defines the y coordinate of the operand
  66035. * @param z defines the z coordinate of the operand
  66036. * @returns the current updated Vector3
  66037. */
  66038. copyFromFloats(x: number, y: number, z: number): Vector3;
  66039. /**
  66040. * Copies the given floats to the current Vector3 coordinates
  66041. * @param x defines the x coordinate of the operand
  66042. * @param y defines the y coordinate of the operand
  66043. * @param z defines the z coordinate of the operand
  66044. * @returns the current updated Vector3
  66045. */
  66046. set(x: number, y: number, z: number): Vector3;
  66047. /**
  66048. * Copies the given float to the current Vector3 coordinates
  66049. * @param v defines the x, y and z coordinates of the operand
  66050. * @returns the current updated Vector3
  66051. */
  66052. setAll(v: number): Vector3;
  66053. /**
  66054. * Get the clip factor between two vectors
  66055. * @param vector0 defines the first operand
  66056. * @param vector1 defines the second operand
  66057. * @param axis defines the axis to use
  66058. * @param size defines the size along the axis
  66059. * @returns the clip factor
  66060. */
  66061. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66062. /**
  66063. * Get angle between two vectors
  66064. * @param vector0 angle between vector0 and vector1
  66065. * @param vector1 angle between vector0 and vector1
  66066. * @param normal direction of the normal
  66067. * @return the angle between vector0 and vector1
  66068. */
  66069. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66070. /**
  66071. * Returns a new Vector3 set from the index "offset" of the given array
  66072. * @param array defines the source array
  66073. * @param offset defines the offset in the source array
  66074. * @returns the new Vector3
  66075. */
  66076. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66077. /**
  66078. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66079. * This function is deprecated. Use FromArray instead
  66080. * @param array defines the source array
  66081. * @param offset defines the offset in the source array
  66082. * @returns the new Vector3
  66083. */
  66084. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66085. /**
  66086. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66087. * @param array defines the source array
  66088. * @param offset defines the offset in the source array
  66089. * @param result defines the Vector3 where to store the result
  66090. */
  66091. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66092. /**
  66093. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66094. * This function is deprecated. Use FromArrayToRef instead.
  66095. * @param array defines the source array
  66096. * @param offset defines the offset in the source array
  66097. * @param result defines the Vector3 where to store the result
  66098. */
  66099. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66100. /**
  66101. * Sets the given vector "result" with the given floats.
  66102. * @param x defines the x coordinate of the source
  66103. * @param y defines the y coordinate of the source
  66104. * @param z defines the z coordinate of the source
  66105. * @param result defines the Vector3 where to store the result
  66106. */
  66107. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66108. /**
  66109. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66110. * @returns a new empty Vector3
  66111. */
  66112. static Zero(): Vector3;
  66113. /**
  66114. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66115. * @returns a new unit Vector3
  66116. */
  66117. static One(): Vector3;
  66118. /**
  66119. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66120. * @returns a new up Vector3
  66121. */
  66122. static Up(): Vector3;
  66123. /**
  66124. * Gets a up Vector3 that must not be updated
  66125. */
  66126. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66127. /**
  66128. * Gets a zero Vector3 that must not be updated
  66129. */
  66130. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66131. /**
  66132. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66133. * @returns a new down Vector3
  66134. */
  66135. static Down(): Vector3;
  66136. /**
  66137. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66138. * @returns a new forward Vector3
  66139. */
  66140. static Forward(): Vector3;
  66141. /**
  66142. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66143. * @returns a new forward Vector3
  66144. */
  66145. static Backward(): Vector3;
  66146. /**
  66147. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66148. * @returns a new right Vector3
  66149. */
  66150. static Right(): Vector3;
  66151. /**
  66152. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66153. * @returns a new left Vector3
  66154. */
  66155. static Left(): Vector3;
  66156. /**
  66157. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66158. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66159. * @param vector defines the Vector3 to transform
  66160. * @param transformation defines the transformation matrix
  66161. * @returns the transformed Vector3
  66162. */
  66163. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66164. /**
  66165. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66166. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66167. * @param vector defines the Vector3 to transform
  66168. * @param transformation defines the transformation matrix
  66169. * @param result defines the Vector3 where to store the result
  66170. */
  66171. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66172. /**
  66173. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66174. * This method computes tranformed coordinates only, not transformed direction vectors
  66175. * @param x define the x coordinate of the source vector
  66176. * @param y define the y coordinate of the source vector
  66177. * @param z define the z coordinate of the source vector
  66178. * @param transformation defines the transformation matrix
  66179. * @param result defines the Vector3 where to store the result
  66180. */
  66181. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66182. /**
  66183. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66184. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66185. * @param vector defines the Vector3 to transform
  66186. * @param transformation defines the transformation matrix
  66187. * @returns the new Vector3
  66188. */
  66189. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66190. /**
  66191. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66192. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66193. * @param vector defines the Vector3 to transform
  66194. * @param transformation defines the transformation matrix
  66195. * @param result defines the Vector3 where to store the result
  66196. */
  66197. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66198. /**
  66199. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66200. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66201. * @param x define the x coordinate of the source vector
  66202. * @param y define the y coordinate of the source vector
  66203. * @param z define the z coordinate of the source vector
  66204. * @param transformation defines the transformation matrix
  66205. * @param result defines the Vector3 where to store the result
  66206. */
  66207. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66208. /**
  66209. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66210. * @param value1 defines the first control point
  66211. * @param value2 defines the second control point
  66212. * @param value3 defines the third control point
  66213. * @param value4 defines the fourth control point
  66214. * @param amount defines the amount on the spline to use
  66215. * @returns the new Vector3
  66216. */
  66217. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66218. /**
  66219. * 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"
  66220. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66221. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66222. * @param value defines the current value
  66223. * @param min defines the lower range value
  66224. * @param max defines the upper range value
  66225. * @returns the new Vector3
  66226. */
  66227. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66228. /**
  66229. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66230. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66231. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66232. * @param value defines the current value
  66233. * @param min defines the lower range value
  66234. * @param max defines the upper range value
  66235. * @param result defines the Vector3 where to store the result
  66236. */
  66237. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66238. /**
  66239. * Checks if a given vector is inside a specific range
  66240. * @param v defines the vector to test
  66241. * @param min defines the minimum range
  66242. * @param max defines the maximum range
  66243. */
  66244. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66245. /**
  66246. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66247. * @param value1 defines the first control point
  66248. * @param tangent1 defines the first tangent vector
  66249. * @param value2 defines the second control point
  66250. * @param tangent2 defines the second tangent vector
  66251. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66252. * @returns the new Vector3
  66253. */
  66254. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66255. /**
  66256. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66257. * @param start defines the start value
  66258. * @param end defines the end value
  66259. * @param amount max defines amount between both (between 0 and 1)
  66260. * @returns the new Vector3
  66261. */
  66262. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66263. /**
  66264. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66265. * @param start defines the start value
  66266. * @param end defines the end value
  66267. * @param amount max defines amount between both (between 0 and 1)
  66268. * @param result defines the Vector3 where to store the result
  66269. */
  66270. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66271. /**
  66272. * Returns the dot product (float) between the vectors "left" and "right"
  66273. * @param left defines the left operand
  66274. * @param right defines the right operand
  66275. * @returns the dot product
  66276. */
  66277. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66278. /**
  66279. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66280. * The cross product is then orthogonal to both "left" and "right"
  66281. * @param left defines the left operand
  66282. * @param right defines the right operand
  66283. * @returns the cross product
  66284. */
  66285. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66286. /**
  66287. * Sets the given vector "result" with the cross product of "left" and "right"
  66288. * The cross product is then orthogonal to both "left" and "right"
  66289. * @param left defines the left operand
  66290. * @param right defines the right operand
  66291. * @param result defines the Vector3 where to store the result
  66292. */
  66293. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66294. /**
  66295. * Returns a new Vector3 as the normalization of the given vector
  66296. * @param vector defines the Vector3 to normalize
  66297. * @returns the new Vector3
  66298. */
  66299. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66300. /**
  66301. * Sets the given vector "result" with the normalization of the given first vector
  66302. * @param vector defines the Vector3 to normalize
  66303. * @param result defines the Vector3 where to store the result
  66304. */
  66305. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66306. /**
  66307. * Project a Vector3 onto screen space
  66308. * @param vector defines the Vector3 to project
  66309. * @param world defines the world matrix to use
  66310. * @param transform defines the transform (view x projection) matrix to use
  66311. * @param viewport defines the screen viewport to use
  66312. * @returns the new Vector3
  66313. */
  66314. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66315. /** @hidden */
  66316. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66317. /**
  66318. * Unproject from screen space to object space
  66319. * @param source defines the screen space Vector3 to use
  66320. * @param viewportWidth defines the current width of the viewport
  66321. * @param viewportHeight defines the current height of the viewport
  66322. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66323. * @param transform defines the transform (view x projection) matrix to use
  66324. * @returns the new Vector3
  66325. */
  66326. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66327. /**
  66328. * Unproject from screen space to object space
  66329. * @param source defines the screen space Vector3 to use
  66330. * @param viewportWidth defines the current width of the viewport
  66331. * @param viewportHeight defines the current height of the viewport
  66332. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66333. * @param view defines the view matrix to use
  66334. * @param projection defines the projection matrix to use
  66335. * @returns the new Vector3
  66336. */
  66337. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66338. /**
  66339. * Unproject from screen space to object space
  66340. * @param source defines the screen space Vector3 to use
  66341. * @param viewportWidth defines the current width of the viewport
  66342. * @param viewportHeight defines the current height of the viewport
  66343. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66344. * @param view defines the view matrix to use
  66345. * @param projection defines the projection matrix to use
  66346. * @param result defines the Vector3 where to store the result
  66347. */
  66348. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66349. /**
  66350. * Unproject from screen space to object space
  66351. * @param sourceX defines the screen space x coordinate to use
  66352. * @param sourceY defines the screen space y coordinate to use
  66353. * @param sourceZ defines the screen space z coordinate to use
  66354. * @param viewportWidth defines the current width of the viewport
  66355. * @param viewportHeight defines the current height of the viewport
  66356. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66357. * @param view defines the view matrix to use
  66358. * @param projection defines the projection matrix to use
  66359. * @param result defines the Vector3 where to store the result
  66360. */
  66361. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66362. /**
  66363. * Gets the minimal coordinate values between two Vector3
  66364. * @param left defines the first operand
  66365. * @param right defines the second operand
  66366. * @returns the new Vector3
  66367. */
  66368. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66369. /**
  66370. * Gets the maximal coordinate values between two Vector3
  66371. * @param left defines the first operand
  66372. * @param right defines the second operand
  66373. * @returns the new Vector3
  66374. */
  66375. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66376. /**
  66377. * Returns the distance between the vectors "value1" and "value2"
  66378. * @param value1 defines the first operand
  66379. * @param value2 defines the second operand
  66380. * @returns the distance
  66381. */
  66382. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66383. /**
  66384. * Returns the squared distance between the vectors "value1" and "value2"
  66385. * @param value1 defines the first operand
  66386. * @param value2 defines the second operand
  66387. * @returns the squared distance
  66388. */
  66389. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66390. /**
  66391. * Returns a new Vector3 located at the center between "value1" and "value2"
  66392. * @param value1 defines the first operand
  66393. * @param value2 defines the second operand
  66394. * @returns the new Vector3
  66395. */
  66396. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66397. /**
  66398. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66399. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66400. * to something in order to rotate it from its local system to the given target system
  66401. * Note: axis1, axis2 and axis3 are normalized during this operation
  66402. * @param axis1 defines the first axis
  66403. * @param axis2 defines the second axis
  66404. * @param axis3 defines the third axis
  66405. * @returns a new Vector3
  66406. */
  66407. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66408. /**
  66409. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66410. * @param axis1 defines the first axis
  66411. * @param axis2 defines the second axis
  66412. * @param axis3 defines the third axis
  66413. * @param ref defines the Vector3 where to store the result
  66414. */
  66415. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66416. }
  66417. /**
  66418. * Vector4 class created for EulerAngle class conversion to Quaternion
  66419. */
  66420. export class Vector4 {
  66421. /** x value of the vector */
  66422. x: number;
  66423. /** y value of the vector */
  66424. y: number;
  66425. /** z value of the vector */
  66426. z: number;
  66427. /** w value of the vector */
  66428. w: number;
  66429. /**
  66430. * Creates a Vector4 object from the given floats.
  66431. * @param x x value of the vector
  66432. * @param y y value of the vector
  66433. * @param z z value of the vector
  66434. * @param w w value of the vector
  66435. */
  66436. constructor(
  66437. /** x value of the vector */
  66438. x: number,
  66439. /** y value of the vector */
  66440. y: number,
  66441. /** z value of the vector */
  66442. z: number,
  66443. /** w value of the vector */
  66444. w: number);
  66445. /**
  66446. * Returns the string with the Vector4 coordinates.
  66447. * @returns a string containing all the vector values
  66448. */
  66449. toString(): string;
  66450. /**
  66451. * Returns the string "Vector4".
  66452. * @returns "Vector4"
  66453. */
  66454. getClassName(): string;
  66455. /**
  66456. * Returns the Vector4 hash code.
  66457. * @returns a unique hash code
  66458. */
  66459. getHashCode(): number;
  66460. /**
  66461. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66462. * @returns the resulting array
  66463. */
  66464. asArray(): number[];
  66465. /**
  66466. * Populates the given array from the given index with the Vector4 coordinates.
  66467. * @param array array to populate
  66468. * @param index index of the array to start at (default: 0)
  66469. * @returns the Vector4.
  66470. */
  66471. toArray(array: FloatArray, index?: number): Vector4;
  66472. /**
  66473. * Adds the given vector to the current Vector4.
  66474. * @param otherVector the vector to add
  66475. * @returns the updated Vector4.
  66476. */
  66477. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66478. /**
  66479. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66480. * @param otherVector the vector to add
  66481. * @returns the resulting vector
  66482. */
  66483. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66484. /**
  66485. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66486. * @param otherVector the vector to add
  66487. * @param result the vector to store the result
  66488. * @returns the current Vector4.
  66489. */
  66490. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66491. /**
  66492. * Subtract in place the given vector from the current Vector4.
  66493. * @param otherVector the vector to subtract
  66494. * @returns the updated Vector4.
  66495. */
  66496. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66497. /**
  66498. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66499. * @param otherVector the vector to add
  66500. * @returns the new vector with the result
  66501. */
  66502. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66503. /**
  66504. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66505. * @param otherVector the vector to subtract
  66506. * @param result the vector to store the result
  66507. * @returns the current Vector4.
  66508. */
  66509. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66510. /**
  66511. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66512. */
  66513. /**
  66514. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66515. * @param x value to subtract
  66516. * @param y value to subtract
  66517. * @param z value to subtract
  66518. * @param w value to subtract
  66519. * @returns new vector containing the result
  66520. */
  66521. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66522. /**
  66523. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66524. * @param x value to subtract
  66525. * @param y value to subtract
  66526. * @param z value to subtract
  66527. * @param w value to subtract
  66528. * @param result the vector to store the result in
  66529. * @returns the current Vector4.
  66530. */
  66531. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66532. /**
  66533. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66534. * @returns a new vector with the negated values
  66535. */
  66536. negate(): Vector4;
  66537. /**
  66538. * Multiplies the current Vector4 coordinates by scale (float).
  66539. * @param scale the number to scale with
  66540. * @returns the updated Vector4.
  66541. */
  66542. scaleInPlace(scale: number): Vector4;
  66543. /**
  66544. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66545. * @param scale the number to scale with
  66546. * @returns a new vector with the result
  66547. */
  66548. scale(scale: number): Vector4;
  66549. /**
  66550. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66551. * @param scale the number to scale with
  66552. * @param result a vector to store the result in
  66553. * @returns the current Vector4.
  66554. */
  66555. scaleToRef(scale: number, result: Vector4): Vector4;
  66556. /**
  66557. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66558. * @param scale defines the scale factor
  66559. * @param result defines the Vector4 object where to store the result
  66560. * @returns the unmodified current Vector4
  66561. */
  66562. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66563. /**
  66564. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66565. * @param otherVector the vector to compare against
  66566. * @returns true if they are equal
  66567. */
  66568. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66569. /**
  66570. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66571. * @param otherVector vector to compare against
  66572. * @param epsilon (Default: very small number)
  66573. * @returns true if they are equal
  66574. */
  66575. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66576. /**
  66577. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66578. * @param x x value to compare against
  66579. * @param y y value to compare against
  66580. * @param z z value to compare against
  66581. * @param w w value to compare against
  66582. * @returns true if equal
  66583. */
  66584. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66585. /**
  66586. * Multiplies in place the current Vector4 by the given one.
  66587. * @param otherVector vector to multiple with
  66588. * @returns the updated Vector4.
  66589. */
  66590. multiplyInPlace(otherVector: Vector4): Vector4;
  66591. /**
  66592. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66593. * @param otherVector vector to multiple with
  66594. * @returns resulting new vector
  66595. */
  66596. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66597. /**
  66598. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66599. * @param otherVector vector to multiple with
  66600. * @param result vector to store the result
  66601. * @returns the current Vector4.
  66602. */
  66603. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66604. /**
  66605. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66606. * @param x x value multiply with
  66607. * @param y y value multiply with
  66608. * @param z z value multiply with
  66609. * @param w w value multiply with
  66610. * @returns resulting new vector
  66611. */
  66612. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66613. /**
  66614. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66615. * @param otherVector vector to devide with
  66616. * @returns resulting new vector
  66617. */
  66618. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66619. /**
  66620. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66621. * @param otherVector vector to devide with
  66622. * @param result vector to store the result
  66623. * @returns the current Vector4.
  66624. */
  66625. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66626. /**
  66627. * Divides the current Vector3 coordinates by the given ones.
  66628. * @param otherVector vector to devide with
  66629. * @returns the updated Vector3.
  66630. */
  66631. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66632. /**
  66633. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66634. * @param other defines the second operand
  66635. * @returns the current updated Vector4
  66636. */
  66637. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66638. /**
  66639. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66640. * @param other defines the second operand
  66641. * @returns the current updated Vector4
  66642. */
  66643. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66644. /**
  66645. * Gets a new Vector4 from current Vector4 floored values
  66646. * @returns a new Vector4
  66647. */
  66648. floor(): Vector4;
  66649. /**
  66650. * Gets a new Vector4 from current Vector3 floored values
  66651. * @returns a new Vector4
  66652. */
  66653. fract(): Vector4;
  66654. /**
  66655. * Returns the Vector4 length (float).
  66656. * @returns the length
  66657. */
  66658. length(): number;
  66659. /**
  66660. * Returns the Vector4 squared length (float).
  66661. * @returns the length squared
  66662. */
  66663. lengthSquared(): number;
  66664. /**
  66665. * Normalizes in place the Vector4.
  66666. * @returns the updated Vector4.
  66667. */
  66668. normalize(): Vector4;
  66669. /**
  66670. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66671. * @returns this converted to a new vector3
  66672. */
  66673. toVector3(): Vector3;
  66674. /**
  66675. * Returns a new Vector4 copied from the current one.
  66676. * @returns the new cloned vector
  66677. */
  66678. clone(): Vector4;
  66679. /**
  66680. * Updates the current Vector4 with the given one coordinates.
  66681. * @param source the source vector to copy from
  66682. * @returns the updated Vector4.
  66683. */
  66684. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66685. /**
  66686. * Updates the current Vector4 coordinates with the given floats.
  66687. * @param x float to copy from
  66688. * @param y float to copy from
  66689. * @param z float to copy from
  66690. * @param w float to copy from
  66691. * @returns the updated Vector4.
  66692. */
  66693. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66694. /**
  66695. * Updates the current Vector4 coordinates with the given floats.
  66696. * @param x float to set from
  66697. * @param y float to set from
  66698. * @param z float to set from
  66699. * @param w float to set from
  66700. * @returns the updated Vector4.
  66701. */
  66702. set(x: number, y: number, z: number, w: number): Vector4;
  66703. /**
  66704. * Copies the given float to the current Vector3 coordinates
  66705. * @param v defines the x, y, z and w coordinates of the operand
  66706. * @returns the current updated Vector3
  66707. */
  66708. setAll(v: number): Vector4;
  66709. /**
  66710. * Returns a new Vector4 set from the starting index of the given array.
  66711. * @param array the array to pull values from
  66712. * @param offset the offset into the array to start at
  66713. * @returns the new vector
  66714. */
  66715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66716. /**
  66717. * Updates the given vector "result" from the starting index of the given array.
  66718. * @param array the array to pull values from
  66719. * @param offset the offset into the array to start at
  66720. * @param result the vector to store the result in
  66721. */
  66722. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66723. /**
  66724. * Updates the given vector "result" from the starting index of the given Float32Array.
  66725. * @param array the array to pull values from
  66726. * @param offset the offset into the array to start at
  66727. * @param result the vector to store the result in
  66728. */
  66729. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66730. /**
  66731. * Updates the given vector "result" coordinates from the given floats.
  66732. * @param x float to set from
  66733. * @param y float to set from
  66734. * @param z float to set from
  66735. * @param w float to set from
  66736. * @param result the vector to the floats in
  66737. */
  66738. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66739. /**
  66740. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66741. * @returns the new vector
  66742. */
  66743. static Zero(): Vector4;
  66744. /**
  66745. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66746. * @returns the new vector
  66747. */
  66748. static One(): Vector4;
  66749. /**
  66750. * Returns a new normalized Vector4 from the given one.
  66751. * @param vector the vector to normalize
  66752. * @returns the vector
  66753. */
  66754. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66755. /**
  66756. * Updates the given vector "result" from the normalization of the given one.
  66757. * @param vector the vector to normalize
  66758. * @param result the vector to store the result in
  66759. */
  66760. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66761. /**
  66762. * Returns a vector with the minimum values from the left and right vectors
  66763. * @param left left vector to minimize
  66764. * @param right right vector to minimize
  66765. * @returns a new vector with the minimum of the left and right vector values
  66766. */
  66767. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66768. /**
  66769. * Returns a vector with the maximum values from the left and right vectors
  66770. * @param left left vector to maximize
  66771. * @param right right vector to maximize
  66772. * @returns a new vector with the maximum of the left and right vector values
  66773. */
  66774. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66775. /**
  66776. * Returns the distance (float) between the vectors "value1" and "value2".
  66777. * @param value1 value to calulate the distance between
  66778. * @param value2 value to calulate the distance between
  66779. * @return the distance between the two vectors
  66780. */
  66781. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66782. /**
  66783. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66784. * @param value1 value to calulate the distance between
  66785. * @param value2 value to calulate the distance between
  66786. * @return the distance between the two vectors squared
  66787. */
  66788. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66789. /**
  66790. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66791. * @param value1 value to calulate the center between
  66792. * @param value2 value to calulate the center between
  66793. * @return the center between the two vectors
  66794. */
  66795. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66796. /**
  66797. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66798. * This methods computes transformed normalized direction vectors only.
  66799. * @param vector the vector to transform
  66800. * @param transformation the transformation matrix to apply
  66801. * @returns the new vector
  66802. */
  66803. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66804. /**
  66805. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66806. * This methods computes transformed normalized direction vectors only.
  66807. * @param vector the vector to transform
  66808. * @param transformation the transformation matrix to apply
  66809. * @param result the vector to store the result in
  66810. */
  66811. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66812. /**
  66813. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66814. * This methods computes transformed normalized direction vectors only.
  66815. * @param x value to transform
  66816. * @param y value to transform
  66817. * @param z value to transform
  66818. * @param w value to transform
  66819. * @param transformation the transformation matrix to apply
  66820. * @param result the vector to store the results in
  66821. */
  66822. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66823. /**
  66824. * Creates a new Vector4 from a Vector3
  66825. * @param source defines the source data
  66826. * @param w defines the 4th component (default is 0)
  66827. * @returns a new Vector4
  66828. */
  66829. static FromVector3(source: Vector3, w?: number): Vector4;
  66830. }
  66831. /**
  66832. * Class used to store quaternion data
  66833. * @see https://en.wikipedia.org/wiki/Quaternion
  66834. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66835. */
  66836. export class Quaternion {
  66837. /** defines the first component (0 by default) */
  66838. x: number;
  66839. /** defines the second component (0 by default) */
  66840. y: number;
  66841. /** defines the third component (0 by default) */
  66842. z: number;
  66843. /** defines the fourth component (1.0 by default) */
  66844. w: number;
  66845. /**
  66846. * Creates a new Quaternion from the given floats
  66847. * @param x defines the first component (0 by default)
  66848. * @param y defines the second component (0 by default)
  66849. * @param z defines the third component (0 by default)
  66850. * @param w defines the fourth component (1.0 by default)
  66851. */
  66852. constructor(
  66853. /** defines the first component (0 by default) */
  66854. x?: number,
  66855. /** defines the second component (0 by default) */
  66856. y?: number,
  66857. /** defines the third component (0 by default) */
  66858. z?: number,
  66859. /** defines the fourth component (1.0 by default) */
  66860. w?: number);
  66861. /**
  66862. * Gets a string representation for the current quaternion
  66863. * @returns a string with the Quaternion coordinates
  66864. */
  66865. toString(): string;
  66866. /**
  66867. * Gets the class name of the quaternion
  66868. * @returns the string "Quaternion"
  66869. */
  66870. getClassName(): string;
  66871. /**
  66872. * Gets a hash code for this quaternion
  66873. * @returns the quaternion hash code
  66874. */
  66875. getHashCode(): number;
  66876. /**
  66877. * Copy the quaternion to an array
  66878. * @returns a new array populated with 4 elements from the quaternion coordinates
  66879. */
  66880. asArray(): number[];
  66881. /**
  66882. * Check if two quaternions are equals
  66883. * @param otherQuaternion defines the second operand
  66884. * @return true if the current quaternion and the given one coordinates are strictly equals
  66885. */
  66886. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66887. /**
  66888. * Clone the current quaternion
  66889. * @returns a new quaternion copied from the current one
  66890. */
  66891. clone(): Quaternion;
  66892. /**
  66893. * Copy a quaternion to the current one
  66894. * @param other defines the other quaternion
  66895. * @returns the updated current quaternion
  66896. */
  66897. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66898. /**
  66899. * Updates the current quaternion with the given float coordinates
  66900. * @param x defines the x coordinate
  66901. * @param y defines the y coordinate
  66902. * @param z defines the z coordinate
  66903. * @param w defines the w coordinate
  66904. * @returns the updated current quaternion
  66905. */
  66906. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66907. /**
  66908. * Updates the current quaternion from the given float coordinates
  66909. * @param x defines the x coordinate
  66910. * @param y defines the y coordinate
  66911. * @param z defines the z coordinate
  66912. * @param w defines the w coordinate
  66913. * @returns the updated current quaternion
  66914. */
  66915. set(x: number, y: number, z: number, w: number): Quaternion;
  66916. /**
  66917. * Adds two quaternions
  66918. * @param other defines the second operand
  66919. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66920. */
  66921. add(other: DeepImmutable<Quaternion>): Quaternion;
  66922. /**
  66923. * Add a quaternion to the current one
  66924. * @param other defines the quaternion to add
  66925. * @returns the current quaternion
  66926. */
  66927. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66928. /**
  66929. * Subtract two quaternions
  66930. * @param other defines the second operand
  66931. * @returns a new quaternion as the subtraction result of the given one from the current one
  66932. */
  66933. subtract(other: Quaternion): Quaternion;
  66934. /**
  66935. * Multiplies the current quaternion by a scale factor
  66936. * @param value defines the scale factor
  66937. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66938. */
  66939. scale(value: number): Quaternion;
  66940. /**
  66941. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66942. * @param scale defines the scale factor
  66943. * @param result defines the Quaternion object where to store the result
  66944. * @returns the unmodified current quaternion
  66945. */
  66946. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66947. /**
  66948. * Multiplies in place the current quaternion by a scale factor
  66949. * @param value defines the scale factor
  66950. * @returns the current modified quaternion
  66951. */
  66952. scaleInPlace(value: number): Quaternion;
  66953. /**
  66954. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66955. * @param scale defines the scale factor
  66956. * @param result defines the Quaternion object where to store the result
  66957. * @returns the unmodified current quaternion
  66958. */
  66959. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66960. /**
  66961. * Multiplies two quaternions
  66962. * @param q1 defines the second operand
  66963. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66964. */
  66965. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66966. /**
  66967. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66968. * @param q1 defines the second operand
  66969. * @param result defines the target quaternion
  66970. * @returns the current quaternion
  66971. */
  66972. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66973. /**
  66974. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66975. * @param q1 defines the second operand
  66976. * @returns the currentupdated quaternion
  66977. */
  66978. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66979. /**
  66980. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66981. * @param ref defines the target quaternion
  66982. * @returns the current quaternion
  66983. */
  66984. conjugateToRef(ref: Quaternion): Quaternion;
  66985. /**
  66986. * Conjugates in place (1-q) the current quaternion
  66987. * @returns the current updated quaternion
  66988. */
  66989. conjugateInPlace(): Quaternion;
  66990. /**
  66991. * Conjugates in place (1-q) the current quaternion
  66992. * @returns a new quaternion
  66993. */
  66994. conjugate(): Quaternion;
  66995. /**
  66996. * Gets length of current quaternion
  66997. * @returns the quaternion length (float)
  66998. */
  66999. length(): number;
  67000. /**
  67001. * Normalize in place the current quaternion
  67002. * @returns the current updated quaternion
  67003. */
  67004. normalize(): Quaternion;
  67005. /**
  67006. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67007. * @param order is a reserved parameter and is ignore for now
  67008. * @returns a new Vector3 containing the Euler angles
  67009. */
  67010. toEulerAngles(order?: string): Vector3;
  67011. /**
  67012. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67013. * @param result defines the vector which will be filled with the Euler angles
  67014. * @param order is a reserved parameter and is ignore for now
  67015. * @returns the current unchanged quaternion
  67016. */
  67017. toEulerAnglesToRef(result: Vector3): Quaternion;
  67018. /**
  67019. * Updates the given rotation matrix with the current quaternion values
  67020. * @param result defines the target matrix
  67021. * @returns the current unchanged quaternion
  67022. */
  67023. toRotationMatrix(result: Matrix): Quaternion;
  67024. /**
  67025. * Updates the current quaternion from the given rotation matrix values
  67026. * @param matrix defines the source matrix
  67027. * @returns the current updated quaternion
  67028. */
  67029. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67030. /**
  67031. * Creates a new quaternion from a rotation matrix
  67032. * @param matrix defines the source matrix
  67033. * @returns a new quaternion created from the given rotation matrix values
  67034. */
  67035. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67036. /**
  67037. * Updates the given quaternion with the given rotation matrix values
  67038. * @param matrix defines the source matrix
  67039. * @param result defines the target quaternion
  67040. */
  67041. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67042. /**
  67043. * Returns the dot product (float) between the quaternions "left" and "right"
  67044. * @param left defines the left operand
  67045. * @param right defines the right operand
  67046. * @returns the dot product
  67047. */
  67048. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67049. /**
  67050. * Checks if the two quaternions are close to each other
  67051. * @param quat0 defines the first quaternion to check
  67052. * @param quat1 defines the second quaternion to check
  67053. * @returns true if the two quaternions are close to each other
  67054. */
  67055. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67056. /**
  67057. * Creates an empty quaternion
  67058. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67059. */
  67060. static Zero(): Quaternion;
  67061. /**
  67062. * Inverse a given quaternion
  67063. * @param q defines the source quaternion
  67064. * @returns a new quaternion as the inverted current quaternion
  67065. */
  67066. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67067. /**
  67068. * Inverse a given quaternion
  67069. * @param q defines the source quaternion
  67070. * @param result the quaternion the result will be stored in
  67071. * @returns the result quaternion
  67072. */
  67073. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67074. /**
  67075. * Creates an identity quaternion
  67076. * @returns the identity quaternion
  67077. */
  67078. static Identity(): Quaternion;
  67079. /**
  67080. * Gets a boolean indicating if the given quaternion is identity
  67081. * @param quaternion defines the quaternion to check
  67082. * @returns true if the quaternion is identity
  67083. */
  67084. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67085. /**
  67086. * Creates a quaternion from a rotation around an axis
  67087. * @param axis defines the axis to use
  67088. * @param angle defines the angle to use
  67089. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67090. */
  67091. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67092. /**
  67093. * Creates a rotation around an axis and stores it into the given quaternion
  67094. * @param axis defines the axis to use
  67095. * @param angle defines the angle to use
  67096. * @param result defines the target quaternion
  67097. * @returns the target quaternion
  67098. */
  67099. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67100. /**
  67101. * Creates a new quaternion from data stored into an array
  67102. * @param array defines the data source
  67103. * @param offset defines the offset in the source array where the data starts
  67104. * @returns a new quaternion
  67105. */
  67106. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67107. /**
  67108. * Create a quaternion from Euler rotation angles
  67109. * @param x Pitch
  67110. * @param y Yaw
  67111. * @param z Roll
  67112. * @returns the new Quaternion
  67113. */
  67114. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67115. /**
  67116. * Updates a quaternion from Euler rotation angles
  67117. * @param x Pitch
  67118. * @param y Yaw
  67119. * @param z Roll
  67120. * @param result the quaternion to store the result
  67121. * @returns the updated quaternion
  67122. */
  67123. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67124. /**
  67125. * Create a quaternion from Euler rotation vector
  67126. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67127. * @returns the new Quaternion
  67128. */
  67129. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67130. /**
  67131. * Updates a quaternion from Euler rotation vector
  67132. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67133. * @param result the quaternion to store the result
  67134. * @returns the updated quaternion
  67135. */
  67136. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67137. /**
  67138. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67139. * @param yaw defines the rotation around Y axis
  67140. * @param pitch defines the rotation around X axis
  67141. * @param roll defines the rotation around Z axis
  67142. * @returns the new quaternion
  67143. */
  67144. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67145. /**
  67146. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67147. * @param yaw defines the rotation around Y axis
  67148. * @param pitch defines the rotation around X axis
  67149. * @param roll defines the rotation around Z axis
  67150. * @param result defines the target quaternion
  67151. */
  67152. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67153. /**
  67154. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67155. * @param alpha defines the rotation around first axis
  67156. * @param beta defines the rotation around second axis
  67157. * @param gamma defines the rotation around third axis
  67158. * @returns the new quaternion
  67159. */
  67160. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67161. /**
  67162. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67163. * @param alpha defines the rotation around first axis
  67164. * @param beta defines the rotation around second axis
  67165. * @param gamma defines the rotation around third axis
  67166. * @param result defines the target quaternion
  67167. */
  67168. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67169. /**
  67170. * 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)
  67171. * @param axis1 defines the first axis
  67172. * @param axis2 defines the second axis
  67173. * @param axis3 defines the third axis
  67174. * @returns the new quaternion
  67175. */
  67176. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67177. /**
  67178. * 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
  67179. * @param axis1 defines the first axis
  67180. * @param axis2 defines the second axis
  67181. * @param axis3 defines the third axis
  67182. * @param ref defines the target quaternion
  67183. */
  67184. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67185. /**
  67186. * Interpolates between two quaternions
  67187. * @param left defines first quaternion
  67188. * @param right defines second quaternion
  67189. * @param amount defines the gradient to use
  67190. * @returns the new interpolated quaternion
  67191. */
  67192. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67193. /**
  67194. * Interpolates between two quaternions and stores it into a target quaternion
  67195. * @param left defines first quaternion
  67196. * @param right defines second quaternion
  67197. * @param amount defines the gradient to use
  67198. * @param result defines the target quaternion
  67199. */
  67200. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67201. /**
  67202. * Interpolate between two quaternions using Hermite interpolation
  67203. * @param value1 defines first quaternion
  67204. * @param tangent1 defines the incoming tangent
  67205. * @param value2 defines second quaternion
  67206. * @param tangent2 defines the outgoing tangent
  67207. * @param amount defines the target quaternion
  67208. * @returns the new interpolated quaternion
  67209. */
  67210. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67211. }
  67212. /**
  67213. * Class used to store matrix data (4x4)
  67214. */
  67215. export class Matrix {
  67216. private static _updateFlagSeed;
  67217. private static _identityReadOnly;
  67218. private _isIdentity;
  67219. private _isIdentityDirty;
  67220. private _isIdentity3x2;
  67221. private _isIdentity3x2Dirty;
  67222. /**
  67223. * Gets the update flag of the matrix which is an unique number for the matrix.
  67224. * It will be incremented every time the matrix data change.
  67225. * You can use it to speed the comparison between two versions of the same matrix.
  67226. */
  67227. updateFlag: number;
  67228. private readonly _m;
  67229. /**
  67230. * Gets the internal data of the matrix
  67231. */
  67232. readonly m: DeepImmutable<Float32Array>;
  67233. /** @hidden */
  67234. _markAsUpdated(): void;
  67235. /** @hidden */
  67236. private _updateIdentityStatus;
  67237. /**
  67238. * Creates an empty matrix (filled with zeros)
  67239. */
  67240. constructor();
  67241. /**
  67242. * Check if the current matrix is identity
  67243. * @returns true is the matrix is the identity matrix
  67244. */
  67245. isIdentity(): boolean;
  67246. /**
  67247. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67248. * @returns true is the matrix is the identity matrix
  67249. */
  67250. isIdentityAs3x2(): boolean;
  67251. /**
  67252. * Gets the determinant of the matrix
  67253. * @returns the matrix determinant
  67254. */
  67255. determinant(): number;
  67256. /**
  67257. * Returns the matrix as a Float32Array
  67258. * @returns the matrix underlying array
  67259. */
  67260. toArray(): DeepImmutable<Float32Array>;
  67261. /**
  67262. * Returns the matrix as a Float32Array
  67263. * @returns the matrix underlying array.
  67264. */
  67265. asArray(): DeepImmutable<Float32Array>;
  67266. /**
  67267. * Inverts the current matrix in place
  67268. * @returns the current inverted matrix
  67269. */
  67270. invert(): Matrix;
  67271. /**
  67272. * Sets all the matrix elements to zero
  67273. * @returns the current matrix
  67274. */
  67275. reset(): Matrix;
  67276. /**
  67277. * Adds the current matrix with a second one
  67278. * @param other defines the matrix to add
  67279. * @returns a new matrix as the addition of the current matrix and the given one
  67280. */
  67281. add(other: DeepImmutable<Matrix>): Matrix;
  67282. /**
  67283. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67284. * @param other defines the matrix to add
  67285. * @param result defines the target matrix
  67286. * @returns the current matrix
  67287. */
  67288. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67289. /**
  67290. * Adds in place the given matrix to the current matrix
  67291. * @param other defines the second operand
  67292. * @returns the current updated matrix
  67293. */
  67294. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67295. /**
  67296. * Sets the given matrix to the current inverted Matrix
  67297. * @param other defines the target matrix
  67298. * @returns the unmodified current matrix
  67299. */
  67300. invertToRef(other: Matrix): Matrix;
  67301. /**
  67302. * add a value at the specified position in the current Matrix
  67303. * @param index the index of the value within the matrix. between 0 and 15.
  67304. * @param value the value to be added
  67305. * @returns the current updated matrix
  67306. */
  67307. addAtIndex(index: number, value: number): Matrix;
  67308. /**
  67309. * mutiply the specified position in the current Matrix by a value
  67310. * @param index the index of the value within the matrix. between 0 and 15.
  67311. * @param value the value to be added
  67312. * @returns the current updated matrix
  67313. */
  67314. multiplyAtIndex(index: number, value: number): Matrix;
  67315. /**
  67316. * Inserts the translation vector (using 3 floats) in the current matrix
  67317. * @param x defines the 1st component of the translation
  67318. * @param y defines the 2nd component of the translation
  67319. * @param z defines the 3rd component of the translation
  67320. * @returns the current updated matrix
  67321. */
  67322. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67323. /**
  67324. * Adds the translation vector (using 3 floats) in the current matrix
  67325. * @param x defines the 1st component of the translation
  67326. * @param y defines the 2nd component of the translation
  67327. * @param z defines the 3rd component of the translation
  67328. * @returns the current updated matrix
  67329. */
  67330. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67331. /**
  67332. * Inserts the translation vector in the current matrix
  67333. * @param vector3 defines the translation to insert
  67334. * @returns the current updated matrix
  67335. */
  67336. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67337. /**
  67338. * Gets the translation value of the current matrix
  67339. * @returns a new Vector3 as the extracted translation from the matrix
  67340. */
  67341. getTranslation(): Vector3;
  67342. /**
  67343. * Fill a Vector3 with the extracted translation from the matrix
  67344. * @param result defines the Vector3 where to store the translation
  67345. * @returns the current matrix
  67346. */
  67347. getTranslationToRef(result: Vector3): Matrix;
  67348. /**
  67349. * Remove rotation and scaling part from the matrix
  67350. * @returns the updated matrix
  67351. */
  67352. removeRotationAndScaling(): Matrix;
  67353. /**
  67354. * Multiply two matrices
  67355. * @param other defines the second operand
  67356. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67357. */
  67358. multiply(other: DeepImmutable<Matrix>): Matrix;
  67359. /**
  67360. * Copy the current matrix from the given one
  67361. * @param other defines the source matrix
  67362. * @returns the current updated matrix
  67363. */
  67364. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67365. /**
  67366. * Populates the given array from the starting index with the current matrix values
  67367. * @param array defines the target array
  67368. * @param offset defines the offset in the target array where to start storing values
  67369. * @returns the current matrix
  67370. */
  67371. copyToArray(array: Float32Array, offset?: number): Matrix;
  67372. /**
  67373. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67374. * @param other defines the second operand
  67375. * @param result defines the matrix where to store the multiplication
  67376. * @returns the current matrix
  67377. */
  67378. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67379. /**
  67380. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67381. * @param other defines the second operand
  67382. * @param result defines the array where to store the multiplication
  67383. * @param offset defines the offset in the target array where to start storing values
  67384. * @returns the current matrix
  67385. */
  67386. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67387. /**
  67388. * Check equality between this matrix and a second one
  67389. * @param value defines the second matrix to compare
  67390. * @returns true is the current matrix and the given one values are strictly equal
  67391. */
  67392. equals(value: DeepImmutable<Matrix>): boolean;
  67393. /**
  67394. * Clone the current matrix
  67395. * @returns a new matrix from the current matrix
  67396. */
  67397. clone(): Matrix;
  67398. /**
  67399. * Returns the name of the current matrix class
  67400. * @returns the string "Matrix"
  67401. */
  67402. getClassName(): string;
  67403. /**
  67404. * Gets the hash code of the current matrix
  67405. * @returns the hash code
  67406. */
  67407. getHashCode(): number;
  67408. /**
  67409. * Decomposes the current Matrix into a translation, rotation and scaling components
  67410. * @param scale defines the scale vector3 given as a reference to update
  67411. * @param rotation defines the rotation quaternion given as a reference to update
  67412. * @param translation defines the translation vector3 given as a reference to update
  67413. * @returns true if operation was successful
  67414. */
  67415. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67416. /**
  67417. * Gets specific row of the matrix
  67418. * @param index defines the number of the row to get
  67419. * @returns the index-th row of the current matrix as a new Vector4
  67420. */
  67421. getRow(index: number): Nullable<Vector4>;
  67422. /**
  67423. * Sets the index-th row of the current matrix to the vector4 values
  67424. * @param index defines the number of the row to set
  67425. * @param row defines the target vector4
  67426. * @returns the updated current matrix
  67427. */
  67428. setRow(index: number, row: Vector4): Matrix;
  67429. /**
  67430. * Compute the transpose of the matrix
  67431. * @returns the new transposed matrix
  67432. */
  67433. transpose(): Matrix;
  67434. /**
  67435. * Compute the transpose of the matrix and store it in a given matrix
  67436. * @param result defines the target matrix
  67437. * @returns the current matrix
  67438. */
  67439. transposeToRef(result: Matrix): Matrix;
  67440. /**
  67441. * Sets the index-th row of the current matrix with the given 4 x float values
  67442. * @param index defines the row index
  67443. * @param x defines the x component to set
  67444. * @param y defines the y component to set
  67445. * @param z defines the z component to set
  67446. * @param w defines the w component to set
  67447. * @returns the updated current matrix
  67448. */
  67449. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67450. /**
  67451. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67452. * @param scale defines the scale factor
  67453. * @returns a new matrix
  67454. */
  67455. scale(scale: number): Matrix;
  67456. /**
  67457. * Scale the current matrix values by a factor to a given result matrix
  67458. * @param scale defines the scale factor
  67459. * @param result defines the matrix to store the result
  67460. * @returns the current matrix
  67461. */
  67462. scaleToRef(scale: number, result: Matrix): Matrix;
  67463. /**
  67464. * Scale the current matrix values by a factor and add the result to a given matrix
  67465. * @param scale defines the scale factor
  67466. * @param result defines the Matrix to store the result
  67467. * @returns the current matrix
  67468. */
  67469. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67470. /**
  67471. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67472. * @param ref matrix to store the result
  67473. */
  67474. toNormalMatrix(ref: Matrix): void;
  67475. /**
  67476. * Gets only rotation part of the current matrix
  67477. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67478. */
  67479. getRotationMatrix(): Matrix;
  67480. /**
  67481. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67482. * @param result defines the target matrix to store data to
  67483. * @returns the current matrix
  67484. */
  67485. getRotationMatrixToRef(result: Matrix): Matrix;
  67486. /**
  67487. * Toggles model matrix from being right handed to left handed in place and vice versa
  67488. */
  67489. toggleModelMatrixHandInPlace(): void;
  67490. /**
  67491. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67492. */
  67493. toggleProjectionMatrixHandInPlace(): void;
  67494. /**
  67495. * Creates a matrix from an array
  67496. * @param array defines the source array
  67497. * @param offset defines an offset in the source array
  67498. * @returns a new Matrix set from the starting index of the given array
  67499. */
  67500. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67501. /**
  67502. * Copy the content of an array into a given matrix
  67503. * @param array defines the source array
  67504. * @param offset defines an offset in the source array
  67505. * @param result defines the target matrix
  67506. */
  67507. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67508. /**
  67509. * Stores an array into a matrix after having multiplied each component by a given factor
  67510. * @param array defines the source array
  67511. * @param offset defines the offset in the source array
  67512. * @param scale defines the scaling factor
  67513. * @param result defines the target matrix
  67514. */
  67515. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67516. /**
  67517. * Gets an identity matrix that must not be updated
  67518. */
  67519. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67520. /**
  67521. * Stores a list of values (16) inside a given matrix
  67522. * @param initialM11 defines 1st value of 1st row
  67523. * @param initialM12 defines 2nd value of 1st row
  67524. * @param initialM13 defines 3rd value of 1st row
  67525. * @param initialM14 defines 4th value of 1st row
  67526. * @param initialM21 defines 1st value of 2nd row
  67527. * @param initialM22 defines 2nd value of 2nd row
  67528. * @param initialM23 defines 3rd value of 2nd row
  67529. * @param initialM24 defines 4th value of 2nd row
  67530. * @param initialM31 defines 1st value of 3rd row
  67531. * @param initialM32 defines 2nd value of 3rd row
  67532. * @param initialM33 defines 3rd value of 3rd row
  67533. * @param initialM34 defines 4th value of 3rd row
  67534. * @param initialM41 defines 1st value of 4th row
  67535. * @param initialM42 defines 2nd value of 4th row
  67536. * @param initialM43 defines 3rd value of 4th row
  67537. * @param initialM44 defines 4th value of 4th row
  67538. * @param result defines the target matrix
  67539. */
  67540. 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;
  67541. /**
  67542. * Creates new matrix from a list of values (16)
  67543. * @param initialM11 defines 1st value of 1st row
  67544. * @param initialM12 defines 2nd value of 1st row
  67545. * @param initialM13 defines 3rd value of 1st row
  67546. * @param initialM14 defines 4th value of 1st row
  67547. * @param initialM21 defines 1st value of 2nd row
  67548. * @param initialM22 defines 2nd value of 2nd row
  67549. * @param initialM23 defines 3rd value of 2nd row
  67550. * @param initialM24 defines 4th value of 2nd row
  67551. * @param initialM31 defines 1st value of 3rd row
  67552. * @param initialM32 defines 2nd value of 3rd row
  67553. * @param initialM33 defines 3rd value of 3rd row
  67554. * @param initialM34 defines 4th value of 3rd row
  67555. * @param initialM41 defines 1st value of 4th row
  67556. * @param initialM42 defines 2nd value of 4th row
  67557. * @param initialM43 defines 3rd value of 4th row
  67558. * @param initialM44 defines 4th value of 4th row
  67559. * @returns the new matrix
  67560. */
  67561. 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;
  67562. /**
  67563. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67564. * @param scale defines the scale vector3
  67565. * @param rotation defines the rotation quaternion
  67566. * @param translation defines the translation vector3
  67567. * @returns a new matrix
  67568. */
  67569. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67570. /**
  67571. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67572. * @param scale defines the scale vector3
  67573. * @param rotation defines the rotation quaternion
  67574. * @param translation defines the translation vector3
  67575. * @param result defines the target matrix
  67576. */
  67577. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67578. /**
  67579. * Creates a new identity matrix
  67580. * @returns a new identity matrix
  67581. */
  67582. static Identity(): Matrix;
  67583. /**
  67584. * Creates a new identity matrix and stores the result in a given matrix
  67585. * @param result defines the target matrix
  67586. */
  67587. static IdentityToRef(result: Matrix): void;
  67588. /**
  67589. * Creates a new zero matrix
  67590. * @returns a new zero matrix
  67591. */
  67592. static Zero(): Matrix;
  67593. /**
  67594. * Creates a new rotation matrix for "angle" radians around the X axis
  67595. * @param angle defines the angle (in radians) to use
  67596. * @return the new matrix
  67597. */
  67598. static RotationX(angle: number): Matrix;
  67599. /**
  67600. * Creates a new matrix as the invert of a given matrix
  67601. * @param source defines the source matrix
  67602. * @returns the new matrix
  67603. */
  67604. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67605. /**
  67606. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67607. * @param angle defines the angle (in radians) to use
  67608. * @param result defines the target matrix
  67609. */
  67610. static RotationXToRef(angle: number, result: Matrix): void;
  67611. /**
  67612. * Creates a new rotation matrix for "angle" radians around the Y axis
  67613. * @param angle defines the angle (in radians) to use
  67614. * @return the new matrix
  67615. */
  67616. static RotationY(angle: number): Matrix;
  67617. /**
  67618. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67619. * @param angle defines the angle (in radians) to use
  67620. * @param result defines the target matrix
  67621. */
  67622. static RotationYToRef(angle: number, result: Matrix): void;
  67623. /**
  67624. * Creates a new rotation matrix for "angle" radians around the Z axis
  67625. * @param angle defines the angle (in radians) to use
  67626. * @return the new matrix
  67627. */
  67628. static RotationZ(angle: number): Matrix;
  67629. /**
  67630. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67631. * @param angle defines the angle (in radians) to use
  67632. * @param result defines the target matrix
  67633. */
  67634. static RotationZToRef(angle: number, result: Matrix): void;
  67635. /**
  67636. * Creates a new rotation matrix for "angle" radians around the given axis
  67637. * @param axis defines the axis to use
  67638. * @param angle defines the angle (in radians) to use
  67639. * @return the new matrix
  67640. */
  67641. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67642. /**
  67643. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67644. * @param axis defines the axis to use
  67645. * @param angle defines the angle (in radians) to use
  67646. * @param result defines the target matrix
  67647. */
  67648. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67649. /**
  67650. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67651. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67652. * @param from defines the vector to align
  67653. * @param to defines the vector to align to
  67654. * @param result defines the target matrix
  67655. */
  67656. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67657. /**
  67658. * Creates a rotation matrix
  67659. * @param yaw defines the yaw angle in radians (Y axis)
  67660. * @param pitch defines the pitch angle in radians (X axis)
  67661. * @param roll defines the roll angle in radians (X axis)
  67662. * @returns the new rotation matrix
  67663. */
  67664. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67665. /**
  67666. * Creates a rotation matrix and stores it in a given matrix
  67667. * @param yaw defines the yaw angle in radians (Y axis)
  67668. * @param pitch defines the pitch angle in radians (X axis)
  67669. * @param roll defines the roll angle in radians (X axis)
  67670. * @param result defines the target matrix
  67671. */
  67672. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67673. /**
  67674. * Creates a scaling matrix
  67675. * @param x defines the scale factor on X axis
  67676. * @param y defines the scale factor on Y axis
  67677. * @param z defines the scale factor on Z axis
  67678. * @returns the new matrix
  67679. */
  67680. static Scaling(x: number, y: number, z: number): Matrix;
  67681. /**
  67682. * Creates a scaling matrix and stores it in a given matrix
  67683. * @param x defines the scale factor on X axis
  67684. * @param y defines the scale factor on Y axis
  67685. * @param z defines the scale factor on Z axis
  67686. * @param result defines the target matrix
  67687. */
  67688. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67689. /**
  67690. * Creates a translation matrix
  67691. * @param x defines the translation on X axis
  67692. * @param y defines the translation on Y axis
  67693. * @param z defines the translationon Z axis
  67694. * @returns the new matrix
  67695. */
  67696. static Translation(x: number, y: number, z: number): Matrix;
  67697. /**
  67698. * Creates a translation matrix and stores it in a given matrix
  67699. * @param x defines the translation on X axis
  67700. * @param y defines the translation on Y axis
  67701. * @param z defines the translationon Z axis
  67702. * @param result defines the target matrix
  67703. */
  67704. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67705. /**
  67706. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67707. * @param startValue defines the start value
  67708. * @param endValue defines the end value
  67709. * @param gradient defines the gradient factor
  67710. * @returns the new matrix
  67711. */
  67712. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67713. /**
  67714. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67715. * @param startValue defines the start value
  67716. * @param endValue defines the end value
  67717. * @param gradient defines the gradient factor
  67718. * @param result defines the Matrix object where to store data
  67719. */
  67720. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67721. /**
  67722. * Builds a new matrix whose values are computed by:
  67723. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67724. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67725. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67726. * @param startValue defines the first matrix
  67727. * @param endValue defines the second matrix
  67728. * @param gradient defines the gradient between the two matrices
  67729. * @returns the new matrix
  67730. */
  67731. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67732. /**
  67733. * Update a matrix to values which are computed by:
  67734. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67735. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67736. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67737. * @param startValue defines the first matrix
  67738. * @param endValue defines the second matrix
  67739. * @param gradient defines the gradient between the two matrices
  67740. * @param result defines the target matrix
  67741. */
  67742. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67743. /**
  67744. * 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"
  67745. * This function works in left handed mode
  67746. * @param eye defines the final position of the entity
  67747. * @param target defines where the entity should look at
  67748. * @param up defines the up vector for the entity
  67749. * @returns the new matrix
  67750. */
  67751. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67752. /**
  67753. * 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".
  67754. * This function works in left handed mode
  67755. * @param eye defines the final position of the entity
  67756. * @param target defines where the entity should look at
  67757. * @param up defines the up vector for the entity
  67758. * @param result defines the target matrix
  67759. */
  67760. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67761. /**
  67762. * 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"
  67763. * This function works in right handed mode
  67764. * @param eye defines the final position of the entity
  67765. * @param target defines where the entity should look at
  67766. * @param up defines the up vector for the entity
  67767. * @returns the new matrix
  67768. */
  67769. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67770. /**
  67771. * 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".
  67772. * This function works in right handed mode
  67773. * @param eye defines the final position of the entity
  67774. * @param target defines where the entity should look at
  67775. * @param up defines the up vector for the entity
  67776. * @param result defines the target matrix
  67777. */
  67778. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67779. /**
  67780. * Create a left-handed orthographic projection matrix
  67781. * @param width defines the viewport width
  67782. * @param height defines the viewport height
  67783. * @param znear defines the near clip plane
  67784. * @param zfar defines the far clip plane
  67785. * @returns a new matrix as a left-handed orthographic projection matrix
  67786. */
  67787. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67788. /**
  67789. * Store a left-handed orthographic projection to a given matrix
  67790. * @param width defines the viewport width
  67791. * @param height defines the viewport height
  67792. * @param znear defines the near clip plane
  67793. * @param zfar defines the far clip plane
  67794. * @param result defines the target matrix
  67795. */
  67796. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67797. /**
  67798. * Create a left-handed orthographic projection matrix
  67799. * @param left defines the viewport left coordinate
  67800. * @param right defines the viewport right coordinate
  67801. * @param bottom defines the viewport bottom coordinate
  67802. * @param top defines the viewport top coordinate
  67803. * @param znear defines the near clip plane
  67804. * @param zfar defines the far clip plane
  67805. * @returns a new matrix as a left-handed orthographic projection matrix
  67806. */
  67807. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67808. /**
  67809. * Stores a left-handed orthographic projection into a given matrix
  67810. * @param left defines the viewport left coordinate
  67811. * @param right defines the viewport right coordinate
  67812. * @param bottom defines the viewport bottom coordinate
  67813. * @param top defines the viewport top coordinate
  67814. * @param znear defines the near clip plane
  67815. * @param zfar defines the far clip plane
  67816. * @param result defines the target matrix
  67817. */
  67818. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67819. /**
  67820. * Creates a right-handed orthographic projection matrix
  67821. * @param left defines the viewport left coordinate
  67822. * @param right defines the viewport right coordinate
  67823. * @param bottom defines the viewport bottom coordinate
  67824. * @param top defines the viewport top coordinate
  67825. * @param znear defines the near clip plane
  67826. * @param zfar defines the far clip plane
  67827. * @returns a new matrix as a right-handed orthographic projection matrix
  67828. */
  67829. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67830. /**
  67831. * Stores a right-handed orthographic projection into a given matrix
  67832. * @param left defines the viewport left coordinate
  67833. * @param right defines the viewport right coordinate
  67834. * @param bottom defines the viewport bottom coordinate
  67835. * @param top defines the viewport top coordinate
  67836. * @param znear defines the near clip plane
  67837. * @param zfar defines the far clip plane
  67838. * @param result defines the target matrix
  67839. */
  67840. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67841. /**
  67842. * Creates a left-handed perspective projection matrix
  67843. * @param width defines the viewport width
  67844. * @param height defines the viewport height
  67845. * @param znear defines the near clip plane
  67846. * @param zfar defines the far clip plane
  67847. * @returns a new matrix as a left-handed perspective projection matrix
  67848. */
  67849. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67850. /**
  67851. * Creates a left-handed perspective projection matrix
  67852. * @param fov defines the horizontal field of view
  67853. * @param aspect defines the aspect ratio
  67854. * @param znear defines the near clip plane
  67855. * @param zfar defines the far clip plane
  67856. * @returns a new matrix as a left-handed perspective projection matrix
  67857. */
  67858. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67859. /**
  67860. * Stores a left-handed perspective projection into a given matrix
  67861. * @param fov defines the horizontal field of view
  67862. * @param aspect defines the aspect ratio
  67863. * @param znear defines the near clip plane
  67864. * @param zfar defines the far clip plane
  67865. * @param result defines the target matrix
  67866. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67867. */
  67868. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67869. /**
  67870. * Creates a right-handed perspective projection matrix
  67871. * @param fov defines the horizontal field of view
  67872. * @param aspect defines the aspect ratio
  67873. * @param znear defines the near clip plane
  67874. * @param zfar defines the far clip plane
  67875. * @returns a new matrix as a right-handed perspective projection matrix
  67876. */
  67877. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67878. /**
  67879. * Stores a right-handed perspective projection into a given matrix
  67880. * @param fov defines the horizontal field of view
  67881. * @param aspect defines the aspect ratio
  67882. * @param znear defines the near clip plane
  67883. * @param zfar defines the far clip plane
  67884. * @param result defines the target matrix
  67885. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67886. */
  67887. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67888. /**
  67889. * Stores a perspective projection for WebVR info a given matrix
  67890. * @param fov defines the field of view
  67891. * @param znear defines the near clip plane
  67892. * @param zfar defines the far clip plane
  67893. * @param result defines the target matrix
  67894. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67895. */
  67896. static PerspectiveFovWebVRToRef(fov: {
  67897. upDegrees: number;
  67898. downDegrees: number;
  67899. leftDegrees: number;
  67900. rightDegrees: number;
  67901. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67902. /**
  67903. * Computes a complete transformation matrix
  67904. * @param viewport defines the viewport to use
  67905. * @param world defines the world matrix
  67906. * @param view defines the view matrix
  67907. * @param projection defines the projection matrix
  67908. * @param zmin defines the near clip plane
  67909. * @param zmax defines the far clip plane
  67910. * @returns the transformation matrix
  67911. */
  67912. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67913. /**
  67914. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67915. * @param matrix defines the matrix to use
  67916. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67917. */
  67918. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67919. /**
  67920. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67921. * @param matrix defines the matrix to use
  67922. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67923. */
  67924. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67925. /**
  67926. * Compute the transpose of a given matrix
  67927. * @param matrix defines the matrix to transpose
  67928. * @returns the new matrix
  67929. */
  67930. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67931. /**
  67932. * Compute the transpose of a matrix and store it in a target matrix
  67933. * @param matrix defines the matrix to transpose
  67934. * @param result defines the target matrix
  67935. */
  67936. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67937. /**
  67938. * Computes a reflection matrix from a plane
  67939. * @param plane defines the reflection plane
  67940. * @returns a new matrix
  67941. */
  67942. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67943. /**
  67944. * Computes a reflection matrix from a plane
  67945. * @param plane defines the reflection plane
  67946. * @param result defines the target matrix
  67947. */
  67948. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67949. /**
  67950. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67951. * @param xaxis defines the value of the 1st axis
  67952. * @param yaxis defines the value of the 2nd axis
  67953. * @param zaxis defines the value of the 3rd axis
  67954. * @param result defines the target matrix
  67955. */
  67956. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67957. /**
  67958. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67959. * @param quat defines the quaternion to use
  67960. * @param result defines the target matrix
  67961. */
  67962. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67963. }
  67964. /**
  67965. * @hidden
  67966. */
  67967. export class TmpVectors {
  67968. static Vector2: Vector2[];
  67969. static Vector3: Vector3[];
  67970. static Vector4: Vector4[];
  67971. static Quaternion: Quaternion[];
  67972. static Matrix: Matrix[];
  67973. }
  67974. }
  67975. declare module BABYLON {
  67976. /** Defines the cross module used constants to avoid circular dependncies */
  67977. export class Constants {
  67978. /** Defines that alpha blending is disabled */
  67979. static readonly ALPHA_DISABLE: number;
  67980. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67981. static readonly ALPHA_ADD: number;
  67982. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67983. static readonly ALPHA_COMBINE: number;
  67984. /** Defines that alpha blending to DEST - SRC * DEST */
  67985. static readonly ALPHA_SUBTRACT: number;
  67986. /** Defines that alpha blending to SRC * DEST */
  67987. static readonly ALPHA_MULTIPLY: number;
  67988. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67989. static readonly ALPHA_MAXIMIZED: number;
  67990. /** Defines that alpha blending to SRC + DEST */
  67991. static readonly ALPHA_ONEONE: number;
  67992. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67993. static readonly ALPHA_PREMULTIPLIED: number;
  67994. /**
  67995. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67996. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67997. */
  67998. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67999. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68000. static readonly ALPHA_INTERPOLATE: number;
  68001. /**
  68002. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68003. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68004. */
  68005. static readonly ALPHA_SCREENMODE: number;
  68006. /** Defines that the ressource is not delayed*/
  68007. static readonly DELAYLOADSTATE_NONE: number;
  68008. /** Defines that the ressource was successfully delay loaded */
  68009. static readonly DELAYLOADSTATE_LOADED: number;
  68010. /** Defines that the ressource is currently delay loading */
  68011. static readonly DELAYLOADSTATE_LOADING: number;
  68012. /** Defines that the ressource is delayed and has not started loading */
  68013. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68014. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68015. static readonly NEVER: number;
  68016. /** 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 */
  68017. static readonly ALWAYS: number;
  68018. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68019. static readonly LESS: number;
  68020. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68021. static readonly EQUAL: number;
  68022. /** 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 */
  68023. static readonly LEQUAL: number;
  68024. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68025. static readonly GREATER: number;
  68026. /** 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 */
  68027. static readonly GEQUAL: number;
  68028. /** 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 */
  68029. static readonly NOTEQUAL: number;
  68030. /** Passed to stencilOperation to specify that stencil value must be kept */
  68031. static readonly KEEP: number;
  68032. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68033. static readonly REPLACE: number;
  68034. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68035. static readonly INCR: number;
  68036. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68037. static readonly DECR: number;
  68038. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68039. static readonly INVERT: number;
  68040. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68041. static readonly INCR_WRAP: number;
  68042. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68043. static readonly DECR_WRAP: number;
  68044. /** Texture is not repeating outside of 0..1 UVs */
  68045. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68046. /** Texture is repeating outside of 0..1 UVs */
  68047. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68048. /** Texture is repeating and mirrored */
  68049. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68050. /** ALPHA */
  68051. static readonly TEXTUREFORMAT_ALPHA: number;
  68052. /** LUMINANCE */
  68053. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68054. /** LUMINANCE_ALPHA */
  68055. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68056. /** RGB */
  68057. static readonly TEXTUREFORMAT_RGB: number;
  68058. /** RGBA */
  68059. static readonly TEXTUREFORMAT_RGBA: number;
  68060. /** RED */
  68061. static readonly TEXTUREFORMAT_RED: number;
  68062. /** RED (2nd reference) */
  68063. static readonly TEXTUREFORMAT_R: number;
  68064. /** RG */
  68065. static readonly TEXTUREFORMAT_RG: number;
  68066. /** RED_INTEGER */
  68067. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68068. /** RED_INTEGER (2nd reference) */
  68069. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68070. /** RG_INTEGER */
  68071. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68072. /** RGB_INTEGER */
  68073. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68074. /** RGBA_INTEGER */
  68075. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68076. /** UNSIGNED_BYTE */
  68077. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68078. /** UNSIGNED_BYTE (2nd reference) */
  68079. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68080. /** FLOAT */
  68081. static readonly TEXTURETYPE_FLOAT: number;
  68082. /** HALF_FLOAT */
  68083. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68084. /** BYTE */
  68085. static readonly TEXTURETYPE_BYTE: number;
  68086. /** SHORT */
  68087. static readonly TEXTURETYPE_SHORT: number;
  68088. /** UNSIGNED_SHORT */
  68089. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68090. /** INT */
  68091. static readonly TEXTURETYPE_INT: number;
  68092. /** UNSIGNED_INT */
  68093. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68094. /** UNSIGNED_SHORT_4_4_4_4 */
  68095. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68096. /** UNSIGNED_SHORT_5_5_5_1 */
  68097. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68098. /** UNSIGNED_SHORT_5_6_5 */
  68099. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68100. /** UNSIGNED_INT_2_10_10_10_REV */
  68101. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68102. /** UNSIGNED_INT_24_8 */
  68103. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68104. /** UNSIGNED_INT_10F_11F_11F_REV */
  68105. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68106. /** UNSIGNED_INT_5_9_9_9_REV */
  68107. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68108. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68109. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68110. /** nearest is mag = nearest and min = nearest and mip = linear */
  68111. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68112. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68113. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68114. /** Trilinear is mag = linear and min = linear and mip = linear */
  68115. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68116. /** nearest is mag = nearest and min = nearest and mip = linear */
  68117. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68118. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68119. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68120. /** Trilinear is mag = linear and min = linear and mip = linear */
  68121. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68122. /** mag = nearest and min = nearest and mip = nearest */
  68123. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68124. /** mag = nearest and min = linear and mip = nearest */
  68125. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68126. /** mag = nearest and min = linear and mip = linear */
  68127. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68128. /** mag = nearest and min = linear and mip = none */
  68129. static readonly TEXTURE_NEAREST_LINEAR: number;
  68130. /** mag = nearest and min = nearest and mip = none */
  68131. static readonly TEXTURE_NEAREST_NEAREST: number;
  68132. /** mag = linear and min = nearest and mip = nearest */
  68133. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68134. /** mag = linear and min = nearest and mip = linear */
  68135. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68136. /** mag = linear and min = linear and mip = none */
  68137. static readonly TEXTURE_LINEAR_LINEAR: number;
  68138. /** mag = linear and min = nearest and mip = none */
  68139. static readonly TEXTURE_LINEAR_NEAREST: number;
  68140. /** Explicit coordinates mode */
  68141. static readonly TEXTURE_EXPLICIT_MODE: number;
  68142. /** Spherical coordinates mode */
  68143. static readonly TEXTURE_SPHERICAL_MODE: number;
  68144. /** Planar coordinates mode */
  68145. static readonly TEXTURE_PLANAR_MODE: number;
  68146. /** Cubic coordinates mode */
  68147. static readonly TEXTURE_CUBIC_MODE: number;
  68148. /** Projection coordinates mode */
  68149. static readonly TEXTURE_PROJECTION_MODE: number;
  68150. /** Skybox coordinates mode */
  68151. static readonly TEXTURE_SKYBOX_MODE: number;
  68152. /** Inverse Cubic coordinates mode */
  68153. static readonly TEXTURE_INVCUBIC_MODE: number;
  68154. /** Equirectangular coordinates mode */
  68155. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68156. /** Equirectangular Fixed coordinates mode */
  68157. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68158. /** Equirectangular Fixed Mirrored coordinates mode */
  68159. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68160. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68161. static readonly SCALEMODE_FLOOR: number;
  68162. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68163. static readonly SCALEMODE_NEAREST: number;
  68164. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68165. static readonly SCALEMODE_CEILING: number;
  68166. /**
  68167. * The dirty texture flag value
  68168. */
  68169. static readonly MATERIAL_TextureDirtyFlag: number;
  68170. /**
  68171. * The dirty light flag value
  68172. */
  68173. static readonly MATERIAL_LightDirtyFlag: number;
  68174. /**
  68175. * The dirty fresnel flag value
  68176. */
  68177. static readonly MATERIAL_FresnelDirtyFlag: number;
  68178. /**
  68179. * The dirty attribute flag value
  68180. */
  68181. static readonly MATERIAL_AttributesDirtyFlag: number;
  68182. /**
  68183. * The dirty misc flag value
  68184. */
  68185. static readonly MATERIAL_MiscDirtyFlag: number;
  68186. /**
  68187. * The all dirty flag value
  68188. */
  68189. static readonly MATERIAL_AllDirtyFlag: number;
  68190. /**
  68191. * Returns the triangle fill mode
  68192. */
  68193. static readonly MATERIAL_TriangleFillMode: number;
  68194. /**
  68195. * Returns the wireframe mode
  68196. */
  68197. static readonly MATERIAL_WireFrameFillMode: number;
  68198. /**
  68199. * Returns the point fill mode
  68200. */
  68201. static readonly MATERIAL_PointFillMode: number;
  68202. /**
  68203. * Returns the point list draw mode
  68204. */
  68205. static readonly MATERIAL_PointListDrawMode: number;
  68206. /**
  68207. * Returns the line list draw mode
  68208. */
  68209. static readonly MATERIAL_LineListDrawMode: number;
  68210. /**
  68211. * Returns the line loop draw mode
  68212. */
  68213. static readonly MATERIAL_LineLoopDrawMode: number;
  68214. /**
  68215. * Returns the line strip draw mode
  68216. */
  68217. static readonly MATERIAL_LineStripDrawMode: number;
  68218. /**
  68219. * Returns the triangle strip draw mode
  68220. */
  68221. static readonly MATERIAL_TriangleStripDrawMode: number;
  68222. /**
  68223. * Returns the triangle fan draw mode
  68224. */
  68225. static readonly MATERIAL_TriangleFanDrawMode: number;
  68226. /**
  68227. * Stores the clock-wise side orientation
  68228. */
  68229. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68230. /**
  68231. * Stores the counter clock-wise side orientation
  68232. */
  68233. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68234. /**
  68235. * Nothing
  68236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68237. */
  68238. static readonly ACTION_NothingTrigger: number;
  68239. /**
  68240. * On pick
  68241. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68242. */
  68243. static readonly ACTION_OnPickTrigger: number;
  68244. /**
  68245. * On left pick
  68246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68247. */
  68248. static readonly ACTION_OnLeftPickTrigger: number;
  68249. /**
  68250. * On right pick
  68251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68252. */
  68253. static readonly ACTION_OnRightPickTrigger: number;
  68254. /**
  68255. * On center pick
  68256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68257. */
  68258. static readonly ACTION_OnCenterPickTrigger: number;
  68259. /**
  68260. * On pick down
  68261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68262. */
  68263. static readonly ACTION_OnPickDownTrigger: number;
  68264. /**
  68265. * On double pick
  68266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68267. */
  68268. static readonly ACTION_OnDoublePickTrigger: number;
  68269. /**
  68270. * On pick up
  68271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68272. */
  68273. static readonly ACTION_OnPickUpTrigger: number;
  68274. /**
  68275. * On pick out.
  68276. * This trigger will only be raised if you also declared a OnPickDown
  68277. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68278. */
  68279. static readonly ACTION_OnPickOutTrigger: number;
  68280. /**
  68281. * On long press
  68282. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68283. */
  68284. static readonly ACTION_OnLongPressTrigger: number;
  68285. /**
  68286. * On pointer over
  68287. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68288. */
  68289. static readonly ACTION_OnPointerOverTrigger: number;
  68290. /**
  68291. * On pointer out
  68292. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68293. */
  68294. static readonly ACTION_OnPointerOutTrigger: number;
  68295. /**
  68296. * On every frame
  68297. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68298. */
  68299. static readonly ACTION_OnEveryFrameTrigger: number;
  68300. /**
  68301. * On intersection enter
  68302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68303. */
  68304. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68305. /**
  68306. * On intersection exit
  68307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68308. */
  68309. static readonly ACTION_OnIntersectionExitTrigger: number;
  68310. /**
  68311. * On key down
  68312. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68313. */
  68314. static readonly ACTION_OnKeyDownTrigger: number;
  68315. /**
  68316. * On key up
  68317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68318. */
  68319. static readonly ACTION_OnKeyUpTrigger: number;
  68320. /**
  68321. * Billboard mode will only apply to Y axis
  68322. */
  68323. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68324. /**
  68325. * Billboard mode will apply to all axes
  68326. */
  68327. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68328. /**
  68329. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68330. */
  68331. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68332. /**
  68333. * Gets or sets base Assets URL
  68334. */
  68335. static PARTICLES_BaseAssetsUrl: string;
  68336. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68337. * Test order :
  68338. * Is the bounding sphere outside the frustum ?
  68339. * If not, are the bounding box vertices outside the frustum ?
  68340. * It not, then the cullable object is in the frustum.
  68341. */
  68342. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68343. /** Culling strategy : Bounding Sphere Only.
  68344. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68345. * It's also less accurate than the standard because some not visible objects can still be selected.
  68346. * Test : is the bounding sphere outside the frustum ?
  68347. * If not, then the cullable object is in the frustum.
  68348. */
  68349. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68350. /** Culling strategy : Optimistic Inclusion.
  68351. * This in an inclusion test first, then the standard exclusion test.
  68352. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68353. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68354. * Anyway, it's as accurate as the standard strategy.
  68355. * Test :
  68356. * Is the cullable object bounding sphere center in the frustum ?
  68357. * If not, apply the default culling strategy.
  68358. */
  68359. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68360. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68361. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68362. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68363. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68364. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68365. * Test :
  68366. * Is the cullable object bounding sphere center in the frustum ?
  68367. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68368. */
  68369. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68370. /**
  68371. * No logging while loading
  68372. */
  68373. static readonly SCENELOADER_NO_LOGGING: number;
  68374. /**
  68375. * Minimal logging while loading
  68376. */
  68377. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68378. /**
  68379. * Summary logging while loading
  68380. */
  68381. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68382. /**
  68383. * Detailled logging while loading
  68384. */
  68385. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68386. }
  68387. }
  68388. declare module BABYLON {
  68389. /**
  68390. * Class used to store and describe the pipeline context associated with an effect
  68391. */
  68392. export interface IPipelineContext {
  68393. /**
  68394. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68395. */
  68396. isAsync: boolean;
  68397. /**
  68398. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68399. */
  68400. isReady: boolean;
  68401. /** @hidden */
  68402. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68403. }
  68404. }
  68405. declare module BABYLON {
  68406. /** @hidden */
  68407. export interface IShaderProcessor {
  68408. attributeProcessor?: (attribute: string) => string;
  68409. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68410. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68411. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68412. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68413. lineProcessor?: (line: string, isFragment: boolean) => string;
  68414. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68415. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68416. }
  68417. }
  68418. declare module BABYLON {
  68419. /** @hidden */
  68420. export interface ProcessingOptions {
  68421. defines: string[];
  68422. indexParameters: any;
  68423. isFragment: boolean;
  68424. shouldUseHighPrecisionShader: boolean;
  68425. supportsUniformBuffers: boolean;
  68426. shadersRepository: string;
  68427. includesShadersStore: {
  68428. [key: string]: string;
  68429. };
  68430. processor?: IShaderProcessor;
  68431. version: string;
  68432. platformName: string;
  68433. lookForClosingBracketForUniformBuffer?: boolean;
  68434. }
  68435. }
  68436. declare module BABYLON {
  68437. /**
  68438. * Helper to manipulate strings
  68439. */
  68440. export class StringTools {
  68441. /**
  68442. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68443. * @param str Source string
  68444. * @param suffix Suffix to search for in the source string
  68445. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68446. */
  68447. static EndsWith(str: string, suffix: string): boolean;
  68448. /**
  68449. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68450. * @param str Source string
  68451. * @param suffix Suffix to search for in the source string
  68452. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68453. */
  68454. static StartsWith(str: string, suffix: string): boolean;
  68455. }
  68456. }
  68457. declare module BABYLON {
  68458. /** @hidden */
  68459. export class ShaderCodeNode {
  68460. line: string;
  68461. children: ShaderCodeNode[];
  68462. additionalDefineKey?: string;
  68463. additionalDefineValue?: string;
  68464. isValid(preprocessors: {
  68465. [key: string]: string;
  68466. }): boolean;
  68467. process(preprocessors: {
  68468. [key: string]: string;
  68469. }, options: ProcessingOptions): string;
  68470. }
  68471. }
  68472. declare module BABYLON {
  68473. /** @hidden */
  68474. export class ShaderCodeCursor {
  68475. private _lines;
  68476. lineIndex: number;
  68477. readonly currentLine: string;
  68478. readonly canRead: boolean;
  68479. lines: string[];
  68480. }
  68481. }
  68482. declare module BABYLON {
  68483. /** @hidden */
  68484. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68485. process(preprocessors: {
  68486. [key: string]: string;
  68487. }, options: ProcessingOptions): string;
  68488. }
  68489. }
  68490. declare module BABYLON {
  68491. /** @hidden */
  68492. export class ShaderDefineExpression {
  68493. isTrue(preprocessors: {
  68494. [key: string]: string;
  68495. }): boolean;
  68496. }
  68497. }
  68498. declare module BABYLON {
  68499. /** @hidden */
  68500. export class ShaderCodeTestNode extends ShaderCodeNode {
  68501. testExpression: ShaderDefineExpression;
  68502. isValid(preprocessors: {
  68503. [key: string]: string;
  68504. }): boolean;
  68505. }
  68506. }
  68507. declare module BABYLON {
  68508. /** @hidden */
  68509. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68510. define: string;
  68511. not: boolean;
  68512. constructor(define: string, not?: boolean);
  68513. isTrue(preprocessors: {
  68514. [key: string]: string;
  68515. }): boolean;
  68516. }
  68517. }
  68518. declare module BABYLON {
  68519. /** @hidden */
  68520. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68521. leftOperand: ShaderDefineExpression;
  68522. rightOperand: ShaderDefineExpression;
  68523. isTrue(preprocessors: {
  68524. [key: string]: string;
  68525. }): boolean;
  68526. }
  68527. }
  68528. declare module BABYLON {
  68529. /** @hidden */
  68530. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68531. leftOperand: ShaderDefineExpression;
  68532. rightOperand: ShaderDefineExpression;
  68533. isTrue(preprocessors: {
  68534. [key: string]: string;
  68535. }): boolean;
  68536. }
  68537. }
  68538. declare module BABYLON {
  68539. /** @hidden */
  68540. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68541. define: string;
  68542. operand: string;
  68543. testValue: string;
  68544. constructor(define: string, operand: string, testValue: string);
  68545. isTrue(preprocessors: {
  68546. [key: string]: string;
  68547. }): boolean;
  68548. }
  68549. }
  68550. declare module BABYLON {
  68551. /**
  68552. * @ignore
  68553. * Application error to support additional information when loading a file
  68554. */
  68555. export class LoadFileError extends Error {
  68556. /** defines the optional web request */
  68557. request?: WebRequest | undefined;
  68558. private static _setPrototypeOf;
  68559. /**
  68560. * Creates a new LoadFileError
  68561. * @param message defines the message of the error
  68562. * @param request defines the optional web request
  68563. */
  68564. constructor(message: string,
  68565. /** defines the optional web request */
  68566. request?: WebRequest | undefined);
  68567. }
  68568. }
  68569. declare module BABYLON {
  68570. /**
  68571. * Class used to enable access to offline support
  68572. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68573. */
  68574. export interface IOfflineProvider {
  68575. /**
  68576. * Gets a boolean indicating if scene must be saved in the database
  68577. */
  68578. enableSceneOffline: boolean;
  68579. /**
  68580. * Gets a boolean indicating if textures must be saved in the database
  68581. */
  68582. enableTexturesOffline: boolean;
  68583. /**
  68584. * Open the offline support and make it available
  68585. * @param successCallback defines the callback to call on success
  68586. * @param errorCallback defines the callback to call on error
  68587. */
  68588. open(successCallback: () => void, errorCallback: () => void): void;
  68589. /**
  68590. * Loads an image from the offline support
  68591. * @param url defines the url to load from
  68592. * @param image defines the target DOM image
  68593. */
  68594. loadImage(url: string, image: HTMLImageElement): void;
  68595. /**
  68596. * Loads a file from offline support
  68597. * @param url defines the URL to load from
  68598. * @param sceneLoaded defines a callback to call on success
  68599. * @param progressCallBack defines a callback to call when progress changed
  68600. * @param errorCallback defines a callback to call on error
  68601. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68602. */
  68603. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68604. }
  68605. }
  68606. declare module BABYLON {
  68607. /**
  68608. * Class used to help managing file picking and drag'n'drop
  68609. * File Storage
  68610. */
  68611. export class FilesInputStore {
  68612. /**
  68613. * List of files ready to be loaded
  68614. */
  68615. static FilesToLoad: {
  68616. [key: string]: File;
  68617. };
  68618. }
  68619. }
  68620. declare module BABYLON {
  68621. /**
  68622. * Class used to define a retry strategy when error happens while loading assets
  68623. */
  68624. export class RetryStrategy {
  68625. /**
  68626. * Function used to defines an exponential back off strategy
  68627. * @param maxRetries defines the maximum number of retries (3 by default)
  68628. * @param baseInterval defines the interval between retries
  68629. * @returns the strategy function to use
  68630. */
  68631. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68632. }
  68633. }
  68634. declare module BABYLON {
  68635. /**
  68636. * @hidden
  68637. */
  68638. export class FileTools {
  68639. /**
  68640. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68641. */
  68642. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68643. /**
  68644. * Gets or sets the base URL to use to load assets
  68645. */
  68646. static BaseUrl: string;
  68647. /**
  68648. * Default behaviour for cors in the application.
  68649. * It can be a string if the expected behavior is identical in the entire app.
  68650. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68651. */
  68652. static CorsBehavior: string | ((url: string | string[]) => string);
  68653. /**
  68654. * Gets or sets a function used to pre-process url before using them to load assets
  68655. */
  68656. static PreprocessUrl: (url: string) => string;
  68657. /**
  68658. * Removes unwanted characters from an url
  68659. * @param url defines the url to clean
  68660. * @returns the cleaned url
  68661. */
  68662. private static _CleanUrl;
  68663. /**
  68664. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68665. * @param url define the url we are trying
  68666. * @param element define the dom element where to configure the cors policy
  68667. */
  68668. static SetCorsBehavior(url: string | string[], element: {
  68669. crossOrigin: string | null;
  68670. }): void;
  68671. /**
  68672. * Loads an image as an HTMLImageElement.
  68673. * @param input url string, ArrayBuffer, or Blob to load
  68674. * @param onLoad callback called when the image successfully loads
  68675. * @param onError callback called when the image fails to load
  68676. * @param offlineProvider offline provider for caching
  68677. * @returns the HTMLImageElement of the loaded image
  68678. */
  68679. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68680. /**
  68681. * Loads a file
  68682. * @param fileToLoad defines the file to load
  68683. * @param callback defines the callback to call when data is loaded
  68684. * @param progressCallBack defines the callback to call during loading process
  68685. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68686. * @returns a file request object
  68687. */
  68688. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68689. /**
  68690. * Loads a file
  68691. * @param url url string, ArrayBuffer, or Blob to load
  68692. * @param onSuccess callback called when the file successfully loads
  68693. * @param onProgress callback called while file is loading (if the server supports this mode)
  68694. * @param offlineProvider defines the offline provider for caching
  68695. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68696. * @param onError callback called when the file fails to load
  68697. * @returns a file request object
  68698. */
  68699. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  68700. /**
  68701. * Checks if the loaded document was accessed via `file:`-Protocol.
  68702. * @returns boolean
  68703. */
  68704. static IsFileURL(): boolean;
  68705. }
  68706. }
  68707. declare module BABYLON {
  68708. /** @hidden */
  68709. export class ShaderProcessor {
  68710. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68711. private static _ProcessPrecision;
  68712. private static _ExtractOperation;
  68713. private static _BuildSubExpression;
  68714. private static _BuildExpression;
  68715. private static _MoveCursorWithinIf;
  68716. private static _MoveCursor;
  68717. private static _EvaluatePreProcessors;
  68718. private static _PreparePreProcessors;
  68719. private static _ProcessShaderConversion;
  68720. private static _ProcessIncludes;
  68721. }
  68722. }
  68723. declare module BABYLON {
  68724. /**
  68725. * Class used to hold a RBG color
  68726. */
  68727. export class Color3 {
  68728. /**
  68729. * Defines the red component (between 0 and 1, default is 0)
  68730. */
  68731. r: number;
  68732. /**
  68733. * Defines the green component (between 0 and 1, default is 0)
  68734. */
  68735. g: number;
  68736. /**
  68737. * Defines the blue component (between 0 and 1, default is 0)
  68738. */
  68739. b: number;
  68740. /**
  68741. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68742. * @param r defines the red component (between 0 and 1, default is 0)
  68743. * @param g defines the green component (between 0 and 1, default is 0)
  68744. * @param b defines the blue component (between 0 and 1, default is 0)
  68745. */
  68746. constructor(
  68747. /**
  68748. * Defines the red component (between 0 and 1, default is 0)
  68749. */
  68750. r?: number,
  68751. /**
  68752. * Defines the green component (between 0 and 1, default is 0)
  68753. */
  68754. g?: number,
  68755. /**
  68756. * Defines the blue component (between 0 and 1, default is 0)
  68757. */
  68758. b?: number);
  68759. /**
  68760. * Creates a string with the Color3 current values
  68761. * @returns the string representation of the Color3 object
  68762. */
  68763. toString(): string;
  68764. /**
  68765. * Returns the string "Color3"
  68766. * @returns "Color3"
  68767. */
  68768. getClassName(): string;
  68769. /**
  68770. * Compute the Color3 hash code
  68771. * @returns an unique number that can be used to hash Color3 objects
  68772. */
  68773. getHashCode(): number;
  68774. /**
  68775. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68776. * @param array defines the array where to store the r,g,b components
  68777. * @param index defines an optional index in the target array to define where to start storing values
  68778. * @returns the current Color3 object
  68779. */
  68780. toArray(array: FloatArray, index?: number): Color3;
  68781. /**
  68782. * Returns a new Color4 object from the current Color3 and the given alpha
  68783. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68784. * @returns a new Color4 object
  68785. */
  68786. toColor4(alpha?: number): Color4;
  68787. /**
  68788. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68789. * @returns the new array
  68790. */
  68791. asArray(): number[];
  68792. /**
  68793. * Returns the luminance value
  68794. * @returns a float value
  68795. */
  68796. toLuminance(): number;
  68797. /**
  68798. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68799. * @param otherColor defines the second operand
  68800. * @returns the new Color3 object
  68801. */
  68802. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68803. /**
  68804. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68805. * @param otherColor defines the second operand
  68806. * @param result defines the Color3 object where to store the result
  68807. * @returns the current Color3
  68808. */
  68809. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68810. /**
  68811. * Determines equality between Color3 objects
  68812. * @param otherColor defines the second operand
  68813. * @returns true if the rgb values are equal to the given ones
  68814. */
  68815. equals(otherColor: DeepImmutable<Color3>): boolean;
  68816. /**
  68817. * Determines equality between the current Color3 object and a set of r,b,g values
  68818. * @param r defines the red component to check
  68819. * @param g defines the green component to check
  68820. * @param b defines the blue component to check
  68821. * @returns true if the rgb values are equal to the given ones
  68822. */
  68823. equalsFloats(r: number, g: number, b: number): boolean;
  68824. /**
  68825. * Multiplies in place each rgb value by scale
  68826. * @param scale defines the scaling factor
  68827. * @returns the updated Color3
  68828. */
  68829. scale(scale: number): Color3;
  68830. /**
  68831. * Multiplies the rgb values by scale and stores the result into "result"
  68832. * @param scale defines the scaling factor
  68833. * @param result defines the Color3 object where to store the result
  68834. * @returns the unmodified current Color3
  68835. */
  68836. scaleToRef(scale: number, result: Color3): Color3;
  68837. /**
  68838. * Scale the current Color3 values by a factor and add the result to a given Color3
  68839. * @param scale defines the scale factor
  68840. * @param result defines color to store the result into
  68841. * @returns the unmodified current Color3
  68842. */
  68843. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68844. /**
  68845. * Clamps the rgb values by the min and max values and stores the result into "result"
  68846. * @param min defines minimum clamping value (default is 0)
  68847. * @param max defines maximum clamping value (default is 1)
  68848. * @param result defines color to store the result into
  68849. * @returns the original Color3
  68850. */
  68851. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68852. /**
  68853. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68854. * @param otherColor defines the second operand
  68855. * @returns the new Color3
  68856. */
  68857. add(otherColor: DeepImmutable<Color3>): Color3;
  68858. /**
  68859. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68860. * @param otherColor defines the second operand
  68861. * @param result defines Color3 object to store the result into
  68862. * @returns the unmodified current Color3
  68863. */
  68864. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68865. /**
  68866. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68867. * @param otherColor defines the second operand
  68868. * @returns the new Color3
  68869. */
  68870. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68871. /**
  68872. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68873. * @param otherColor defines the second operand
  68874. * @param result defines Color3 object to store the result into
  68875. * @returns the unmodified current Color3
  68876. */
  68877. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68878. /**
  68879. * Copy the current object
  68880. * @returns a new Color3 copied the current one
  68881. */
  68882. clone(): Color3;
  68883. /**
  68884. * Copies the rgb values from the source in the current Color3
  68885. * @param source defines the source Color3 object
  68886. * @returns the updated Color3 object
  68887. */
  68888. copyFrom(source: DeepImmutable<Color3>): Color3;
  68889. /**
  68890. * Updates the Color3 rgb values from the given floats
  68891. * @param r defines the red component to read from
  68892. * @param g defines the green component to read from
  68893. * @param b defines the blue component to read from
  68894. * @returns the current Color3 object
  68895. */
  68896. copyFromFloats(r: number, g: number, b: number): Color3;
  68897. /**
  68898. * Updates the Color3 rgb values from the given floats
  68899. * @param r defines the red component to read from
  68900. * @param g defines the green component to read from
  68901. * @param b defines the blue component to read from
  68902. * @returns the current Color3 object
  68903. */
  68904. set(r: number, g: number, b: number): Color3;
  68905. /**
  68906. * Compute the Color3 hexadecimal code as a string
  68907. * @returns a string containing the hexadecimal representation of the Color3 object
  68908. */
  68909. toHexString(): string;
  68910. /**
  68911. * Computes a new Color3 converted from the current one to linear space
  68912. * @returns a new Color3 object
  68913. */
  68914. toLinearSpace(): Color3;
  68915. /**
  68916. * Converts current color in rgb space to HSV values
  68917. * @returns a new color3 representing the HSV values
  68918. */
  68919. toHSV(): Color3;
  68920. /**
  68921. * Converts current color in rgb space to HSV values
  68922. * @param result defines the Color3 where to store the HSV values
  68923. */
  68924. toHSVToRef(result: Color3): void;
  68925. /**
  68926. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68927. * @param convertedColor defines the Color3 object where to store the linear space version
  68928. * @returns the unmodified Color3
  68929. */
  68930. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68931. /**
  68932. * Computes a new Color3 converted from the current one to gamma space
  68933. * @returns a new Color3 object
  68934. */
  68935. toGammaSpace(): Color3;
  68936. /**
  68937. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68938. * @param convertedColor defines the Color3 object where to store the gamma space version
  68939. * @returns the unmodified Color3
  68940. */
  68941. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68942. private static _BlackReadOnly;
  68943. /**
  68944. * Convert Hue, saturation and value to a Color3 (RGB)
  68945. * @param hue defines the hue
  68946. * @param saturation defines the saturation
  68947. * @param value defines the value
  68948. * @param result defines the Color3 where to store the RGB values
  68949. */
  68950. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68951. /**
  68952. * Creates a new Color3 from the string containing valid hexadecimal values
  68953. * @param hex defines a string containing valid hexadecimal values
  68954. * @returns a new Color3 object
  68955. */
  68956. static FromHexString(hex: string): Color3;
  68957. /**
  68958. * Creates a new Color3 from the starting index of the given array
  68959. * @param array defines the source array
  68960. * @param offset defines an offset in the source array
  68961. * @returns a new Color3 object
  68962. */
  68963. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68964. /**
  68965. * Creates a new Color3 from integer values (< 256)
  68966. * @param r defines the red component to read from (value between 0 and 255)
  68967. * @param g defines the green component to read from (value between 0 and 255)
  68968. * @param b defines the blue component to read from (value between 0 and 255)
  68969. * @returns a new Color3 object
  68970. */
  68971. static FromInts(r: number, g: number, b: number): Color3;
  68972. /**
  68973. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68974. * @param start defines the start Color3 value
  68975. * @param end defines the end Color3 value
  68976. * @param amount defines the gradient value between start and end
  68977. * @returns a new Color3 object
  68978. */
  68979. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68980. /**
  68981. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68982. * @param left defines the start value
  68983. * @param right defines the end value
  68984. * @param amount defines the gradient factor
  68985. * @param result defines the Color3 object where to store the result
  68986. */
  68987. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68988. /**
  68989. * Returns a Color3 value containing a red color
  68990. * @returns a new Color3 object
  68991. */
  68992. static Red(): Color3;
  68993. /**
  68994. * Returns a Color3 value containing a green color
  68995. * @returns a new Color3 object
  68996. */
  68997. static Green(): Color3;
  68998. /**
  68999. * Returns a Color3 value containing a blue color
  69000. * @returns a new Color3 object
  69001. */
  69002. static Blue(): Color3;
  69003. /**
  69004. * Returns a Color3 value containing a black color
  69005. * @returns a new Color3 object
  69006. */
  69007. static Black(): Color3;
  69008. /**
  69009. * Gets a Color3 value containing a black color that must not be updated
  69010. */
  69011. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69012. /**
  69013. * Returns a Color3 value containing a white color
  69014. * @returns a new Color3 object
  69015. */
  69016. static White(): Color3;
  69017. /**
  69018. * Returns a Color3 value containing a purple color
  69019. * @returns a new Color3 object
  69020. */
  69021. static Purple(): Color3;
  69022. /**
  69023. * Returns a Color3 value containing a magenta color
  69024. * @returns a new Color3 object
  69025. */
  69026. static Magenta(): Color3;
  69027. /**
  69028. * Returns a Color3 value containing a yellow color
  69029. * @returns a new Color3 object
  69030. */
  69031. static Yellow(): Color3;
  69032. /**
  69033. * Returns a Color3 value containing a gray color
  69034. * @returns a new Color3 object
  69035. */
  69036. static Gray(): Color3;
  69037. /**
  69038. * Returns a Color3 value containing a teal color
  69039. * @returns a new Color3 object
  69040. */
  69041. static Teal(): Color3;
  69042. /**
  69043. * Returns a Color3 value containing a random color
  69044. * @returns a new Color3 object
  69045. */
  69046. static Random(): Color3;
  69047. }
  69048. /**
  69049. * Class used to hold a RBGA color
  69050. */
  69051. export class Color4 {
  69052. /**
  69053. * Defines the red component (between 0 and 1, default is 0)
  69054. */
  69055. r: number;
  69056. /**
  69057. * Defines the green component (between 0 and 1, default is 0)
  69058. */
  69059. g: number;
  69060. /**
  69061. * Defines the blue component (between 0 and 1, default is 0)
  69062. */
  69063. b: number;
  69064. /**
  69065. * Defines the alpha component (between 0 and 1, default is 1)
  69066. */
  69067. a: number;
  69068. /**
  69069. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69070. * @param r defines the red component (between 0 and 1, default is 0)
  69071. * @param g defines the green component (between 0 and 1, default is 0)
  69072. * @param b defines the blue component (between 0 and 1, default is 0)
  69073. * @param a defines the alpha component (between 0 and 1, default is 1)
  69074. */
  69075. constructor(
  69076. /**
  69077. * Defines the red component (between 0 and 1, default is 0)
  69078. */
  69079. r?: number,
  69080. /**
  69081. * Defines the green component (between 0 and 1, default is 0)
  69082. */
  69083. g?: number,
  69084. /**
  69085. * Defines the blue component (between 0 and 1, default is 0)
  69086. */
  69087. b?: number,
  69088. /**
  69089. * Defines the alpha component (between 0 and 1, default is 1)
  69090. */
  69091. a?: number);
  69092. /**
  69093. * Adds in place the given Color4 values to the current Color4 object
  69094. * @param right defines the second operand
  69095. * @returns the current updated Color4 object
  69096. */
  69097. addInPlace(right: DeepImmutable<Color4>): Color4;
  69098. /**
  69099. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69100. * @returns the new array
  69101. */
  69102. asArray(): number[];
  69103. /**
  69104. * Stores from the starting index in the given array the Color4 successive values
  69105. * @param array defines the array where to store the r,g,b components
  69106. * @param index defines an optional index in the target array to define where to start storing values
  69107. * @returns the current Color4 object
  69108. */
  69109. toArray(array: number[], index?: number): Color4;
  69110. /**
  69111. * Determines equality between Color4 objects
  69112. * @param otherColor defines the second operand
  69113. * @returns true if the rgba values are equal to the given ones
  69114. */
  69115. equals(otherColor: DeepImmutable<Color4>): boolean;
  69116. /**
  69117. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69118. * @param right defines the second operand
  69119. * @returns a new Color4 object
  69120. */
  69121. add(right: DeepImmutable<Color4>): Color4;
  69122. /**
  69123. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69124. * @param right defines the second operand
  69125. * @returns a new Color4 object
  69126. */
  69127. subtract(right: DeepImmutable<Color4>): Color4;
  69128. /**
  69129. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69130. * @param right defines the second operand
  69131. * @param result defines the Color4 object where to store the result
  69132. * @returns the current Color4 object
  69133. */
  69134. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69135. /**
  69136. * Creates a new Color4 with the current Color4 values multiplied by scale
  69137. * @param scale defines the scaling factor to apply
  69138. * @returns a new Color4 object
  69139. */
  69140. scale(scale: number): Color4;
  69141. /**
  69142. * Multiplies the current Color4 values by scale and stores the result in "result"
  69143. * @param scale defines the scaling factor to apply
  69144. * @param result defines the Color4 object where to store the result
  69145. * @returns the current unmodified Color4
  69146. */
  69147. scaleToRef(scale: number, result: Color4): Color4;
  69148. /**
  69149. * Scale the current Color4 values by a factor and add the result to a given Color4
  69150. * @param scale defines the scale factor
  69151. * @param result defines the Color4 object where to store the result
  69152. * @returns the unmodified current Color4
  69153. */
  69154. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69155. /**
  69156. * Clamps the rgb values by the min and max values and stores the result into "result"
  69157. * @param min defines minimum clamping value (default is 0)
  69158. * @param max defines maximum clamping value (default is 1)
  69159. * @param result defines color to store the result into.
  69160. * @returns the cuurent Color4
  69161. */
  69162. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69163. /**
  69164. * Multipy an Color4 value by another and return a new Color4 object
  69165. * @param color defines the Color4 value to multiply by
  69166. * @returns a new Color4 object
  69167. */
  69168. multiply(color: Color4): Color4;
  69169. /**
  69170. * Multipy a Color4 value by another and push the result in a reference value
  69171. * @param color defines the Color4 value to multiply by
  69172. * @param result defines the Color4 to fill the result in
  69173. * @returns the result Color4
  69174. */
  69175. multiplyToRef(color: Color4, result: Color4): Color4;
  69176. /**
  69177. * Creates a string with the Color4 current values
  69178. * @returns the string representation of the Color4 object
  69179. */
  69180. toString(): string;
  69181. /**
  69182. * Returns the string "Color4"
  69183. * @returns "Color4"
  69184. */
  69185. getClassName(): string;
  69186. /**
  69187. * Compute the Color4 hash code
  69188. * @returns an unique number that can be used to hash Color4 objects
  69189. */
  69190. getHashCode(): number;
  69191. /**
  69192. * Creates a new Color4 copied from the current one
  69193. * @returns a new Color4 object
  69194. */
  69195. clone(): Color4;
  69196. /**
  69197. * Copies the given Color4 values into the current one
  69198. * @param source defines the source Color4 object
  69199. * @returns the current updated Color4 object
  69200. */
  69201. copyFrom(source: Color4): Color4;
  69202. /**
  69203. * Copies the given float values into the current one
  69204. * @param r defines the red component to read from
  69205. * @param g defines the green component to read from
  69206. * @param b defines the blue component to read from
  69207. * @param a defines the alpha component to read from
  69208. * @returns the current updated Color4 object
  69209. */
  69210. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69211. /**
  69212. * Copies the given float values into the current one
  69213. * @param r defines the red component to read from
  69214. * @param g defines the green component to read from
  69215. * @param b defines the blue component to read from
  69216. * @param a defines the alpha component to read from
  69217. * @returns the current updated Color4 object
  69218. */
  69219. set(r: number, g: number, b: number, a: number): Color4;
  69220. /**
  69221. * Compute the Color4 hexadecimal code as a string
  69222. * @returns a string containing the hexadecimal representation of the Color4 object
  69223. */
  69224. toHexString(): string;
  69225. /**
  69226. * Computes a new Color4 converted from the current one to linear space
  69227. * @returns a new Color4 object
  69228. */
  69229. toLinearSpace(): Color4;
  69230. /**
  69231. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69232. * @param convertedColor defines the Color4 object where to store the linear space version
  69233. * @returns the unmodified Color4
  69234. */
  69235. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69236. /**
  69237. * Computes a new Color4 converted from the current one to gamma space
  69238. * @returns a new Color4 object
  69239. */
  69240. toGammaSpace(): Color4;
  69241. /**
  69242. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69243. * @param convertedColor defines the Color4 object where to store the gamma space version
  69244. * @returns the unmodified Color4
  69245. */
  69246. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69247. /**
  69248. * Creates a new Color4 from the string containing valid hexadecimal values
  69249. * @param hex defines a string containing valid hexadecimal values
  69250. * @returns a new Color4 object
  69251. */
  69252. static FromHexString(hex: string): Color4;
  69253. /**
  69254. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69255. * @param left defines the start value
  69256. * @param right defines the end value
  69257. * @param amount defines the gradient factor
  69258. * @returns a new Color4 object
  69259. */
  69260. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69261. /**
  69262. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69263. * @param left defines the start value
  69264. * @param right defines the end value
  69265. * @param amount defines the gradient factor
  69266. * @param result defines the Color4 object where to store data
  69267. */
  69268. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69269. /**
  69270. * Creates a new Color4 from a Color3 and an alpha value
  69271. * @param color3 defines the source Color3 to read from
  69272. * @param alpha defines the alpha component (1.0 by default)
  69273. * @returns a new Color4 object
  69274. */
  69275. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69276. /**
  69277. * Creates a new Color4 from the starting index element of the given array
  69278. * @param array defines the source array to read from
  69279. * @param offset defines the offset in the source array
  69280. * @returns a new Color4 object
  69281. */
  69282. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69283. /**
  69284. * Creates a new Color3 from integer values (< 256)
  69285. * @param r defines the red component to read from (value between 0 and 255)
  69286. * @param g defines the green component to read from (value between 0 and 255)
  69287. * @param b defines the blue component to read from (value between 0 and 255)
  69288. * @param a defines the alpha component to read from (value between 0 and 255)
  69289. * @returns a new Color3 object
  69290. */
  69291. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69292. /**
  69293. * Check the content of a given array and convert it to an array containing RGBA data
  69294. * If the original array was already containing count * 4 values then it is returned directly
  69295. * @param colors defines the array to check
  69296. * @param count defines the number of RGBA data to expect
  69297. * @returns an array containing count * 4 values (RGBA)
  69298. */
  69299. static CheckColors4(colors: number[], count: number): number[];
  69300. }
  69301. /**
  69302. * @hidden
  69303. */
  69304. export class TmpColors {
  69305. static Color3: Color3[];
  69306. static Color4: Color4[];
  69307. }
  69308. }
  69309. declare module BABYLON {
  69310. /**
  69311. * Class representing spherical harmonics coefficients to the 3rd degree
  69312. */
  69313. export class SphericalHarmonics {
  69314. /**
  69315. * Defines whether or not the harmonics have been prescaled for rendering.
  69316. */
  69317. preScaled: boolean;
  69318. /**
  69319. * The l0,0 coefficients of the spherical harmonics
  69320. */
  69321. l00: Vector3;
  69322. /**
  69323. * The l1,-1 coefficients of the spherical harmonics
  69324. */
  69325. l1_1: Vector3;
  69326. /**
  69327. * The l1,0 coefficients of the spherical harmonics
  69328. */
  69329. l10: Vector3;
  69330. /**
  69331. * The l1,1 coefficients of the spherical harmonics
  69332. */
  69333. l11: Vector3;
  69334. /**
  69335. * The l2,-2 coefficients of the spherical harmonics
  69336. */
  69337. l2_2: Vector3;
  69338. /**
  69339. * The l2,-1 coefficients of the spherical harmonics
  69340. */
  69341. l2_1: Vector3;
  69342. /**
  69343. * The l2,0 coefficients of the spherical harmonics
  69344. */
  69345. l20: Vector3;
  69346. /**
  69347. * The l2,1 coefficients of the spherical harmonics
  69348. */
  69349. l21: Vector3;
  69350. /**
  69351. * The l2,2 coefficients of the spherical harmonics
  69352. */
  69353. l22: Vector3;
  69354. /**
  69355. * Adds a light to the spherical harmonics
  69356. * @param direction the direction of the light
  69357. * @param color the color of the light
  69358. * @param deltaSolidAngle the delta solid angle of the light
  69359. */
  69360. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69361. /**
  69362. * Scales the spherical harmonics by the given amount
  69363. * @param scale the amount to scale
  69364. */
  69365. scaleInPlace(scale: number): void;
  69366. /**
  69367. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69368. *
  69369. * ```
  69370. * E_lm = A_l * L_lm
  69371. * ```
  69372. *
  69373. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69374. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69375. * the scaling factors are given in equation 9.
  69376. */
  69377. convertIncidentRadianceToIrradiance(): void;
  69378. /**
  69379. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69380. *
  69381. * ```
  69382. * L = (1/pi) * E * rho
  69383. * ```
  69384. *
  69385. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69386. */
  69387. convertIrradianceToLambertianRadiance(): void;
  69388. /**
  69389. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69390. * required operations at run time.
  69391. *
  69392. * This is simply done by scaling back the SH with Ylm constants parameter.
  69393. * The trigonometric part being applied by the shader at run time.
  69394. */
  69395. preScaleForRendering(): void;
  69396. /**
  69397. * Constructs a spherical harmonics from an array.
  69398. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69399. * @returns the spherical harmonics
  69400. */
  69401. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69402. /**
  69403. * Gets the spherical harmonics from polynomial
  69404. * @param polynomial the spherical polynomial
  69405. * @returns the spherical harmonics
  69406. */
  69407. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69408. }
  69409. /**
  69410. * Class representing spherical polynomial coefficients to the 3rd degree
  69411. */
  69412. export class SphericalPolynomial {
  69413. private _harmonics;
  69414. /**
  69415. * The spherical harmonics used to create the polynomials.
  69416. */
  69417. readonly preScaledHarmonics: SphericalHarmonics;
  69418. /**
  69419. * The x coefficients of the spherical polynomial
  69420. */
  69421. x: Vector3;
  69422. /**
  69423. * The y coefficients of the spherical polynomial
  69424. */
  69425. y: Vector3;
  69426. /**
  69427. * The z coefficients of the spherical polynomial
  69428. */
  69429. z: Vector3;
  69430. /**
  69431. * The xx coefficients of the spherical polynomial
  69432. */
  69433. xx: Vector3;
  69434. /**
  69435. * The yy coefficients of the spherical polynomial
  69436. */
  69437. yy: Vector3;
  69438. /**
  69439. * The zz coefficients of the spherical polynomial
  69440. */
  69441. zz: Vector3;
  69442. /**
  69443. * The xy coefficients of the spherical polynomial
  69444. */
  69445. xy: Vector3;
  69446. /**
  69447. * The yz coefficients of the spherical polynomial
  69448. */
  69449. yz: Vector3;
  69450. /**
  69451. * The zx coefficients of the spherical polynomial
  69452. */
  69453. zx: Vector3;
  69454. /**
  69455. * Adds an ambient color to the spherical polynomial
  69456. * @param color the color to add
  69457. */
  69458. addAmbient(color: Color3): void;
  69459. /**
  69460. * Scales the spherical polynomial by the given amount
  69461. * @param scale the amount to scale
  69462. */
  69463. scaleInPlace(scale: number): void;
  69464. /**
  69465. * Gets the spherical polynomial from harmonics
  69466. * @param harmonics the spherical harmonics
  69467. * @returns the spherical polynomial
  69468. */
  69469. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69470. /**
  69471. * Constructs a spherical polynomial from an array.
  69472. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69473. * @returns the spherical polynomial
  69474. */
  69475. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69476. }
  69477. }
  69478. declare module BABYLON {
  69479. /**
  69480. * Define options used to create a render target texture
  69481. */
  69482. export class RenderTargetCreationOptions {
  69483. /**
  69484. * Specifies is mipmaps must be generated
  69485. */
  69486. generateMipMaps?: boolean;
  69487. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69488. generateDepthBuffer?: boolean;
  69489. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69490. generateStencilBuffer?: boolean;
  69491. /** Defines texture type (int by default) */
  69492. type?: number;
  69493. /** Defines sampling mode (trilinear by default) */
  69494. samplingMode?: number;
  69495. /** Defines format (RGBA by default) */
  69496. format?: number;
  69497. }
  69498. }
  69499. declare module BABYLON {
  69500. /**
  69501. * @hidden
  69502. **/
  69503. export class _AlphaState {
  69504. private _isAlphaBlendDirty;
  69505. private _isBlendFunctionParametersDirty;
  69506. private _isBlendEquationParametersDirty;
  69507. private _isBlendConstantsDirty;
  69508. private _alphaBlend;
  69509. private _blendFunctionParameters;
  69510. private _blendEquationParameters;
  69511. private _blendConstants;
  69512. /**
  69513. * Initializes the state.
  69514. */
  69515. constructor();
  69516. readonly isDirty: boolean;
  69517. alphaBlend: boolean;
  69518. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69519. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69520. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69521. reset(): void;
  69522. apply(gl: WebGLRenderingContext): void;
  69523. }
  69524. }
  69525. declare module BABYLON {
  69526. /**
  69527. * @hidden
  69528. **/
  69529. export class _DepthCullingState {
  69530. private _isDepthTestDirty;
  69531. private _isDepthMaskDirty;
  69532. private _isDepthFuncDirty;
  69533. private _isCullFaceDirty;
  69534. private _isCullDirty;
  69535. private _isZOffsetDirty;
  69536. private _isFrontFaceDirty;
  69537. private _depthTest;
  69538. private _depthMask;
  69539. private _depthFunc;
  69540. private _cull;
  69541. private _cullFace;
  69542. private _zOffset;
  69543. private _frontFace;
  69544. /**
  69545. * Initializes the state.
  69546. */
  69547. constructor();
  69548. readonly isDirty: boolean;
  69549. zOffset: number;
  69550. cullFace: Nullable<number>;
  69551. cull: Nullable<boolean>;
  69552. depthFunc: Nullable<number>;
  69553. depthMask: boolean;
  69554. depthTest: boolean;
  69555. frontFace: Nullable<number>;
  69556. reset(): void;
  69557. apply(gl: WebGLRenderingContext): void;
  69558. }
  69559. }
  69560. declare module BABYLON {
  69561. /**
  69562. * @hidden
  69563. **/
  69564. export class _StencilState {
  69565. /** 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 */
  69566. static readonly ALWAYS: number;
  69567. /** Passed to stencilOperation to specify that stencil value must be kept */
  69568. static readonly KEEP: number;
  69569. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69570. static readonly REPLACE: number;
  69571. private _isStencilTestDirty;
  69572. private _isStencilMaskDirty;
  69573. private _isStencilFuncDirty;
  69574. private _isStencilOpDirty;
  69575. private _stencilTest;
  69576. private _stencilMask;
  69577. private _stencilFunc;
  69578. private _stencilFuncRef;
  69579. private _stencilFuncMask;
  69580. private _stencilOpStencilFail;
  69581. private _stencilOpDepthFail;
  69582. private _stencilOpStencilDepthPass;
  69583. readonly isDirty: boolean;
  69584. stencilFunc: number;
  69585. stencilFuncRef: number;
  69586. stencilFuncMask: number;
  69587. stencilOpStencilFail: number;
  69588. stencilOpDepthFail: number;
  69589. stencilOpStencilDepthPass: number;
  69590. stencilMask: number;
  69591. stencilTest: boolean;
  69592. constructor();
  69593. reset(): void;
  69594. apply(gl: WebGLRenderingContext): void;
  69595. }
  69596. }
  69597. declare module BABYLON {
  69598. /**
  69599. * @hidden
  69600. **/
  69601. export class _TimeToken {
  69602. _startTimeQuery: Nullable<WebGLQuery>;
  69603. _endTimeQuery: Nullable<WebGLQuery>;
  69604. _timeElapsedQuery: Nullable<WebGLQuery>;
  69605. _timeElapsedQueryEnded: boolean;
  69606. }
  69607. }
  69608. declare module BABYLON {
  69609. /**
  69610. * Class used to evalaute queries containing `and` and `or` operators
  69611. */
  69612. export class AndOrNotEvaluator {
  69613. /**
  69614. * Evaluate a query
  69615. * @param query defines the query to evaluate
  69616. * @param evaluateCallback defines the callback used to filter result
  69617. * @returns true if the query matches
  69618. */
  69619. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69620. private static _HandleParenthesisContent;
  69621. private static _SimplifyNegation;
  69622. }
  69623. }
  69624. declare module BABYLON {
  69625. /**
  69626. * Class used to store custom tags
  69627. */
  69628. export class Tags {
  69629. /**
  69630. * Adds support for tags on the given object
  69631. * @param obj defines the object to use
  69632. */
  69633. static EnableFor(obj: any): void;
  69634. /**
  69635. * Removes tags support
  69636. * @param obj defines the object to use
  69637. */
  69638. static DisableFor(obj: any): void;
  69639. /**
  69640. * Gets a boolean indicating if the given object has tags
  69641. * @param obj defines the object to use
  69642. * @returns a boolean
  69643. */
  69644. static HasTags(obj: any): boolean;
  69645. /**
  69646. * Gets the tags available on a given object
  69647. * @param obj defines the object to use
  69648. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69649. * @returns the tags
  69650. */
  69651. static GetTags(obj: any, asString?: boolean): any;
  69652. /**
  69653. * Adds tags to an object
  69654. * @param obj defines the object to use
  69655. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69656. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69657. */
  69658. static AddTagsTo(obj: any, tagsString: string): void;
  69659. /**
  69660. * @hidden
  69661. */
  69662. static _AddTagTo(obj: any, tag: string): void;
  69663. /**
  69664. * Removes specific tags from a specific object
  69665. * @param obj defines the object to use
  69666. * @param tagsString defines the tags to remove
  69667. */
  69668. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69669. /**
  69670. * @hidden
  69671. */
  69672. static _RemoveTagFrom(obj: any, tag: string): void;
  69673. /**
  69674. * Defines if tags hosted on an object match a given query
  69675. * @param obj defines the object to use
  69676. * @param tagsQuery defines the tag query
  69677. * @returns a boolean
  69678. */
  69679. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69680. }
  69681. }
  69682. declare module BABYLON {
  69683. /**
  69684. * Defines potential orientation for back face culling
  69685. */
  69686. export enum Orientation {
  69687. /**
  69688. * Clockwise
  69689. */
  69690. CW = 0,
  69691. /** Counter clockwise */
  69692. CCW = 1
  69693. }
  69694. /** Class used to represent a Bezier curve */
  69695. export class BezierCurve {
  69696. /**
  69697. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69698. * @param t defines the time
  69699. * @param x1 defines the left coordinate on X axis
  69700. * @param y1 defines the left coordinate on Y axis
  69701. * @param x2 defines the right coordinate on X axis
  69702. * @param y2 defines the right coordinate on Y axis
  69703. * @returns the interpolated value
  69704. */
  69705. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69706. }
  69707. /**
  69708. * Defines angle representation
  69709. */
  69710. export class Angle {
  69711. private _radians;
  69712. /**
  69713. * Creates an Angle object of "radians" radians (float).
  69714. * @param radians the angle in radians
  69715. */
  69716. constructor(radians: number);
  69717. /**
  69718. * Get value in degrees
  69719. * @returns the Angle value in degrees (float)
  69720. */
  69721. degrees(): number;
  69722. /**
  69723. * Get value in radians
  69724. * @returns the Angle value in radians (float)
  69725. */
  69726. radians(): number;
  69727. /**
  69728. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69729. * @param a defines first vector
  69730. * @param b defines second vector
  69731. * @returns a new Angle
  69732. */
  69733. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69734. /**
  69735. * Gets a new Angle object from the given float in radians
  69736. * @param radians defines the angle value in radians
  69737. * @returns a new Angle
  69738. */
  69739. static FromRadians(radians: number): Angle;
  69740. /**
  69741. * Gets a new Angle object from the given float in degrees
  69742. * @param degrees defines the angle value in degrees
  69743. * @returns a new Angle
  69744. */
  69745. static FromDegrees(degrees: number): Angle;
  69746. }
  69747. /**
  69748. * This represents an arc in a 2d space.
  69749. */
  69750. export class Arc2 {
  69751. /** Defines the start point of the arc */
  69752. startPoint: Vector2;
  69753. /** Defines the mid point of the arc */
  69754. midPoint: Vector2;
  69755. /** Defines the end point of the arc */
  69756. endPoint: Vector2;
  69757. /**
  69758. * Defines the center point of the arc.
  69759. */
  69760. centerPoint: Vector2;
  69761. /**
  69762. * Defines the radius of the arc.
  69763. */
  69764. radius: number;
  69765. /**
  69766. * Defines the angle of the arc (from mid point to end point).
  69767. */
  69768. angle: Angle;
  69769. /**
  69770. * Defines the start angle of the arc (from start point to middle point).
  69771. */
  69772. startAngle: Angle;
  69773. /**
  69774. * Defines the orientation of the arc (clock wise/counter clock wise).
  69775. */
  69776. orientation: Orientation;
  69777. /**
  69778. * Creates an Arc object from the three given points : start, middle and end.
  69779. * @param startPoint Defines the start point of the arc
  69780. * @param midPoint Defines the midlle point of the arc
  69781. * @param endPoint Defines the end point of the arc
  69782. */
  69783. constructor(
  69784. /** Defines the start point of the arc */
  69785. startPoint: Vector2,
  69786. /** Defines the mid point of the arc */
  69787. midPoint: Vector2,
  69788. /** Defines the end point of the arc */
  69789. endPoint: Vector2);
  69790. }
  69791. /**
  69792. * Represents a 2D path made up of multiple 2D points
  69793. */
  69794. export class Path2 {
  69795. private _points;
  69796. private _length;
  69797. /**
  69798. * If the path start and end point are the same
  69799. */
  69800. closed: boolean;
  69801. /**
  69802. * Creates a Path2 object from the starting 2D coordinates x and y.
  69803. * @param x the starting points x value
  69804. * @param y the starting points y value
  69805. */
  69806. constructor(x: number, y: number);
  69807. /**
  69808. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69809. * @param x the added points x value
  69810. * @param y the added points y value
  69811. * @returns the updated Path2.
  69812. */
  69813. addLineTo(x: number, y: number): Path2;
  69814. /**
  69815. * 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.
  69816. * @param midX middle point x value
  69817. * @param midY middle point y value
  69818. * @param endX end point x value
  69819. * @param endY end point y value
  69820. * @param numberOfSegments (default: 36)
  69821. * @returns the updated Path2.
  69822. */
  69823. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69824. /**
  69825. * Closes the Path2.
  69826. * @returns the Path2.
  69827. */
  69828. close(): Path2;
  69829. /**
  69830. * Gets the sum of the distance between each sequential point in the path
  69831. * @returns the Path2 total length (float).
  69832. */
  69833. length(): number;
  69834. /**
  69835. * Gets the points which construct the path
  69836. * @returns the Path2 internal array of points.
  69837. */
  69838. getPoints(): Vector2[];
  69839. /**
  69840. * Retreives the point at the distance aways from the starting point
  69841. * @param normalizedLengthPosition the length along the path to retreive the point from
  69842. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69843. */
  69844. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69845. /**
  69846. * Creates a new path starting from an x and y position
  69847. * @param x starting x value
  69848. * @param y starting y value
  69849. * @returns a new Path2 starting at the coordinates (x, y).
  69850. */
  69851. static StartingAt(x: number, y: number): Path2;
  69852. }
  69853. /**
  69854. * Represents a 3D path made up of multiple 3D points
  69855. */
  69856. export class Path3D {
  69857. /**
  69858. * an array of Vector3, the curve axis of the Path3D
  69859. */
  69860. path: Vector3[];
  69861. private _curve;
  69862. private _distances;
  69863. private _tangents;
  69864. private _normals;
  69865. private _binormals;
  69866. private _raw;
  69867. /**
  69868. * new Path3D(path, normal, raw)
  69869. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69870. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69871. * @param path an array of Vector3, the curve axis of the Path3D
  69872. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69873. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69874. */
  69875. constructor(
  69876. /**
  69877. * an array of Vector3, the curve axis of the Path3D
  69878. */
  69879. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69880. /**
  69881. * Returns the Path3D array of successive Vector3 designing its curve.
  69882. * @returns the Path3D array of successive Vector3 designing its curve.
  69883. */
  69884. getCurve(): Vector3[];
  69885. /**
  69886. * Returns an array populated with tangent vectors on each Path3D curve point.
  69887. * @returns an array populated with tangent vectors on each Path3D curve point.
  69888. */
  69889. getTangents(): Vector3[];
  69890. /**
  69891. * Returns an array populated with normal vectors on each Path3D curve point.
  69892. * @returns an array populated with normal vectors on each Path3D curve point.
  69893. */
  69894. getNormals(): Vector3[];
  69895. /**
  69896. * Returns an array populated with binormal vectors on each Path3D curve point.
  69897. * @returns an array populated with binormal vectors on each Path3D curve point.
  69898. */
  69899. getBinormals(): Vector3[];
  69900. /**
  69901. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69902. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69903. */
  69904. getDistances(): number[];
  69905. /**
  69906. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69907. * @param path path which all values are copied into the curves points
  69908. * @param firstNormal which should be projected onto the curve
  69909. * @returns the same object updated.
  69910. */
  69911. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69912. private _compute;
  69913. private _getFirstNonNullVector;
  69914. private _getLastNonNullVector;
  69915. private _normalVector;
  69916. }
  69917. /**
  69918. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69919. * A Curve3 is designed from a series of successive Vector3.
  69920. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69921. */
  69922. export class Curve3 {
  69923. private _points;
  69924. private _length;
  69925. /**
  69926. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69927. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69928. * @param v1 (Vector3) the control point
  69929. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69930. * @param nbPoints (integer) the wanted number of points in the curve
  69931. * @returns the created Curve3
  69932. */
  69933. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69934. /**
  69935. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69936. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69937. * @param v1 (Vector3) the first control point
  69938. * @param v2 (Vector3) the second control point
  69939. * @param v3 (Vector3) the end point of the Cubic Bezier
  69940. * @param nbPoints (integer) the wanted number of points in the curve
  69941. * @returns the created Curve3
  69942. */
  69943. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69944. /**
  69945. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69946. * @param p1 (Vector3) the origin point of the Hermite Spline
  69947. * @param t1 (Vector3) the tangent vector at the origin point
  69948. * @param p2 (Vector3) the end point of the Hermite Spline
  69949. * @param t2 (Vector3) the tangent vector at the end point
  69950. * @param nbPoints (integer) the wanted number of points in the curve
  69951. * @returns the created Curve3
  69952. */
  69953. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69954. /**
  69955. * Returns a Curve3 object along a CatmullRom Spline curve :
  69956. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69957. * @param nbPoints (integer) the wanted number of points between each curve control points
  69958. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69959. * @returns the created Curve3
  69960. */
  69961. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69962. /**
  69963. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69964. * A Curve3 is designed from a series of successive Vector3.
  69965. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69966. * @param points points which make up the curve
  69967. */
  69968. constructor(points: Vector3[]);
  69969. /**
  69970. * @returns the Curve3 stored array of successive Vector3
  69971. */
  69972. getPoints(): Vector3[];
  69973. /**
  69974. * @returns the computed length (float) of the curve.
  69975. */
  69976. length(): number;
  69977. /**
  69978. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69979. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69980. * curveA and curveB keep unchanged.
  69981. * @param curve the curve to continue from this curve
  69982. * @returns the newly constructed curve
  69983. */
  69984. continue(curve: DeepImmutable<Curve3>): Curve3;
  69985. private _computeLength;
  69986. }
  69987. }
  69988. declare module BABYLON {
  69989. /**
  69990. * This represents the main contract an easing function should follow.
  69991. * Easing functions are used throughout the animation system.
  69992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69993. */
  69994. export interface IEasingFunction {
  69995. /**
  69996. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69997. * of the easing function.
  69998. * The link below provides some of the most common examples of easing functions.
  69999. * @see https://easings.net/
  70000. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70001. * @returns the corresponding value on the curve defined by the easing function
  70002. */
  70003. ease(gradient: number): number;
  70004. }
  70005. /**
  70006. * Base class used for every default easing function.
  70007. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70008. */
  70009. export class EasingFunction implements IEasingFunction {
  70010. /**
  70011. * Interpolation follows the mathematical formula associated with the easing function.
  70012. */
  70013. static readonly EASINGMODE_EASEIN: number;
  70014. /**
  70015. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70016. */
  70017. static readonly EASINGMODE_EASEOUT: number;
  70018. /**
  70019. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70020. */
  70021. static readonly EASINGMODE_EASEINOUT: number;
  70022. private _easingMode;
  70023. /**
  70024. * Sets the easing mode of the current function.
  70025. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70026. */
  70027. setEasingMode(easingMode: number): void;
  70028. /**
  70029. * Gets the current easing mode.
  70030. * @returns the easing mode
  70031. */
  70032. getEasingMode(): number;
  70033. /**
  70034. * @hidden
  70035. */
  70036. easeInCore(gradient: number): number;
  70037. /**
  70038. * Given an input gradient between 0 and 1, this returns the corresponding value
  70039. * of the easing function.
  70040. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70041. * @returns the corresponding value on the curve defined by the easing function
  70042. */
  70043. ease(gradient: number): number;
  70044. }
  70045. /**
  70046. * Easing function with a circle shape (see link below).
  70047. * @see https://easings.net/#easeInCirc
  70048. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70049. */
  70050. export class CircleEase extends EasingFunction implements IEasingFunction {
  70051. /** @hidden */
  70052. easeInCore(gradient: number): number;
  70053. }
  70054. /**
  70055. * Easing function with a ease back shape (see link below).
  70056. * @see https://easings.net/#easeInBack
  70057. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70058. */
  70059. export class BackEase extends EasingFunction implements IEasingFunction {
  70060. /** Defines the amplitude of the function */
  70061. amplitude: number;
  70062. /**
  70063. * Instantiates a back ease easing
  70064. * @see https://easings.net/#easeInBack
  70065. * @param amplitude Defines the amplitude of the function
  70066. */
  70067. constructor(
  70068. /** Defines the amplitude of the function */
  70069. amplitude?: number);
  70070. /** @hidden */
  70071. easeInCore(gradient: number): number;
  70072. }
  70073. /**
  70074. * Easing function with a bouncing shape (see link below).
  70075. * @see https://easings.net/#easeInBounce
  70076. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70077. */
  70078. export class BounceEase extends EasingFunction implements IEasingFunction {
  70079. /** Defines the number of bounces */
  70080. bounces: number;
  70081. /** Defines the amplitude of the bounce */
  70082. bounciness: number;
  70083. /**
  70084. * Instantiates a bounce easing
  70085. * @see https://easings.net/#easeInBounce
  70086. * @param bounces Defines the number of bounces
  70087. * @param bounciness Defines the amplitude of the bounce
  70088. */
  70089. constructor(
  70090. /** Defines the number of bounces */
  70091. bounces?: number,
  70092. /** Defines the amplitude of the bounce */
  70093. bounciness?: number);
  70094. /** @hidden */
  70095. easeInCore(gradient: number): number;
  70096. }
  70097. /**
  70098. * Easing function with a power of 3 shape (see link below).
  70099. * @see https://easings.net/#easeInCubic
  70100. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70101. */
  70102. export class CubicEase extends EasingFunction implements IEasingFunction {
  70103. /** @hidden */
  70104. easeInCore(gradient: number): number;
  70105. }
  70106. /**
  70107. * Easing function with an elastic shape (see link below).
  70108. * @see https://easings.net/#easeInElastic
  70109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70110. */
  70111. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70112. /** Defines the number of oscillations*/
  70113. oscillations: number;
  70114. /** Defines the amplitude of the oscillations*/
  70115. springiness: number;
  70116. /**
  70117. * Instantiates an elastic easing function
  70118. * @see https://easings.net/#easeInElastic
  70119. * @param oscillations Defines the number of oscillations
  70120. * @param springiness Defines the amplitude of the oscillations
  70121. */
  70122. constructor(
  70123. /** Defines the number of oscillations*/
  70124. oscillations?: number,
  70125. /** Defines the amplitude of the oscillations*/
  70126. springiness?: number);
  70127. /** @hidden */
  70128. easeInCore(gradient: number): number;
  70129. }
  70130. /**
  70131. * Easing function with an exponential shape (see link below).
  70132. * @see https://easings.net/#easeInExpo
  70133. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70134. */
  70135. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70136. /** Defines the exponent of the function */
  70137. exponent: number;
  70138. /**
  70139. * Instantiates an exponential easing function
  70140. * @see https://easings.net/#easeInExpo
  70141. * @param exponent Defines the exponent of the function
  70142. */
  70143. constructor(
  70144. /** Defines the exponent of the function */
  70145. exponent?: number);
  70146. /** @hidden */
  70147. easeInCore(gradient: number): number;
  70148. }
  70149. /**
  70150. * Easing function with a power shape (see link below).
  70151. * @see https://easings.net/#easeInQuad
  70152. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70153. */
  70154. export class PowerEase extends EasingFunction implements IEasingFunction {
  70155. /** Defines the power of the function */
  70156. power: number;
  70157. /**
  70158. * Instantiates an power base easing function
  70159. * @see https://easings.net/#easeInQuad
  70160. * @param power Defines the power of the function
  70161. */
  70162. constructor(
  70163. /** Defines the power of the function */
  70164. power?: number);
  70165. /** @hidden */
  70166. easeInCore(gradient: number): number;
  70167. }
  70168. /**
  70169. * Easing function with a power of 2 shape (see link below).
  70170. * @see https://easings.net/#easeInQuad
  70171. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70172. */
  70173. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70174. /** @hidden */
  70175. easeInCore(gradient: number): number;
  70176. }
  70177. /**
  70178. * Easing function with a power of 4 shape (see link below).
  70179. * @see https://easings.net/#easeInQuart
  70180. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70181. */
  70182. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70183. /** @hidden */
  70184. easeInCore(gradient: number): number;
  70185. }
  70186. /**
  70187. * Easing function with a power of 5 shape (see link below).
  70188. * @see https://easings.net/#easeInQuint
  70189. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70190. */
  70191. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70192. /** @hidden */
  70193. easeInCore(gradient: number): number;
  70194. }
  70195. /**
  70196. * Easing function with a sin shape (see link below).
  70197. * @see https://easings.net/#easeInSine
  70198. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70199. */
  70200. export class SineEase extends EasingFunction implements IEasingFunction {
  70201. /** @hidden */
  70202. easeInCore(gradient: number): number;
  70203. }
  70204. /**
  70205. * Easing function with a bezier shape (see link below).
  70206. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70208. */
  70209. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70210. /** Defines the x component of the start tangent in the bezier curve */
  70211. x1: number;
  70212. /** Defines the y component of the start tangent in the bezier curve */
  70213. y1: number;
  70214. /** Defines the x component of the end tangent in the bezier curve */
  70215. x2: number;
  70216. /** Defines the y component of the end tangent in the bezier curve */
  70217. y2: number;
  70218. /**
  70219. * Instantiates a bezier function
  70220. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70221. * @param x1 Defines the x component of the start tangent in the bezier curve
  70222. * @param y1 Defines the y component of the start tangent in the bezier curve
  70223. * @param x2 Defines the x component of the end tangent in the bezier curve
  70224. * @param y2 Defines the y component of the end tangent in the bezier curve
  70225. */
  70226. constructor(
  70227. /** Defines the x component of the start tangent in the bezier curve */
  70228. x1?: number,
  70229. /** Defines the y component of the start tangent in the bezier curve */
  70230. y1?: number,
  70231. /** Defines the x component of the end tangent in the bezier curve */
  70232. x2?: number,
  70233. /** Defines the y component of the end tangent in the bezier curve */
  70234. y2?: number);
  70235. /** @hidden */
  70236. easeInCore(gradient: number): number;
  70237. }
  70238. }
  70239. declare module BABYLON {
  70240. /**
  70241. * Defines an interface which represents an animation key frame
  70242. */
  70243. export interface IAnimationKey {
  70244. /**
  70245. * Frame of the key frame
  70246. */
  70247. frame: number;
  70248. /**
  70249. * Value at the specifies key frame
  70250. */
  70251. value: any;
  70252. /**
  70253. * The input tangent for the cubic hermite spline
  70254. */
  70255. inTangent?: any;
  70256. /**
  70257. * The output tangent for the cubic hermite spline
  70258. */
  70259. outTangent?: any;
  70260. /**
  70261. * The animation interpolation type
  70262. */
  70263. interpolation?: AnimationKeyInterpolation;
  70264. }
  70265. /**
  70266. * Enum for the animation key frame interpolation type
  70267. */
  70268. export enum AnimationKeyInterpolation {
  70269. /**
  70270. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70271. */
  70272. STEP = 1
  70273. }
  70274. }
  70275. declare module BABYLON {
  70276. /**
  70277. * Represents the range of an animation
  70278. */
  70279. export class AnimationRange {
  70280. /**The name of the animation range**/
  70281. name: string;
  70282. /**The starting frame of the animation */
  70283. from: number;
  70284. /**The ending frame of the animation*/
  70285. to: number;
  70286. /**
  70287. * Initializes the range of an animation
  70288. * @param name The name of the animation range
  70289. * @param from The starting frame of the animation
  70290. * @param to The ending frame of the animation
  70291. */
  70292. constructor(
  70293. /**The name of the animation range**/
  70294. name: string,
  70295. /**The starting frame of the animation */
  70296. from: number,
  70297. /**The ending frame of the animation*/
  70298. to: number);
  70299. /**
  70300. * Makes a copy of the animation range
  70301. * @returns A copy of the animation range
  70302. */
  70303. clone(): AnimationRange;
  70304. }
  70305. }
  70306. declare module BABYLON {
  70307. /**
  70308. * Composed of a frame, and an action function
  70309. */
  70310. export class AnimationEvent {
  70311. /** The frame for which the event is triggered **/
  70312. frame: number;
  70313. /** The event to perform when triggered **/
  70314. action: (currentFrame: number) => void;
  70315. /** Specifies if the event should be triggered only once**/
  70316. onlyOnce?: boolean | undefined;
  70317. /**
  70318. * Specifies if the animation event is done
  70319. */
  70320. isDone: boolean;
  70321. /**
  70322. * Initializes the animation event
  70323. * @param frame The frame for which the event is triggered
  70324. * @param action The event to perform when triggered
  70325. * @param onlyOnce Specifies if the event should be triggered only once
  70326. */
  70327. constructor(
  70328. /** The frame for which the event is triggered **/
  70329. frame: number,
  70330. /** The event to perform when triggered **/
  70331. action: (currentFrame: number) => void,
  70332. /** Specifies if the event should be triggered only once**/
  70333. onlyOnce?: boolean | undefined);
  70334. /** @hidden */
  70335. _clone(): AnimationEvent;
  70336. }
  70337. }
  70338. declare module BABYLON {
  70339. /**
  70340. * Interface used to define a behavior
  70341. */
  70342. export interface Behavior<T> {
  70343. /** gets or sets behavior's name */
  70344. name: string;
  70345. /**
  70346. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70347. */
  70348. init(): void;
  70349. /**
  70350. * Called when the behavior is attached to a target
  70351. * @param target defines the target where the behavior is attached to
  70352. */
  70353. attach(target: T): void;
  70354. /**
  70355. * Called when the behavior is detached from its target
  70356. */
  70357. detach(): void;
  70358. }
  70359. /**
  70360. * Interface implemented by classes supporting behaviors
  70361. */
  70362. export interface IBehaviorAware<T> {
  70363. /**
  70364. * Attach a behavior
  70365. * @param behavior defines the behavior to attach
  70366. * @returns the current host
  70367. */
  70368. addBehavior(behavior: Behavior<T>): T;
  70369. /**
  70370. * Remove a behavior from the current object
  70371. * @param behavior defines the behavior to detach
  70372. * @returns the current host
  70373. */
  70374. removeBehavior(behavior: Behavior<T>): T;
  70375. /**
  70376. * Gets a behavior using its name to search
  70377. * @param name defines the name to search
  70378. * @returns the behavior or null if not found
  70379. */
  70380. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70381. }
  70382. }
  70383. declare module BABYLON {
  70384. /**
  70385. * Defines an array and its length.
  70386. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70387. */
  70388. export interface ISmartArrayLike<T> {
  70389. /**
  70390. * The data of the array.
  70391. */
  70392. data: Array<T>;
  70393. /**
  70394. * The active length of the array.
  70395. */
  70396. length: number;
  70397. }
  70398. /**
  70399. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70400. */
  70401. export class SmartArray<T> implements ISmartArrayLike<T> {
  70402. /**
  70403. * The full set of data from the array.
  70404. */
  70405. data: Array<T>;
  70406. /**
  70407. * The active length of the array.
  70408. */
  70409. length: number;
  70410. protected _id: number;
  70411. /**
  70412. * Instantiates a Smart Array.
  70413. * @param capacity defines the default capacity of the array.
  70414. */
  70415. constructor(capacity: number);
  70416. /**
  70417. * Pushes a value at the end of the active data.
  70418. * @param value defines the object to push in the array.
  70419. */
  70420. push(value: T): void;
  70421. /**
  70422. * Iterates over the active data and apply the lambda to them.
  70423. * @param func defines the action to apply on each value.
  70424. */
  70425. forEach(func: (content: T) => void): void;
  70426. /**
  70427. * Sorts the full sets of data.
  70428. * @param compareFn defines the comparison function to apply.
  70429. */
  70430. sort(compareFn: (a: T, b: T) => number): void;
  70431. /**
  70432. * Resets the active data to an empty array.
  70433. */
  70434. reset(): void;
  70435. /**
  70436. * Releases all the data from the array as well as the array.
  70437. */
  70438. dispose(): void;
  70439. /**
  70440. * Concats the active data with a given array.
  70441. * @param array defines the data to concatenate with.
  70442. */
  70443. concat(array: any): void;
  70444. /**
  70445. * Returns the position of a value in the active data.
  70446. * @param value defines the value to find the index for
  70447. * @returns the index if found in the active data otherwise -1
  70448. */
  70449. indexOf(value: T): number;
  70450. /**
  70451. * Returns whether an element is part of the active data.
  70452. * @param value defines the value to look for
  70453. * @returns true if found in the active data otherwise false
  70454. */
  70455. contains(value: T): boolean;
  70456. private static _GlobalId;
  70457. }
  70458. /**
  70459. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70460. * The data in this array can only be present once
  70461. */
  70462. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70463. private _duplicateId;
  70464. /**
  70465. * Pushes a value at the end of the active data.
  70466. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70467. * @param value defines the object to push in the array.
  70468. */
  70469. push(value: T): void;
  70470. /**
  70471. * Pushes a value at the end of the active data.
  70472. * If the data is already present, it won t be added again
  70473. * @param value defines the object to push in the array.
  70474. * @returns true if added false if it was already present
  70475. */
  70476. pushNoDuplicate(value: T): boolean;
  70477. /**
  70478. * Resets the active data to an empty array.
  70479. */
  70480. reset(): void;
  70481. /**
  70482. * Concats the active data with a given array.
  70483. * This ensures no dupplicate will be present in the result.
  70484. * @param array defines the data to concatenate with.
  70485. */
  70486. concatWithNoDuplicate(array: any): void;
  70487. }
  70488. }
  70489. declare module BABYLON {
  70490. /**
  70491. * @ignore
  70492. * This is a list of all the different input types that are available in the application.
  70493. * Fo instance: ArcRotateCameraGamepadInput...
  70494. */
  70495. export var CameraInputTypes: {};
  70496. /**
  70497. * This is the contract to implement in order to create a new input class.
  70498. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70499. */
  70500. export interface ICameraInput<TCamera extends Camera> {
  70501. /**
  70502. * Defines the camera the input is attached to.
  70503. */
  70504. camera: Nullable<TCamera>;
  70505. /**
  70506. * Gets the class name of the current intput.
  70507. * @returns the class name
  70508. */
  70509. getClassName(): string;
  70510. /**
  70511. * Get the friendly name associated with the input class.
  70512. * @returns the input friendly name
  70513. */
  70514. getSimpleName(): string;
  70515. /**
  70516. * Attach the input controls to a specific dom element to get the input from.
  70517. * @param element Defines the element the controls should be listened from
  70518. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70519. */
  70520. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70521. /**
  70522. * Detach the current controls from the specified dom element.
  70523. * @param element Defines the element to stop listening the inputs from
  70524. */
  70525. detachControl(element: Nullable<HTMLElement>): void;
  70526. /**
  70527. * Update the current camera state depending on the inputs that have been used this frame.
  70528. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70529. */
  70530. checkInputs?: () => void;
  70531. }
  70532. /**
  70533. * Represents a map of input types to input instance or input index to input instance.
  70534. */
  70535. export interface CameraInputsMap<TCamera extends Camera> {
  70536. /**
  70537. * Accessor to the input by input type.
  70538. */
  70539. [name: string]: ICameraInput<TCamera>;
  70540. /**
  70541. * Accessor to the input by input index.
  70542. */
  70543. [idx: number]: ICameraInput<TCamera>;
  70544. }
  70545. /**
  70546. * This represents the input manager used within a camera.
  70547. * It helps dealing with all the different kind of input attached to a camera.
  70548. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70549. */
  70550. export class CameraInputsManager<TCamera extends Camera> {
  70551. /**
  70552. * Defines the list of inputs attahed to the camera.
  70553. */
  70554. attached: CameraInputsMap<TCamera>;
  70555. /**
  70556. * Defines the dom element the camera is collecting inputs from.
  70557. * This is null if the controls have not been attached.
  70558. */
  70559. attachedElement: Nullable<HTMLElement>;
  70560. /**
  70561. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70562. */
  70563. noPreventDefault: boolean;
  70564. /**
  70565. * Defined the camera the input manager belongs to.
  70566. */
  70567. camera: TCamera;
  70568. /**
  70569. * Update the current camera state depending on the inputs that have been used this frame.
  70570. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70571. */
  70572. checkInputs: () => void;
  70573. /**
  70574. * Instantiate a new Camera Input Manager.
  70575. * @param camera Defines the camera the input manager blongs to
  70576. */
  70577. constructor(camera: TCamera);
  70578. /**
  70579. * Add an input method to a camera
  70580. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70581. * @param input camera input method
  70582. */
  70583. add(input: ICameraInput<TCamera>): void;
  70584. /**
  70585. * Remove a specific input method from a camera
  70586. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70587. * @param inputToRemove camera input method
  70588. */
  70589. remove(inputToRemove: ICameraInput<TCamera>): void;
  70590. /**
  70591. * Remove a specific input type from a camera
  70592. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70593. * @param inputType the type of the input to remove
  70594. */
  70595. removeByType(inputType: string): void;
  70596. private _addCheckInputs;
  70597. /**
  70598. * Attach the input controls to the currently attached dom element to listen the events from.
  70599. * @param input Defines the input to attach
  70600. */
  70601. attachInput(input: ICameraInput<TCamera>): void;
  70602. /**
  70603. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70604. * @param element Defines the dom element to collect the events from
  70605. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70606. */
  70607. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70608. /**
  70609. * Detach the current manager inputs controls from a specific dom element.
  70610. * @param element Defines the dom element to collect the events from
  70611. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70612. */
  70613. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70614. /**
  70615. * Rebuild the dynamic inputCheck function from the current list of
  70616. * defined inputs in the manager.
  70617. */
  70618. rebuildInputCheck(): void;
  70619. /**
  70620. * Remove all attached input methods from a camera
  70621. */
  70622. clear(): void;
  70623. /**
  70624. * Serialize the current input manager attached to a camera.
  70625. * This ensures than once parsed,
  70626. * the input associated to the camera will be identical to the current ones
  70627. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70628. */
  70629. serialize(serializedCamera: any): void;
  70630. /**
  70631. * Parses an input manager serialized JSON to restore the previous list of inputs
  70632. * and states associated to a camera.
  70633. * @param parsedCamera Defines the JSON to parse
  70634. */
  70635. parse(parsedCamera: any): void;
  70636. }
  70637. }
  70638. declare module BABYLON {
  70639. /**
  70640. * @hidden
  70641. */
  70642. export class IntersectionInfo {
  70643. bu: Nullable<number>;
  70644. bv: Nullable<number>;
  70645. distance: number;
  70646. faceId: number;
  70647. subMeshId: number;
  70648. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70649. }
  70650. }
  70651. declare module BABYLON {
  70652. /**
  70653. * Represens a plane by the equation ax + by + cz + d = 0
  70654. */
  70655. export class Plane {
  70656. private static _TmpMatrix;
  70657. /**
  70658. * Normal of the plane (a,b,c)
  70659. */
  70660. normal: Vector3;
  70661. /**
  70662. * d component of the plane
  70663. */
  70664. d: number;
  70665. /**
  70666. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70667. * @param a a component of the plane
  70668. * @param b b component of the plane
  70669. * @param c c component of the plane
  70670. * @param d d component of the plane
  70671. */
  70672. constructor(a: number, b: number, c: number, d: number);
  70673. /**
  70674. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70675. */
  70676. asArray(): number[];
  70677. /**
  70678. * @returns a new plane copied from the current Plane.
  70679. */
  70680. clone(): Plane;
  70681. /**
  70682. * @returns the string "Plane".
  70683. */
  70684. getClassName(): string;
  70685. /**
  70686. * @returns the Plane hash code.
  70687. */
  70688. getHashCode(): number;
  70689. /**
  70690. * Normalize the current Plane in place.
  70691. * @returns the updated Plane.
  70692. */
  70693. normalize(): Plane;
  70694. /**
  70695. * Applies a transformation the plane and returns the result
  70696. * @param transformation the transformation matrix to be applied to the plane
  70697. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70698. */
  70699. transform(transformation: DeepImmutable<Matrix>): Plane;
  70700. /**
  70701. * Calcualtte the dot product between the point and the plane normal
  70702. * @param point point to calculate the dot product with
  70703. * @returns the dot product (float) of the point coordinates and the plane normal.
  70704. */
  70705. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70706. /**
  70707. * Updates the current Plane from the plane defined by the three given points.
  70708. * @param point1 one of the points used to contruct the plane
  70709. * @param point2 one of the points used to contruct the plane
  70710. * @param point3 one of the points used to contruct the plane
  70711. * @returns the updated Plane.
  70712. */
  70713. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70714. /**
  70715. * Checks if the plane is facing a given direction
  70716. * @param direction the direction to check if the plane is facing
  70717. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70718. * @returns True is the vector "direction" is the same side than the plane normal.
  70719. */
  70720. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70721. /**
  70722. * Calculates the distance to a point
  70723. * @param point point to calculate distance to
  70724. * @returns the signed distance (float) from the given point to the Plane.
  70725. */
  70726. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70727. /**
  70728. * Creates a plane from an array
  70729. * @param array the array to create a plane from
  70730. * @returns a new Plane from the given array.
  70731. */
  70732. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70733. /**
  70734. * Creates a plane from three points
  70735. * @param point1 point used to create the plane
  70736. * @param point2 point used to create the plane
  70737. * @param point3 point used to create the plane
  70738. * @returns a new Plane defined by the three given points.
  70739. */
  70740. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70741. /**
  70742. * Creates a plane from an origin point and a normal
  70743. * @param origin origin of the plane to be constructed
  70744. * @param normal normal of the plane to be constructed
  70745. * @returns a new Plane the normal vector to this plane at the given origin point.
  70746. * Note : the vector "normal" is updated because normalized.
  70747. */
  70748. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70749. /**
  70750. * Calculates the distance from a plane and a point
  70751. * @param origin origin of the plane to be constructed
  70752. * @param normal normal of the plane to be constructed
  70753. * @param point point to calculate distance to
  70754. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70755. */
  70756. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70757. }
  70758. }
  70759. declare module BABYLON {
  70760. /**
  70761. * Class used to store bounding sphere information
  70762. */
  70763. export class BoundingSphere {
  70764. /**
  70765. * Gets the center of the bounding sphere in local space
  70766. */
  70767. readonly center: Vector3;
  70768. /**
  70769. * Radius of the bounding sphere in local space
  70770. */
  70771. radius: number;
  70772. /**
  70773. * Gets the center of the bounding sphere in world space
  70774. */
  70775. readonly centerWorld: Vector3;
  70776. /**
  70777. * Radius of the bounding sphere in world space
  70778. */
  70779. radiusWorld: number;
  70780. /**
  70781. * Gets the minimum vector in local space
  70782. */
  70783. readonly minimum: Vector3;
  70784. /**
  70785. * Gets the maximum vector in local space
  70786. */
  70787. readonly maximum: Vector3;
  70788. private _worldMatrix;
  70789. private static readonly TmpVector3;
  70790. /**
  70791. * Creates a new bounding sphere
  70792. * @param min defines the minimum vector (in local space)
  70793. * @param max defines the maximum vector (in local space)
  70794. * @param worldMatrix defines the new world matrix
  70795. */
  70796. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70797. /**
  70798. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70799. * @param min defines the new minimum vector (in local space)
  70800. * @param max defines the new maximum vector (in local space)
  70801. * @param worldMatrix defines the new world matrix
  70802. */
  70803. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70804. /**
  70805. * Scale the current bounding sphere by applying a scale factor
  70806. * @param factor defines the scale factor to apply
  70807. * @returns the current bounding box
  70808. */
  70809. scale(factor: number): BoundingSphere;
  70810. /**
  70811. * Gets the world matrix of the bounding box
  70812. * @returns a matrix
  70813. */
  70814. getWorldMatrix(): DeepImmutable<Matrix>;
  70815. /** @hidden */
  70816. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70817. /**
  70818. * Tests if the bounding sphere is intersecting the frustum planes
  70819. * @param frustumPlanes defines the frustum planes to test
  70820. * @returns true if there is an intersection
  70821. */
  70822. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70823. /**
  70824. * Tests if the bounding sphere center is in between the frustum planes.
  70825. * Used for optimistic fast inclusion.
  70826. * @param frustumPlanes defines the frustum planes to test
  70827. * @returns true if the sphere center is in between the frustum planes
  70828. */
  70829. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70830. /**
  70831. * Tests if a point is inside the bounding sphere
  70832. * @param point defines the point to test
  70833. * @returns true if the point is inside the bounding sphere
  70834. */
  70835. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70836. /**
  70837. * Checks if two sphere intersct
  70838. * @param sphere0 sphere 0
  70839. * @param sphere1 sphere 1
  70840. * @returns true if the speres intersect
  70841. */
  70842. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70843. }
  70844. }
  70845. declare module BABYLON {
  70846. /**
  70847. * Class used to store bounding box information
  70848. */
  70849. export class BoundingBox implements ICullable {
  70850. /**
  70851. * Gets the 8 vectors representing the bounding box in local space
  70852. */
  70853. readonly vectors: Vector3[];
  70854. /**
  70855. * Gets the center of the bounding box in local space
  70856. */
  70857. readonly center: Vector3;
  70858. /**
  70859. * Gets the center of the bounding box in world space
  70860. */
  70861. readonly centerWorld: Vector3;
  70862. /**
  70863. * Gets the extend size in local space
  70864. */
  70865. readonly extendSize: Vector3;
  70866. /**
  70867. * Gets the extend size in world space
  70868. */
  70869. readonly extendSizeWorld: Vector3;
  70870. /**
  70871. * Gets the OBB (object bounding box) directions
  70872. */
  70873. readonly directions: Vector3[];
  70874. /**
  70875. * Gets the 8 vectors representing the bounding box in world space
  70876. */
  70877. readonly vectorsWorld: Vector3[];
  70878. /**
  70879. * Gets the minimum vector in world space
  70880. */
  70881. readonly minimumWorld: Vector3;
  70882. /**
  70883. * Gets the maximum vector in world space
  70884. */
  70885. readonly maximumWorld: Vector3;
  70886. /**
  70887. * Gets the minimum vector in local space
  70888. */
  70889. readonly minimum: Vector3;
  70890. /**
  70891. * Gets the maximum vector in local space
  70892. */
  70893. readonly maximum: Vector3;
  70894. private _worldMatrix;
  70895. private static readonly TmpVector3;
  70896. /**
  70897. * @hidden
  70898. */
  70899. _tag: number;
  70900. /**
  70901. * Creates a new bounding box
  70902. * @param min defines the minimum vector (in local space)
  70903. * @param max defines the maximum vector (in local space)
  70904. * @param worldMatrix defines the new world matrix
  70905. */
  70906. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70907. /**
  70908. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70909. * @param min defines the new minimum vector (in local space)
  70910. * @param max defines the new maximum vector (in local space)
  70911. * @param worldMatrix defines the new world matrix
  70912. */
  70913. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70914. /**
  70915. * Scale the current bounding box by applying a scale factor
  70916. * @param factor defines the scale factor to apply
  70917. * @returns the current bounding box
  70918. */
  70919. scale(factor: number): BoundingBox;
  70920. /**
  70921. * Gets the world matrix of the bounding box
  70922. * @returns a matrix
  70923. */
  70924. getWorldMatrix(): DeepImmutable<Matrix>;
  70925. /** @hidden */
  70926. _update(world: DeepImmutable<Matrix>): void;
  70927. /**
  70928. * Tests if the bounding box is intersecting the frustum planes
  70929. * @param frustumPlanes defines the frustum planes to test
  70930. * @returns true if there is an intersection
  70931. */
  70932. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70933. /**
  70934. * Tests if the bounding box is entirely inside the frustum planes
  70935. * @param frustumPlanes defines the frustum planes to test
  70936. * @returns true if there is an inclusion
  70937. */
  70938. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70939. /**
  70940. * Tests if a point is inside the bounding box
  70941. * @param point defines the point to test
  70942. * @returns true if the point is inside the bounding box
  70943. */
  70944. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70945. /**
  70946. * Tests if the bounding box intersects with a bounding sphere
  70947. * @param sphere defines the sphere to test
  70948. * @returns true if there is an intersection
  70949. */
  70950. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70951. /**
  70952. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70953. * @param min defines the min vector to use
  70954. * @param max defines the max vector to use
  70955. * @returns true if there is an intersection
  70956. */
  70957. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70958. /**
  70959. * Tests if two bounding boxes are intersections
  70960. * @param box0 defines the first box to test
  70961. * @param box1 defines the second box to test
  70962. * @returns true if there is an intersection
  70963. */
  70964. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70965. /**
  70966. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70967. * @param minPoint defines the minimum vector of the bounding box
  70968. * @param maxPoint defines the maximum vector of the bounding box
  70969. * @param sphereCenter defines the sphere center
  70970. * @param sphereRadius defines the sphere radius
  70971. * @returns true if there is an intersection
  70972. */
  70973. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70974. /**
  70975. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70976. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70977. * @param frustumPlanes defines the frustum planes to test
  70978. * @return true if there is an inclusion
  70979. */
  70980. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70981. /**
  70982. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70983. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70984. * @param frustumPlanes defines the frustum planes to test
  70985. * @return true if there is an intersection
  70986. */
  70987. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70988. }
  70989. }
  70990. declare module BABYLON {
  70991. /** @hidden */
  70992. export class Collider {
  70993. /** Define if a collision was found */
  70994. collisionFound: boolean;
  70995. /**
  70996. * Define last intersection point in local space
  70997. */
  70998. intersectionPoint: Vector3;
  70999. /**
  71000. * Define last collided mesh
  71001. */
  71002. collidedMesh: Nullable<AbstractMesh>;
  71003. private _collisionPoint;
  71004. private _planeIntersectionPoint;
  71005. private _tempVector;
  71006. private _tempVector2;
  71007. private _tempVector3;
  71008. private _tempVector4;
  71009. private _edge;
  71010. private _baseToVertex;
  71011. private _destinationPoint;
  71012. private _slidePlaneNormal;
  71013. private _displacementVector;
  71014. /** @hidden */
  71015. _radius: Vector3;
  71016. /** @hidden */
  71017. _retry: number;
  71018. private _velocity;
  71019. private _basePoint;
  71020. private _epsilon;
  71021. /** @hidden */
  71022. _velocityWorldLength: number;
  71023. /** @hidden */
  71024. _basePointWorld: Vector3;
  71025. private _velocityWorld;
  71026. private _normalizedVelocity;
  71027. /** @hidden */
  71028. _initialVelocity: Vector3;
  71029. /** @hidden */
  71030. _initialPosition: Vector3;
  71031. private _nearestDistance;
  71032. private _collisionMask;
  71033. collisionMask: number;
  71034. /**
  71035. * Gets the plane normal used to compute the sliding response (in local space)
  71036. */
  71037. readonly slidePlaneNormal: Vector3;
  71038. /** @hidden */
  71039. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71040. /** @hidden */
  71041. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71042. /** @hidden */
  71043. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71044. /** @hidden */
  71045. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71046. /** @hidden */
  71047. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71048. /** @hidden */
  71049. _getResponse(pos: Vector3, vel: Vector3): void;
  71050. }
  71051. }
  71052. declare module BABYLON {
  71053. /**
  71054. * Interface for cullable objects
  71055. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71056. */
  71057. export interface ICullable {
  71058. /**
  71059. * Checks if the object or part of the object is in the frustum
  71060. * @param frustumPlanes Camera near/planes
  71061. * @returns true if the object is in frustum otherwise false
  71062. */
  71063. isInFrustum(frustumPlanes: Plane[]): boolean;
  71064. /**
  71065. * Checks if a cullable object (mesh...) is in the camera frustum
  71066. * Unlike isInFrustum this cheks the full bounding box
  71067. * @param frustumPlanes Camera near/planes
  71068. * @returns true if the object is in frustum otherwise false
  71069. */
  71070. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71071. }
  71072. /**
  71073. * Info for a bounding data of a mesh
  71074. */
  71075. export class BoundingInfo implements ICullable {
  71076. /**
  71077. * Bounding box for the mesh
  71078. */
  71079. readonly boundingBox: BoundingBox;
  71080. /**
  71081. * Bounding sphere for the mesh
  71082. */
  71083. readonly boundingSphere: BoundingSphere;
  71084. private _isLocked;
  71085. private static readonly TmpVector3;
  71086. /**
  71087. * Constructs bounding info
  71088. * @param minimum min vector of the bounding box/sphere
  71089. * @param maximum max vector of the bounding box/sphere
  71090. * @param worldMatrix defines the new world matrix
  71091. */
  71092. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71093. /**
  71094. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71095. * @param min defines the new minimum vector (in local space)
  71096. * @param max defines the new maximum vector (in local space)
  71097. * @param worldMatrix defines the new world matrix
  71098. */
  71099. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71100. /**
  71101. * min vector of the bounding box/sphere
  71102. */
  71103. readonly minimum: Vector3;
  71104. /**
  71105. * max vector of the bounding box/sphere
  71106. */
  71107. readonly maximum: Vector3;
  71108. /**
  71109. * If the info is locked and won't be updated to avoid perf overhead
  71110. */
  71111. isLocked: boolean;
  71112. /**
  71113. * Updates the bounding sphere and box
  71114. * @param world world matrix to be used to update
  71115. */
  71116. update(world: DeepImmutable<Matrix>): void;
  71117. /**
  71118. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71119. * @param center New center of the bounding info
  71120. * @param extend New extend of the bounding info
  71121. * @returns the current bounding info
  71122. */
  71123. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71124. /**
  71125. * Scale the current bounding info by applying a scale factor
  71126. * @param factor defines the scale factor to apply
  71127. * @returns the current bounding info
  71128. */
  71129. scale(factor: number): BoundingInfo;
  71130. /**
  71131. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71132. * @param frustumPlanes defines the frustum to test
  71133. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71134. * @returns true if the bounding info is in the frustum planes
  71135. */
  71136. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71137. /**
  71138. * Gets the world distance between the min and max points of the bounding box
  71139. */
  71140. readonly diagonalLength: number;
  71141. /**
  71142. * Checks if a cullable object (mesh...) is in the camera frustum
  71143. * Unlike isInFrustum this cheks the full bounding box
  71144. * @param frustumPlanes Camera near/planes
  71145. * @returns true if the object is in frustum otherwise false
  71146. */
  71147. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71148. /** @hidden */
  71149. _checkCollision(collider: Collider): boolean;
  71150. /**
  71151. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71152. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71153. * @param point the point to check intersection with
  71154. * @returns if the point intersects
  71155. */
  71156. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71157. /**
  71158. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71159. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71160. * @param boundingInfo the bounding info to check intersection with
  71161. * @param precise if the intersection should be done using OBB
  71162. * @returns if the bounding info intersects
  71163. */
  71164. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71165. }
  71166. }
  71167. declare module BABYLON {
  71168. /**
  71169. * Extracts minimum and maximum values from a list of indexed positions
  71170. * @param positions defines the positions to use
  71171. * @param indices defines the indices to the positions
  71172. * @param indexStart defines the start index
  71173. * @param indexCount defines the end index
  71174. * @param bias defines bias value to add to the result
  71175. * @return minimum and maximum values
  71176. */
  71177. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71178. minimum: Vector3;
  71179. maximum: Vector3;
  71180. };
  71181. /**
  71182. * Extracts minimum and maximum values from a list of positions
  71183. * @param positions defines the positions to use
  71184. * @param start defines the start index in the positions array
  71185. * @param count defines the number of positions to handle
  71186. * @param bias defines bias value to add to the result
  71187. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71188. * @return minimum and maximum values
  71189. */
  71190. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71191. minimum: Vector3;
  71192. maximum: Vector3;
  71193. };
  71194. }
  71195. declare module BABYLON {
  71196. /**
  71197. * Enum that determines the text-wrapping mode to use.
  71198. */
  71199. export enum InspectableType {
  71200. /**
  71201. * Checkbox for booleans
  71202. */
  71203. Checkbox = 0,
  71204. /**
  71205. * Sliders for numbers
  71206. */
  71207. Slider = 1,
  71208. /**
  71209. * Vector3
  71210. */
  71211. Vector3 = 2,
  71212. /**
  71213. * Quaternions
  71214. */
  71215. Quaternion = 3,
  71216. /**
  71217. * Color3
  71218. */
  71219. Color3 = 4,
  71220. /**
  71221. * String
  71222. */
  71223. String = 5
  71224. }
  71225. /**
  71226. * Interface used to define custom inspectable properties.
  71227. * This interface is used by the inspector to display custom property grids
  71228. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71229. */
  71230. export interface IInspectable {
  71231. /**
  71232. * Gets the label to display
  71233. */
  71234. label: string;
  71235. /**
  71236. * Gets the name of the property to edit
  71237. */
  71238. propertyName: string;
  71239. /**
  71240. * Gets the type of the editor to use
  71241. */
  71242. type: InspectableType;
  71243. /**
  71244. * Gets the minimum value of the property when using in "slider" mode
  71245. */
  71246. min?: number;
  71247. /**
  71248. * Gets the maximum value of the property when using in "slider" mode
  71249. */
  71250. max?: number;
  71251. /**
  71252. * Gets the setp to use when using in "slider" mode
  71253. */
  71254. step?: number;
  71255. }
  71256. }
  71257. declare module BABYLON {
  71258. /**
  71259. * Class used to provide helper for timing
  71260. */
  71261. export class TimingTools {
  71262. /**
  71263. * Polyfill for setImmediate
  71264. * @param action defines the action to execute after the current execution block
  71265. */
  71266. static SetImmediate(action: () => void): void;
  71267. }
  71268. }
  71269. declare module BABYLON {
  71270. /**
  71271. * Class used to enable instatition of objects by class name
  71272. */
  71273. export class InstantiationTools {
  71274. /**
  71275. * Use this object to register external classes like custom textures or material
  71276. * to allow the laoders to instantiate them
  71277. */
  71278. static RegisteredExternalClasses: {
  71279. [key: string]: Object;
  71280. };
  71281. /**
  71282. * Tries to instantiate a new object from a given class name
  71283. * @param className defines the class name to instantiate
  71284. * @returns the new object or null if the system was not able to do the instantiation
  71285. */
  71286. static Instantiate(className: string): any;
  71287. }
  71288. }
  71289. declare module BABYLON {
  71290. /**
  71291. * This represents the required contract to create a new type of texture loader.
  71292. */
  71293. export interface IInternalTextureLoader {
  71294. /**
  71295. * Defines wether the loader supports cascade loading the different faces.
  71296. */
  71297. supportCascades: boolean;
  71298. /**
  71299. * This returns if the loader support the current file information.
  71300. * @param extension defines the file extension of the file being loaded
  71301. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71302. * @param fallback defines the fallback internal texture if any
  71303. * @param isBase64 defines whether the texture is encoded as a base64
  71304. * @param isBuffer defines whether the texture data are stored as a buffer
  71305. * @returns true if the loader can load the specified file
  71306. */
  71307. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71308. /**
  71309. * Transform the url before loading if required.
  71310. * @param rootUrl the url of the texture
  71311. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71312. * @returns the transformed texture
  71313. */
  71314. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71315. /**
  71316. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71317. * @param rootUrl the url of the texture
  71318. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71319. * @returns the fallback texture
  71320. */
  71321. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71322. /**
  71323. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71324. * @param data contains the texture data
  71325. * @param texture defines the BabylonJS internal texture
  71326. * @param createPolynomials will be true if polynomials have been requested
  71327. * @param onLoad defines the callback to trigger once the texture is ready
  71328. * @param onError defines the callback to trigger in case of error
  71329. */
  71330. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71331. /**
  71332. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71333. * @param data contains the texture data
  71334. * @param texture defines the BabylonJS internal texture
  71335. * @param callback defines the method to call once ready to upload
  71336. */
  71337. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71338. }
  71339. }
  71340. declare module BABYLON {
  71341. interface Engine {
  71342. /**
  71343. * Creates a depth stencil cube texture.
  71344. * This is only available in WebGL 2.
  71345. * @param size The size of face edge in the cube texture.
  71346. * @param options The options defining the cube texture.
  71347. * @returns The cube texture
  71348. */
  71349. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71350. /**
  71351. * Creates a cube texture
  71352. * @param rootUrl defines the url where the files to load is located
  71353. * @param scene defines the current scene
  71354. * @param files defines the list of files to load (1 per face)
  71355. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71356. * @param onLoad defines an optional callback raised when the texture is loaded
  71357. * @param onError defines an optional callback raised if there is an issue to load the texture
  71358. * @param format defines the format of the data
  71359. * @param forcedExtension defines the extension to use to pick the right loader
  71360. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71361. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71362. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71363. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71364. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71365. * @returns the cube texture as an InternalTexture
  71366. */
  71367. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  71368. /**
  71369. * Creates a cube texture
  71370. * @param rootUrl defines the url where the files to load is located
  71371. * @param scene defines the current scene
  71372. * @param files defines the list of files to load (1 per face)
  71373. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71374. * @param onLoad defines an optional callback raised when the texture is loaded
  71375. * @param onError defines an optional callback raised if there is an issue to load the texture
  71376. * @param format defines the format of the data
  71377. * @param forcedExtension defines the extension to use to pick the right loader
  71378. * @returns the cube texture as an InternalTexture
  71379. */
  71380. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  71381. /**
  71382. * Creates a cube texture
  71383. * @param rootUrl defines the url where the files to load is located
  71384. * @param scene defines the current scene
  71385. * @param files defines the list of files to load (1 per face)
  71386. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71387. * @param onLoad defines an optional callback raised when the texture is loaded
  71388. * @param onError defines an optional callback raised if there is an issue to load the texture
  71389. * @param format defines the format of the data
  71390. * @param forcedExtension defines the extension to use to pick the right loader
  71391. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71392. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71393. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71394. * @returns the cube texture as an InternalTexture
  71395. */
  71396. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  71397. /** @hidden */
  71398. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71399. /** @hidden */
  71400. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71401. /** @hidden */
  71402. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71403. /** @hidden */
  71404. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71405. }
  71406. }
  71407. declare module BABYLON {
  71408. /**
  71409. * Class for creating a cube texture
  71410. */
  71411. export class CubeTexture extends BaseTexture {
  71412. private _delayedOnLoad;
  71413. /**
  71414. * The url of the texture
  71415. */
  71416. url: string;
  71417. /**
  71418. * Gets or sets the center of the bounding box associated with the cube texture.
  71419. * It must define where the camera used to render the texture was set
  71420. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71421. */
  71422. boundingBoxPosition: Vector3;
  71423. private _boundingBoxSize;
  71424. /**
  71425. * Gets or sets the size of the bounding box associated with the cube texture
  71426. * When defined, the cubemap will switch to local mode
  71427. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71428. * @example https://www.babylonjs-playground.com/#RNASML
  71429. */
  71430. /**
  71431. * Returns the bounding box size
  71432. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71433. */
  71434. boundingBoxSize: Vector3;
  71435. protected _rotationY: number;
  71436. /**
  71437. * Sets texture matrix rotation angle around Y axis in radians.
  71438. */
  71439. /**
  71440. * Gets texture matrix rotation angle around Y axis radians.
  71441. */
  71442. rotationY: number;
  71443. /**
  71444. * Are mip maps generated for this texture or not.
  71445. */
  71446. readonly noMipmap: boolean;
  71447. private _noMipmap;
  71448. private _files;
  71449. private _extensions;
  71450. private _textureMatrix;
  71451. private _format;
  71452. private _createPolynomials;
  71453. /** @hidden */
  71454. _prefiltered: boolean;
  71455. /**
  71456. * Creates a cube texture from an array of image urls
  71457. * @param files defines an array of image urls
  71458. * @param scene defines the hosting scene
  71459. * @param noMipmap specifies if mip maps are not used
  71460. * @returns a cube texture
  71461. */
  71462. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71463. /**
  71464. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71465. * @param url defines the url of the prefiltered texture
  71466. * @param scene defines the scene the texture is attached to
  71467. * @param forcedExtension defines the extension of the file if different from the url
  71468. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71469. * @return the prefiltered texture
  71470. */
  71471. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71472. /**
  71473. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71474. * as prefiltered data.
  71475. * @param rootUrl defines the url of the texture or the root name of the six images
  71476. * @param scene defines the scene the texture is attached to
  71477. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71478. * @param noMipmap defines if mipmaps should be created or not
  71479. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71480. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71481. * @param onError defines a callback triggered in case of error during load
  71482. * @param format defines the internal format to use for the texture once loaded
  71483. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71484. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71485. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71486. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71487. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71488. * @return the cube texture
  71489. */
  71490. 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);
  71491. /**
  71492. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71493. */
  71494. readonly isPrefiltered: boolean;
  71495. /**
  71496. * Get the current class name of the texture useful for serialization or dynamic coding.
  71497. * @returns "CubeTexture"
  71498. */
  71499. getClassName(): string;
  71500. /**
  71501. * Update the url (and optional buffer) of this texture if url was null during construction.
  71502. * @param url the url of the texture
  71503. * @param forcedExtension defines the extension to use
  71504. * @param onLoad callback called when the texture is loaded (defaults to null)
  71505. */
  71506. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71507. /**
  71508. * Delays loading of the cube texture
  71509. * @param forcedExtension defines the extension to use
  71510. */
  71511. delayLoad(forcedExtension?: string): void;
  71512. /**
  71513. * Returns the reflection texture matrix
  71514. * @returns the reflection texture matrix
  71515. */
  71516. getReflectionTextureMatrix(): Matrix;
  71517. /**
  71518. * Sets the reflection texture matrix
  71519. * @param value Reflection texture matrix
  71520. */
  71521. setReflectionTextureMatrix(value: Matrix): void;
  71522. /**
  71523. * Parses text to create a cube texture
  71524. * @param parsedTexture define the serialized text to read from
  71525. * @param scene defines the hosting scene
  71526. * @param rootUrl defines the root url of the cube texture
  71527. * @returns a cube texture
  71528. */
  71529. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71530. /**
  71531. * Makes a clone, or deep copy, of the cube texture
  71532. * @returns a new cube texture
  71533. */
  71534. clone(): CubeTexture;
  71535. }
  71536. }
  71537. declare module BABYLON {
  71538. /**
  71539. * Manages the defines for the Material
  71540. */
  71541. export class MaterialDefines {
  71542. /** @hidden */
  71543. protected _keys: string[];
  71544. private _isDirty;
  71545. /** @hidden */
  71546. _renderId: number;
  71547. /** @hidden */
  71548. _areLightsDirty: boolean;
  71549. /** @hidden */
  71550. _areAttributesDirty: boolean;
  71551. /** @hidden */
  71552. _areTexturesDirty: boolean;
  71553. /** @hidden */
  71554. _areFresnelDirty: boolean;
  71555. /** @hidden */
  71556. _areMiscDirty: boolean;
  71557. /** @hidden */
  71558. _areImageProcessingDirty: boolean;
  71559. /** @hidden */
  71560. _normals: boolean;
  71561. /** @hidden */
  71562. _uvs: boolean;
  71563. /** @hidden */
  71564. _needNormals: boolean;
  71565. /** @hidden */
  71566. _needUVs: boolean;
  71567. [id: string]: any;
  71568. /**
  71569. * Specifies if the material needs to be re-calculated
  71570. */
  71571. readonly isDirty: boolean;
  71572. /**
  71573. * Marks the material to indicate that it has been re-calculated
  71574. */
  71575. markAsProcessed(): void;
  71576. /**
  71577. * Marks the material to indicate that it needs to be re-calculated
  71578. */
  71579. markAsUnprocessed(): void;
  71580. /**
  71581. * Marks the material to indicate all of its defines need to be re-calculated
  71582. */
  71583. markAllAsDirty(): void;
  71584. /**
  71585. * Marks the material to indicate that image processing needs to be re-calculated
  71586. */
  71587. markAsImageProcessingDirty(): void;
  71588. /**
  71589. * Marks the material to indicate the lights need to be re-calculated
  71590. */
  71591. markAsLightDirty(): void;
  71592. /**
  71593. * Marks the attribute state as changed
  71594. */
  71595. markAsAttributesDirty(): void;
  71596. /**
  71597. * Marks the texture state as changed
  71598. */
  71599. markAsTexturesDirty(): void;
  71600. /**
  71601. * Marks the fresnel state as changed
  71602. */
  71603. markAsFresnelDirty(): void;
  71604. /**
  71605. * Marks the misc state as changed
  71606. */
  71607. markAsMiscDirty(): void;
  71608. /**
  71609. * Rebuilds the material defines
  71610. */
  71611. rebuild(): void;
  71612. /**
  71613. * Specifies if two material defines are equal
  71614. * @param other - A material define instance to compare to
  71615. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71616. */
  71617. isEqual(other: MaterialDefines): boolean;
  71618. /**
  71619. * Clones this instance's defines to another instance
  71620. * @param other - material defines to clone values to
  71621. */
  71622. cloneTo(other: MaterialDefines): void;
  71623. /**
  71624. * Resets the material define values
  71625. */
  71626. reset(): void;
  71627. /**
  71628. * Converts the material define values to a string
  71629. * @returns - String of material define information
  71630. */
  71631. toString(): string;
  71632. }
  71633. }
  71634. declare module BABYLON {
  71635. /**
  71636. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71637. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71638. * 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;
  71639. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71640. */
  71641. export class ColorCurves {
  71642. private _dirty;
  71643. private _tempColor;
  71644. private _globalCurve;
  71645. private _highlightsCurve;
  71646. private _midtonesCurve;
  71647. private _shadowsCurve;
  71648. private _positiveCurve;
  71649. private _negativeCurve;
  71650. private _globalHue;
  71651. private _globalDensity;
  71652. private _globalSaturation;
  71653. private _globalExposure;
  71654. /**
  71655. * Gets the global Hue value.
  71656. * 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).
  71657. */
  71658. /**
  71659. * Sets the global Hue value.
  71660. * 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).
  71661. */
  71662. globalHue: number;
  71663. /**
  71664. * Gets the global Density value.
  71665. * 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.
  71666. * Values less than zero provide a filter of opposite hue.
  71667. */
  71668. /**
  71669. * Sets the global Density value.
  71670. * 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.
  71671. * Values less than zero provide a filter of opposite hue.
  71672. */
  71673. globalDensity: number;
  71674. /**
  71675. * Gets the global Saturation value.
  71676. * 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.
  71677. */
  71678. /**
  71679. * Sets the global Saturation value.
  71680. * 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.
  71681. */
  71682. globalSaturation: number;
  71683. /**
  71684. * Gets the global Exposure value.
  71685. * 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.
  71686. */
  71687. /**
  71688. * Sets the global Exposure value.
  71689. * 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.
  71690. */
  71691. globalExposure: number;
  71692. private _highlightsHue;
  71693. private _highlightsDensity;
  71694. private _highlightsSaturation;
  71695. private _highlightsExposure;
  71696. /**
  71697. * Gets the highlights Hue value.
  71698. * 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).
  71699. */
  71700. /**
  71701. * Sets the highlights Hue value.
  71702. * 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).
  71703. */
  71704. highlightsHue: number;
  71705. /**
  71706. * Gets the highlights Density value.
  71707. * 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.
  71708. * Values less than zero provide a filter of opposite hue.
  71709. */
  71710. /**
  71711. * Sets the highlights Density value.
  71712. * 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.
  71713. * Values less than zero provide a filter of opposite hue.
  71714. */
  71715. highlightsDensity: number;
  71716. /**
  71717. * Gets the highlights Saturation value.
  71718. * 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.
  71719. */
  71720. /**
  71721. * Sets the highlights Saturation value.
  71722. * 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.
  71723. */
  71724. highlightsSaturation: number;
  71725. /**
  71726. * Gets the highlights Exposure value.
  71727. * 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.
  71728. */
  71729. /**
  71730. * Sets the highlights Exposure value.
  71731. * 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.
  71732. */
  71733. highlightsExposure: number;
  71734. private _midtonesHue;
  71735. private _midtonesDensity;
  71736. private _midtonesSaturation;
  71737. private _midtonesExposure;
  71738. /**
  71739. * Gets the midtones Hue value.
  71740. * 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).
  71741. */
  71742. /**
  71743. * Sets the midtones Hue value.
  71744. * 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).
  71745. */
  71746. midtonesHue: number;
  71747. /**
  71748. * Gets the midtones Density value.
  71749. * 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.
  71750. * Values less than zero provide a filter of opposite hue.
  71751. */
  71752. /**
  71753. * Sets the midtones Density value.
  71754. * 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.
  71755. * Values less than zero provide a filter of opposite hue.
  71756. */
  71757. midtonesDensity: number;
  71758. /**
  71759. * Gets the midtones Saturation value.
  71760. * 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.
  71761. */
  71762. /**
  71763. * Sets the midtones Saturation value.
  71764. * 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.
  71765. */
  71766. midtonesSaturation: number;
  71767. /**
  71768. * Gets the midtones Exposure value.
  71769. * 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.
  71770. */
  71771. /**
  71772. * Sets the midtones Exposure value.
  71773. * 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.
  71774. */
  71775. midtonesExposure: number;
  71776. private _shadowsHue;
  71777. private _shadowsDensity;
  71778. private _shadowsSaturation;
  71779. private _shadowsExposure;
  71780. /**
  71781. * Gets the shadows Hue value.
  71782. * 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).
  71783. */
  71784. /**
  71785. * Sets the shadows Hue value.
  71786. * 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).
  71787. */
  71788. shadowsHue: number;
  71789. /**
  71790. * Gets the shadows Density value.
  71791. * 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.
  71792. * Values less than zero provide a filter of opposite hue.
  71793. */
  71794. /**
  71795. * Sets the shadows Density value.
  71796. * 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.
  71797. * Values less than zero provide a filter of opposite hue.
  71798. */
  71799. shadowsDensity: number;
  71800. /**
  71801. * Gets the shadows Saturation value.
  71802. * 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.
  71803. */
  71804. /**
  71805. * Sets the shadows Saturation value.
  71806. * 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.
  71807. */
  71808. shadowsSaturation: number;
  71809. /**
  71810. * Gets the shadows Exposure value.
  71811. * 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.
  71812. */
  71813. /**
  71814. * Sets the shadows Exposure value.
  71815. * 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.
  71816. */
  71817. shadowsExposure: number;
  71818. /**
  71819. * Returns the class name
  71820. * @returns The class name
  71821. */
  71822. getClassName(): string;
  71823. /**
  71824. * Binds the color curves to the shader.
  71825. * @param colorCurves The color curve to bind
  71826. * @param effect The effect to bind to
  71827. * @param positiveUniform The positive uniform shader parameter
  71828. * @param neutralUniform The neutral uniform shader parameter
  71829. * @param negativeUniform The negative uniform shader parameter
  71830. */
  71831. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71832. /**
  71833. * Prepare the list of uniforms associated with the ColorCurves effects.
  71834. * @param uniformsList The list of uniforms used in the effect
  71835. */
  71836. static PrepareUniforms(uniformsList: string[]): void;
  71837. /**
  71838. * Returns color grading data based on a hue, density, saturation and exposure value.
  71839. * @param filterHue The hue of the color filter.
  71840. * @param filterDensity The density of the color filter.
  71841. * @param saturation The saturation.
  71842. * @param exposure The exposure.
  71843. * @param result The result data container.
  71844. */
  71845. private getColorGradingDataToRef;
  71846. /**
  71847. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71848. * @param value The input slider value in range [-100,100].
  71849. * @returns Adjusted value.
  71850. */
  71851. private static applyColorGradingSliderNonlinear;
  71852. /**
  71853. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71854. * @param hue The hue (H) input.
  71855. * @param saturation The saturation (S) input.
  71856. * @param brightness The brightness (B) input.
  71857. * @result An RGBA color represented as Vector4.
  71858. */
  71859. private static fromHSBToRef;
  71860. /**
  71861. * Returns a value clamped between min and max
  71862. * @param value The value to clamp
  71863. * @param min The minimum of value
  71864. * @param max The maximum of value
  71865. * @returns The clamped value.
  71866. */
  71867. private static clamp;
  71868. /**
  71869. * Clones the current color curve instance.
  71870. * @return The cloned curves
  71871. */
  71872. clone(): ColorCurves;
  71873. /**
  71874. * Serializes the current color curve instance to a json representation.
  71875. * @return a JSON representation
  71876. */
  71877. serialize(): any;
  71878. /**
  71879. * Parses the color curve from a json representation.
  71880. * @param source the JSON source to parse
  71881. * @return The parsed curves
  71882. */
  71883. static Parse(source: any): ColorCurves;
  71884. }
  71885. }
  71886. declare module BABYLON {
  71887. /**
  71888. * Interface to follow in your material defines to integrate easily the
  71889. * Image proccessing functions.
  71890. * @hidden
  71891. */
  71892. export interface IImageProcessingConfigurationDefines {
  71893. IMAGEPROCESSING: boolean;
  71894. VIGNETTE: boolean;
  71895. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71896. VIGNETTEBLENDMODEOPAQUE: boolean;
  71897. TONEMAPPING: boolean;
  71898. TONEMAPPING_ACES: boolean;
  71899. CONTRAST: boolean;
  71900. EXPOSURE: boolean;
  71901. COLORCURVES: boolean;
  71902. COLORGRADING: boolean;
  71903. COLORGRADING3D: boolean;
  71904. SAMPLER3DGREENDEPTH: boolean;
  71905. SAMPLER3DBGRMAP: boolean;
  71906. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71907. }
  71908. /**
  71909. * @hidden
  71910. */
  71911. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71912. IMAGEPROCESSING: boolean;
  71913. VIGNETTE: boolean;
  71914. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71915. VIGNETTEBLENDMODEOPAQUE: boolean;
  71916. TONEMAPPING: boolean;
  71917. TONEMAPPING_ACES: boolean;
  71918. CONTRAST: boolean;
  71919. COLORCURVES: boolean;
  71920. COLORGRADING: boolean;
  71921. COLORGRADING3D: boolean;
  71922. SAMPLER3DGREENDEPTH: boolean;
  71923. SAMPLER3DBGRMAP: boolean;
  71924. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71925. EXPOSURE: boolean;
  71926. constructor();
  71927. }
  71928. /**
  71929. * This groups together the common properties used for image processing either in direct forward pass
  71930. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71931. * or not.
  71932. */
  71933. export class ImageProcessingConfiguration {
  71934. /**
  71935. * Default tone mapping applied in BabylonJS.
  71936. */
  71937. static readonly TONEMAPPING_STANDARD: number;
  71938. /**
  71939. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71940. * to other engines rendering to increase portability.
  71941. */
  71942. static readonly TONEMAPPING_ACES: number;
  71943. /**
  71944. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71945. */
  71946. colorCurves: Nullable<ColorCurves>;
  71947. private _colorCurvesEnabled;
  71948. /**
  71949. * Gets wether the color curves effect is enabled.
  71950. */
  71951. /**
  71952. * Sets wether the color curves effect is enabled.
  71953. */
  71954. colorCurvesEnabled: boolean;
  71955. private _colorGradingTexture;
  71956. /**
  71957. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71958. */
  71959. /**
  71960. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71961. */
  71962. colorGradingTexture: Nullable<BaseTexture>;
  71963. private _colorGradingEnabled;
  71964. /**
  71965. * Gets wether the color grading effect is enabled.
  71966. */
  71967. /**
  71968. * Sets wether the color grading effect is enabled.
  71969. */
  71970. colorGradingEnabled: boolean;
  71971. private _colorGradingWithGreenDepth;
  71972. /**
  71973. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71974. */
  71975. /**
  71976. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71977. */
  71978. colorGradingWithGreenDepth: boolean;
  71979. private _colorGradingBGR;
  71980. /**
  71981. * Gets wether the color grading texture contains BGR values.
  71982. */
  71983. /**
  71984. * Sets wether the color grading texture contains BGR values.
  71985. */
  71986. colorGradingBGR: boolean;
  71987. /** @hidden */
  71988. _exposure: number;
  71989. /**
  71990. * Gets the Exposure used in the effect.
  71991. */
  71992. /**
  71993. * Sets the Exposure used in the effect.
  71994. */
  71995. exposure: number;
  71996. private _toneMappingEnabled;
  71997. /**
  71998. * Gets wether the tone mapping effect is enabled.
  71999. */
  72000. /**
  72001. * Sets wether the tone mapping effect is enabled.
  72002. */
  72003. toneMappingEnabled: boolean;
  72004. private _toneMappingType;
  72005. /**
  72006. * Gets the type of tone mapping effect.
  72007. */
  72008. /**
  72009. * Sets the type of tone mapping effect used in BabylonJS.
  72010. */
  72011. toneMappingType: number;
  72012. protected _contrast: number;
  72013. /**
  72014. * Gets the contrast used in the effect.
  72015. */
  72016. /**
  72017. * Sets the contrast used in the effect.
  72018. */
  72019. contrast: number;
  72020. /**
  72021. * Vignette stretch size.
  72022. */
  72023. vignetteStretch: number;
  72024. /**
  72025. * Vignette centre X Offset.
  72026. */
  72027. vignetteCentreX: number;
  72028. /**
  72029. * Vignette centre Y Offset.
  72030. */
  72031. vignetteCentreY: number;
  72032. /**
  72033. * Vignette weight or intensity of the vignette effect.
  72034. */
  72035. vignetteWeight: number;
  72036. /**
  72037. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72038. * if vignetteEnabled is set to true.
  72039. */
  72040. vignetteColor: Color4;
  72041. /**
  72042. * Camera field of view used by the Vignette effect.
  72043. */
  72044. vignetteCameraFov: number;
  72045. private _vignetteBlendMode;
  72046. /**
  72047. * Gets the vignette blend mode allowing different kind of effect.
  72048. */
  72049. /**
  72050. * Sets the vignette blend mode allowing different kind of effect.
  72051. */
  72052. vignetteBlendMode: number;
  72053. private _vignetteEnabled;
  72054. /**
  72055. * Gets wether the vignette effect is enabled.
  72056. */
  72057. /**
  72058. * Sets wether the vignette effect is enabled.
  72059. */
  72060. vignetteEnabled: boolean;
  72061. private _applyByPostProcess;
  72062. /**
  72063. * Gets wether the image processing is applied through a post process or not.
  72064. */
  72065. /**
  72066. * Sets wether the image processing is applied through a post process or not.
  72067. */
  72068. applyByPostProcess: boolean;
  72069. private _isEnabled;
  72070. /**
  72071. * Gets wether the image processing is enabled or not.
  72072. */
  72073. /**
  72074. * Sets wether the image processing is enabled or not.
  72075. */
  72076. isEnabled: boolean;
  72077. /**
  72078. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72079. */
  72080. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72081. /**
  72082. * Method called each time the image processing information changes requires to recompile the effect.
  72083. */
  72084. protected _updateParameters(): void;
  72085. /**
  72086. * Gets the current class name.
  72087. * @return "ImageProcessingConfiguration"
  72088. */
  72089. getClassName(): string;
  72090. /**
  72091. * Prepare the list of uniforms associated with the Image Processing effects.
  72092. * @param uniforms The list of uniforms used in the effect
  72093. * @param defines the list of defines currently in use
  72094. */
  72095. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72096. /**
  72097. * Prepare the list of samplers associated with the Image Processing effects.
  72098. * @param samplersList The list of uniforms used in the effect
  72099. * @param defines the list of defines currently in use
  72100. */
  72101. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72102. /**
  72103. * Prepare the list of defines associated to the shader.
  72104. * @param defines the list of defines to complete
  72105. * @param forPostProcess Define if we are currently in post process mode or not
  72106. */
  72107. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72108. /**
  72109. * Returns true if all the image processing information are ready.
  72110. * @returns True if ready, otherwise, false
  72111. */
  72112. isReady(): boolean;
  72113. /**
  72114. * Binds the image processing to the shader.
  72115. * @param effect The effect to bind to
  72116. * @param aspectRatio Define the current aspect ratio of the effect
  72117. */
  72118. bind(effect: Effect, aspectRatio?: number): void;
  72119. /**
  72120. * Clones the current image processing instance.
  72121. * @return The cloned image processing
  72122. */
  72123. clone(): ImageProcessingConfiguration;
  72124. /**
  72125. * Serializes the current image processing instance to a json representation.
  72126. * @return a JSON representation
  72127. */
  72128. serialize(): any;
  72129. /**
  72130. * Parses the image processing from a json representation.
  72131. * @param source the JSON source to parse
  72132. * @return The parsed image processing
  72133. */
  72134. static Parse(source: any): ImageProcessingConfiguration;
  72135. private static _VIGNETTEMODE_MULTIPLY;
  72136. private static _VIGNETTEMODE_OPAQUE;
  72137. /**
  72138. * Used to apply the vignette as a mix with the pixel color.
  72139. */
  72140. static readonly VIGNETTEMODE_MULTIPLY: number;
  72141. /**
  72142. * Used to apply the vignette as a replacement of the pixel color.
  72143. */
  72144. static readonly VIGNETTEMODE_OPAQUE: number;
  72145. }
  72146. }
  72147. declare module BABYLON {
  72148. /** @hidden */
  72149. export var postprocessVertexShader: {
  72150. name: string;
  72151. shader: string;
  72152. };
  72153. }
  72154. declare module BABYLON {
  72155. /** Defines supported spaces */
  72156. export enum Space {
  72157. /** Local (object) space */
  72158. LOCAL = 0,
  72159. /** World space */
  72160. WORLD = 1,
  72161. /** Bone space */
  72162. BONE = 2
  72163. }
  72164. /** Defines the 3 main axes */
  72165. export class Axis {
  72166. /** X axis */
  72167. static X: Vector3;
  72168. /** Y axis */
  72169. static Y: Vector3;
  72170. /** Z axis */
  72171. static Z: Vector3;
  72172. }
  72173. }
  72174. declare module BABYLON {
  72175. /**
  72176. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72177. * This is the base of the follow, arc rotate cameras and Free camera
  72178. * @see http://doc.babylonjs.com/features/cameras
  72179. */
  72180. export class TargetCamera extends Camera {
  72181. private static _RigCamTransformMatrix;
  72182. private static _TargetTransformMatrix;
  72183. private static _TargetFocalPoint;
  72184. /**
  72185. * Define the current direction the camera is moving to
  72186. */
  72187. cameraDirection: Vector3;
  72188. /**
  72189. * Define the current rotation the camera is rotating to
  72190. */
  72191. cameraRotation: Vector2;
  72192. /**
  72193. * When set, the up vector of the camera will be updated by the rotation of the camera
  72194. */
  72195. updateUpVectorFromRotation: boolean;
  72196. private _tmpQuaternion;
  72197. /**
  72198. * Define the current rotation of the camera
  72199. */
  72200. rotation: Vector3;
  72201. /**
  72202. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72203. */
  72204. rotationQuaternion: Quaternion;
  72205. /**
  72206. * Define the current speed of the camera
  72207. */
  72208. speed: number;
  72209. /**
  72210. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72211. * around all axis.
  72212. */
  72213. noRotationConstraint: boolean;
  72214. /**
  72215. * Define the current target of the camera as an object or a position.
  72216. */
  72217. lockedTarget: any;
  72218. /** @hidden */
  72219. _currentTarget: Vector3;
  72220. /** @hidden */
  72221. _initialFocalDistance: number;
  72222. /** @hidden */
  72223. _viewMatrix: Matrix;
  72224. /** @hidden */
  72225. _camMatrix: Matrix;
  72226. /** @hidden */
  72227. _cameraTransformMatrix: Matrix;
  72228. /** @hidden */
  72229. _cameraRotationMatrix: Matrix;
  72230. /** @hidden */
  72231. _referencePoint: Vector3;
  72232. /** @hidden */
  72233. _transformedReferencePoint: Vector3;
  72234. protected _globalCurrentTarget: Vector3;
  72235. protected _globalCurrentUpVector: Vector3;
  72236. /** @hidden */
  72237. _reset: () => void;
  72238. private _defaultUp;
  72239. /**
  72240. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72241. * This is the base of the follow, arc rotate cameras and Free camera
  72242. * @see http://doc.babylonjs.com/features/cameras
  72243. * @param name Defines the name of the camera in the scene
  72244. * @param position Defines the start position of the camera in the scene
  72245. * @param scene Defines the scene the camera belongs to
  72246. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72247. */
  72248. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72249. /**
  72250. * Gets the position in front of the camera at a given distance.
  72251. * @param distance The distance from the camera we want the position to be
  72252. * @returns the position
  72253. */
  72254. getFrontPosition(distance: number): Vector3;
  72255. /** @hidden */
  72256. _getLockedTargetPosition(): Nullable<Vector3>;
  72257. private _storedPosition;
  72258. private _storedRotation;
  72259. private _storedRotationQuaternion;
  72260. /**
  72261. * Store current camera state of the camera (fov, position, rotation, etc..)
  72262. * @returns the camera
  72263. */
  72264. storeState(): Camera;
  72265. /**
  72266. * Restored camera state. You must call storeState() first
  72267. * @returns whether it was successful or not
  72268. * @hidden
  72269. */
  72270. _restoreStateValues(): boolean;
  72271. /** @hidden */
  72272. _initCache(): void;
  72273. /** @hidden */
  72274. _updateCache(ignoreParentClass?: boolean): void;
  72275. /** @hidden */
  72276. _isSynchronizedViewMatrix(): boolean;
  72277. /** @hidden */
  72278. _computeLocalCameraSpeed(): number;
  72279. /**
  72280. * Defines the target the camera should look at.
  72281. * @param target Defines the new target as a Vector or a mesh
  72282. */
  72283. setTarget(target: Vector3): void;
  72284. /**
  72285. * Return the current target position of the camera. This value is expressed in local space.
  72286. * @returns the target position
  72287. */
  72288. getTarget(): Vector3;
  72289. /** @hidden */
  72290. _decideIfNeedsToMove(): boolean;
  72291. /** @hidden */
  72292. _updatePosition(): void;
  72293. /** @hidden */
  72294. _checkInputs(): void;
  72295. protected _updateCameraRotationMatrix(): void;
  72296. /**
  72297. * 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)
  72298. * @returns the current camera
  72299. */
  72300. private _rotateUpVectorWithCameraRotationMatrix;
  72301. private _cachedRotationZ;
  72302. private _cachedQuaternionRotationZ;
  72303. /** @hidden */
  72304. _getViewMatrix(): Matrix;
  72305. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72306. /**
  72307. * @hidden
  72308. */
  72309. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72310. /**
  72311. * @hidden
  72312. */
  72313. _updateRigCameras(): void;
  72314. private _getRigCamPositionAndTarget;
  72315. /**
  72316. * Gets the current object class name.
  72317. * @return the class name
  72318. */
  72319. getClassName(): string;
  72320. }
  72321. }
  72322. declare module BABYLON {
  72323. /**
  72324. * Gather the list of keyboard event types as constants.
  72325. */
  72326. export class KeyboardEventTypes {
  72327. /**
  72328. * The keydown event is fired when a key becomes active (pressed).
  72329. */
  72330. static readonly KEYDOWN: number;
  72331. /**
  72332. * The keyup event is fired when a key has been released.
  72333. */
  72334. static readonly KEYUP: number;
  72335. }
  72336. /**
  72337. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72338. */
  72339. export class KeyboardInfo {
  72340. /**
  72341. * Defines the type of event (KeyboardEventTypes)
  72342. */
  72343. type: number;
  72344. /**
  72345. * Defines the related dom event
  72346. */
  72347. event: KeyboardEvent;
  72348. /**
  72349. * Instantiates a new keyboard info.
  72350. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72351. * @param type Defines the type of event (KeyboardEventTypes)
  72352. * @param event Defines the related dom event
  72353. */
  72354. constructor(
  72355. /**
  72356. * Defines the type of event (KeyboardEventTypes)
  72357. */
  72358. type: number,
  72359. /**
  72360. * Defines the related dom event
  72361. */
  72362. event: KeyboardEvent);
  72363. }
  72364. /**
  72365. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72366. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72367. */
  72368. export class KeyboardInfoPre extends KeyboardInfo {
  72369. /**
  72370. * Defines the type of event (KeyboardEventTypes)
  72371. */
  72372. type: number;
  72373. /**
  72374. * Defines the related dom event
  72375. */
  72376. event: KeyboardEvent;
  72377. /**
  72378. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72379. */
  72380. skipOnPointerObservable: boolean;
  72381. /**
  72382. * Instantiates a new keyboard pre info.
  72383. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72384. * @param type Defines the type of event (KeyboardEventTypes)
  72385. * @param event Defines the related dom event
  72386. */
  72387. constructor(
  72388. /**
  72389. * Defines the type of event (KeyboardEventTypes)
  72390. */
  72391. type: number,
  72392. /**
  72393. * Defines the related dom event
  72394. */
  72395. event: KeyboardEvent);
  72396. }
  72397. }
  72398. declare module BABYLON {
  72399. /**
  72400. * Manage the keyboard inputs to control the movement of a free camera.
  72401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72402. */
  72403. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72404. /**
  72405. * Defines the camera the input is attached to.
  72406. */
  72407. camera: FreeCamera;
  72408. /**
  72409. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72410. */
  72411. keysUp: number[];
  72412. /**
  72413. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72414. */
  72415. keysDown: number[];
  72416. /**
  72417. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72418. */
  72419. keysLeft: number[];
  72420. /**
  72421. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72422. */
  72423. keysRight: number[];
  72424. private _keys;
  72425. private _onCanvasBlurObserver;
  72426. private _onKeyboardObserver;
  72427. private _engine;
  72428. private _scene;
  72429. /**
  72430. * Attach the input controls to a specific dom element to get the input from.
  72431. * @param element Defines the element the controls should be listened from
  72432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72433. */
  72434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72435. /**
  72436. * Detach the current controls from the specified dom element.
  72437. * @param element Defines the element to stop listening the inputs from
  72438. */
  72439. detachControl(element: Nullable<HTMLElement>): void;
  72440. /**
  72441. * Update the current camera state depending on the inputs that have been used this frame.
  72442. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72443. */
  72444. checkInputs(): void;
  72445. /**
  72446. * Gets the class name of the current intput.
  72447. * @returns the class name
  72448. */
  72449. getClassName(): string;
  72450. /** @hidden */
  72451. _onLostFocus(): void;
  72452. /**
  72453. * Get the friendly name associated with the input class.
  72454. * @returns the input friendly name
  72455. */
  72456. getSimpleName(): string;
  72457. }
  72458. }
  72459. declare module BABYLON {
  72460. /**
  72461. * Interface describing all the common properties and methods a shadow light needs to implement.
  72462. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72463. * as well as binding the different shadow properties to the effects.
  72464. */
  72465. export interface IShadowLight extends Light {
  72466. /**
  72467. * The light id in the scene (used in scene.findLighById for instance)
  72468. */
  72469. id: string;
  72470. /**
  72471. * The position the shdow will be casted from.
  72472. */
  72473. position: Vector3;
  72474. /**
  72475. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72476. */
  72477. direction: Vector3;
  72478. /**
  72479. * The transformed position. Position of the light in world space taking parenting in account.
  72480. */
  72481. transformedPosition: Vector3;
  72482. /**
  72483. * The transformed direction. Direction of the light in world space taking parenting in account.
  72484. */
  72485. transformedDirection: Vector3;
  72486. /**
  72487. * The friendly name of the light in the scene.
  72488. */
  72489. name: string;
  72490. /**
  72491. * Defines the shadow projection clipping minimum z value.
  72492. */
  72493. shadowMinZ: number;
  72494. /**
  72495. * Defines the shadow projection clipping maximum z value.
  72496. */
  72497. shadowMaxZ: number;
  72498. /**
  72499. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72500. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72501. */
  72502. computeTransformedInformation(): boolean;
  72503. /**
  72504. * Gets the scene the light belongs to.
  72505. * @returns The scene
  72506. */
  72507. getScene(): Scene;
  72508. /**
  72509. * Callback defining a custom Projection Matrix Builder.
  72510. * This can be used to override the default projection matrix computation.
  72511. */
  72512. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72513. /**
  72514. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72515. * @param matrix The materix to updated with the projection information
  72516. * @param viewMatrix The transform matrix of the light
  72517. * @param renderList The list of mesh to render in the map
  72518. * @returns The current light
  72519. */
  72520. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72521. /**
  72522. * Gets the current depth scale used in ESM.
  72523. * @returns The scale
  72524. */
  72525. getDepthScale(): number;
  72526. /**
  72527. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72528. * @returns true if a cube texture needs to be use
  72529. */
  72530. needCube(): boolean;
  72531. /**
  72532. * Detects if the projection matrix requires to be recomputed this frame.
  72533. * @returns true if it requires to be recomputed otherwise, false.
  72534. */
  72535. needProjectionMatrixCompute(): boolean;
  72536. /**
  72537. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72538. */
  72539. forceProjectionMatrixCompute(): void;
  72540. /**
  72541. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72542. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72543. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72544. */
  72545. getShadowDirection(faceIndex?: number): Vector3;
  72546. /**
  72547. * Gets the minZ used for shadow according to both the scene and the light.
  72548. * @param activeCamera The camera we are returning the min for
  72549. * @returns the depth min z
  72550. */
  72551. getDepthMinZ(activeCamera: Camera): number;
  72552. /**
  72553. * Gets the maxZ used for shadow according to both the scene and the light.
  72554. * @param activeCamera The camera we are returning the max for
  72555. * @returns the depth max z
  72556. */
  72557. getDepthMaxZ(activeCamera: Camera): number;
  72558. }
  72559. /**
  72560. * Base implementation IShadowLight
  72561. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72562. */
  72563. export abstract class ShadowLight extends Light implements IShadowLight {
  72564. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72565. protected _position: Vector3;
  72566. protected _setPosition(value: Vector3): void;
  72567. /**
  72568. * Sets the position the shadow will be casted from. Also use as the light position for both
  72569. * point and spot lights.
  72570. */
  72571. /**
  72572. * Sets the position the shadow will be casted from. Also use as the light position for both
  72573. * point and spot lights.
  72574. */
  72575. position: Vector3;
  72576. protected _direction: Vector3;
  72577. protected _setDirection(value: Vector3): void;
  72578. /**
  72579. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72580. * Also use as the light direction on spot and directional lights.
  72581. */
  72582. /**
  72583. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72584. * Also use as the light direction on spot and directional lights.
  72585. */
  72586. direction: Vector3;
  72587. private _shadowMinZ;
  72588. /**
  72589. * Gets the shadow projection clipping minimum z value.
  72590. */
  72591. /**
  72592. * Sets the shadow projection clipping minimum z value.
  72593. */
  72594. shadowMinZ: number;
  72595. private _shadowMaxZ;
  72596. /**
  72597. * Sets the shadow projection clipping maximum z value.
  72598. */
  72599. /**
  72600. * Gets the shadow projection clipping maximum z value.
  72601. */
  72602. shadowMaxZ: number;
  72603. /**
  72604. * Callback defining a custom Projection Matrix Builder.
  72605. * This can be used to override the default projection matrix computation.
  72606. */
  72607. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72608. /**
  72609. * The transformed position. Position of the light in world space taking parenting in account.
  72610. */
  72611. transformedPosition: Vector3;
  72612. /**
  72613. * The transformed direction. Direction of the light in world space taking parenting in account.
  72614. */
  72615. transformedDirection: Vector3;
  72616. private _needProjectionMatrixCompute;
  72617. /**
  72618. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72619. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72620. */
  72621. computeTransformedInformation(): boolean;
  72622. /**
  72623. * Return the depth scale used for the shadow map.
  72624. * @returns the depth scale.
  72625. */
  72626. getDepthScale(): number;
  72627. /**
  72628. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72629. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72630. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72631. */
  72632. getShadowDirection(faceIndex?: number): Vector3;
  72633. /**
  72634. * Returns the ShadowLight absolute position in the World.
  72635. * @returns the position vector in world space
  72636. */
  72637. getAbsolutePosition(): Vector3;
  72638. /**
  72639. * Sets the ShadowLight direction toward the passed target.
  72640. * @param target The point to target in local space
  72641. * @returns the updated ShadowLight direction
  72642. */
  72643. setDirectionToTarget(target: Vector3): Vector3;
  72644. /**
  72645. * Returns the light rotation in euler definition.
  72646. * @returns the x y z rotation in local space.
  72647. */
  72648. getRotation(): Vector3;
  72649. /**
  72650. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72651. * @returns true if a cube texture needs to be use
  72652. */
  72653. needCube(): boolean;
  72654. /**
  72655. * Detects if the projection matrix requires to be recomputed this frame.
  72656. * @returns true if it requires to be recomputed otherwise, false.
  72657. */
  72658. needProjectionMatrixCompute(): boolean;
  72659. /**
  72660. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72661. */
  72662. forceProjectionMatrixCompute(): void;
  72663. /** @hidden */
  72664. _initCache(): void;
  72665. /** @hidden */
  72666. _isSynchronized(): boolean;
  72667. /**
  72668. * Computes the world matrix of the node
  72669. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72670. * @returns the world matrix
  72671. */
  72672. computeWorldMatrix(force?: boolean): Matrix;
  72673. /**
  72674. * Gets the minZ used for shadow according to both the scene and the light.
  72675. * @param activeCamera The camera we are returning the min for
  72676. * @returns the depth min z
  72677. */
  72678. getDepthMinZ(activeCamera: Camera): number;
  72679. /**
  72680. * Gets the maxZ used for shadow according to both the scene and the light.
  72681. * @param activeCamera The camera we are returning the max for
  72682. * @returns the depth max z
  72683. */
  72684. getDepthMaxZ(activeCamera: Camera): number;
  72685. /**
  72686. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72687. * @param matrix The materix to updated with the projection information
  72688. * @param viewMatrix The transform matrix of the light
  72689. * @param renderList The list of mesh to render in the map
  72690. * @returns The current light
  72691. */
  72692. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72693. }
  72694. }
  72695. declare module BABYLON {
  72696. /**
  72697. * "Static Class" containing the most commonly used helper while dealing with material for
  72698. * rendering purpose.
  72699. *
  72700. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72701. *
  72702. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72703. */
  72704. export class MaterialHelper {
  72705. /**
  72706. * Bind the current view position to an effect.
  72707. * @param effect The effect to be bound
  72708. * @param scene The scene the eyes position is used from
  72709. */
  72710. static BindEyePosition(effect: Effect, scene: Scene): void;
  72711. /**
  72712. * Helps preparing the defines values about the UVs in used in the effect.
  72713. * UVs are shared as much as we can accross channels in the shaders.
  72714. * @param texture The texture we are preparing the UVs for
  72715. * @param defines The defines to update
  72716. * @param key The channel key "diffuse", "specular"... used in the shader
  72717. */
  72718. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72719. /**
  72720. * Binds a texture matrix value to its corrsponding uniform
  72721. * @param texture The texture to bind the matrix for
  72722. * @param uniformBuffer The uniform buffer receivin the data
  72723. * @param key The channel key "diffuse", "specular"... used in the shader
  72724. */
  72725. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72726. /**
  72727. * Gets the current status of the fog (should it be enabled?)
  72728. * @param mesh defines the mesh to evaluate for fog support
  72729. * @param scene defines the hosting scene
  72730. * @returns true if fog must be enabled
  72731. */
  72732. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72733. /**
  72734. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72735. * @param mesh defines the current mesh
  72736. * @param scene defines the current scene
  72737. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72738. * @param pointsCloud defines if point cloud rendering has to be turned on
  72739. * @param fogEnabled defines if fog has to be turned on
  72740. * @param alphaTest defines if alpha testing has to be turned on
  72741. * @param defines defines the current list of defines
  72742. */
  72743. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72744. /**
  72745. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72746. * @param scene defines the current scene
  72747. * @param engine defines the current engine
  72748. * @param defines specifies the list of active defines
  72749. * @param useInstances defines if instances have to be turned on
  72750. * @param useClipPlane defines if clip plane have to be turned on
  72751. */
  72752. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72753. /**
  72754. * Prepares the defines for bones
  72755. * @param mesh The mesh containing the geometry data we will draw
  72756. * @param defines The defines to update
  72757. */
  72758. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72759. /**
  72760. * Prepares the defines for morph targets
  72761. * @param mesh The mesh containing the geometry data we will draw
  72762. * @param defines The defines to update
  72763. */
  72764. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72765. /**
  72766. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72767. * @param mesh The mesh containing the geometry data we will draw
  72768. * @param defines The defines to update
  72769. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72770. * @param useBones Precise whether bones should be used or not (override mesh info)
  72771. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72772. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72773. * @returns false if defines are considered not dirty and have not been checked
  72774. */
  72775. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72776. /**
  72777. * Prepares the defines related to multiview
  72778. * @param scene The scene we are intending to draw
  72779. * @param defines The defines to update
  72780. */
  72781. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72782. /**
  72783. * Prepares the defines related to the light information passed in parameter
  72784. * @param scene The scene we are intending to draw
  72785. * @param mesh The mesh the effect is compiling for
  72786. * @param light The light the effect is compiling for
  72787. * @param lightIndex The index of the light
  72788. * @param defines The defines to update
  72789. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72790. * @param state Defines the current state regarding what is needed (normals, etc...)
  72791. */
  72792. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72793. needNormals: boolean;
  72794. needRebuild: boolean;
  72795. shadowEnabled: boolean;
  72796. specularEnabled: boolean;
  72797. lightmapMode: boolean;
  72798. }): void;
  72799. /**
  72800. * Prepares the defines related to the light information passed in parameter
  72801. * @param scene The scene we are intending to draw
  72802. * @param mesh The mesh the effect is compiling for
  72803. * @param defines The defines to update
  72804. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72805. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72806. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72807. * @returns true if normals will be required for the rest of the effect
  72808. */
  72809. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72810. /**
  72811. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72812. * @param lightIndex defines the light index
  72813. * @param uniformsList The uniform list
  72814. * @param samplersList The sampler list
  72815. * @param projectedLightTexture defines if projected texture must be used
  72816. * @param uniformBuffersList defines an optional list of uniform buffers
  72817. */
  72818. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72819. /**
  72820. * Prepares the uniforms and samplers list to be used in the effect
  72821. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72822. * @param samplersList The sampler list
  72823. * @param defines The defines helping in the list generation
  72824. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72825. */
  72826. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72827. /**
  72828. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72829. * @param defines The defines to update while falling back
  72830. * @param fallbacks The authorized effect fallbacks
  72831. * @param maxSimultaneousLights The maximum number of lights allowed
  72832. * @param rank the current rank of the Effect
  72833. * @returns The newly affected rank
  72834. */
  72835. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72836. private static _TmpMorphInfluencers;
  72837. /**
  72838. * Prepares the list of attributes required for morph targets according to the effect defines.
  72839. * @param attribs The current list of supported attribs
  72840. * @param mesh The mesh to prepare the morph targets attributes for
  72841. * @param influencers The number of influencers
  72842. */
  72843. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72844. /**
  72845. * Prepares the list of attributes required for morph targets according to the effect defines.
  72846. * @param attribs The current list of supported attribs
  72847. * @param mesh The mesh to prepare the morph targets attributes for
  72848. * @param defines The current Defines of the effect
  72849. */
  72850. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72851. /**
  72852. * Prepares the list of attributes required for bones according to the effect defines.
  72853. * @param attribs The current list of supported attribs
  72854. * @param mesh The mesh to prepare the bones attributes for
  72855. * @param defines The current Defines of the effect
  72856. * @param fallbacks The current efffect fallback strategy
  72857. */
  72858. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72859. /**
  72860. * Check and prepare the list of attributes required for instances according to the effect defines.
  72861. * @param attribs The current list of supported attribs
  72862. * @param defines The current MaterialDefines of the effect
  72863. */
  72864. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72865. /**
  72866. * Add the list of attributes required for instances to the attribs array.
  72867. * @param attribs The current list of supported attribs
  72868. */
  72869. static PushAttributesForInstances(attribs: string[]): void;
  72870. /**
  72871. * Binds the light shadow information to the effect for the given mesh.
  72872. * @param light The light containing the generator
  72873. * @param scene The scene the lights belongs to
  72874. * @param mesh The mesh we are binding the information to render
  72875. * @param lightIndex The light index in the effect used to render the mesh
  72876. * @param effect The effect we are binding the data to
  72877. */
  72878. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72879. /**
  72880. * Binds the light information to the effect.
  72881. * @param light The light containing the generator
  72882. * @param effect The effect we are binding the data to
  72883. * @param lightIndex The light index in the effect used to render
  72884. */
  72885. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72886. /**
  72887. * Binds the lights information from the scene to the effect for the given mesh.
  72888. * @param light Light to bind
  72889. * @param lightIndex Light index
  72890. * @param scene The scene where the light belongs to
  72891. * @param mesh The mesh we are binding the information to render
  72892. * @param effect The effect we are binding the data to
  72893. * @param useSpecular Defines if specular is supported
  72894. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72895. */
  72896. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72897. /**
  72898. * Binds the lights information from the scene to the effect for the given mesh.
  72899. * @param scene The scene the lights belongs to
  72900. * @param mesh The mesh we are binding the information to render
  72901. * @param effect The effect we are binding the data to
  72902. * @param defines The generated defines for the effect
  72903. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72904. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72905. */
  72906. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72907. private static _tempFogColor;
  72908. /**
  72909. * Binds the fog information from the scene to the effect for the given mesh.
  72910. * @param scene The scene the lights belongs to
  72911. * @param mesh The mesh we are binding the information to render
  72912. * @param effect The effect we are binding the data to
  72913. * @param linearSpace Defines if the fog effect is applied in linear space
  72914. */
  72915. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72916. /**
  72917. * Binds the bones information from the mesh to the effect.
  72918. * @param mesh The mesh we are binding the information to render
  72919. * @param effect The effect we are binding the data to
  72920. */
  72921. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72922. /**
  72923. * Binds the morph targets information from the mesh to the effect.
  72924. * @param abstractMesh The mesh we are binding the information to render
  72925. * @param effect The effect we are binding the data to
  72926. */
  72927. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72928. /**
  72929. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72930. * @param defines The generated defines used in the effect
  72931. * @param effect The effect we are binding the data to
  72932. * @param scene The scene we are willing to render with logarithmic scale for
  72933. */
  72934. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72935. /**
  72936. * Binds the clip plane information from the scene to the effect.
  72937. * @param scene The scene the clip plane information are extracted from
  72938. * @param effect The effect we are binding the data to
  72939. */
  72940. static BindClipPlane(effect: Effect, scene: Scene): void;
  72941. }
  72942. }
  72943. declare module BABYLON {
  72944. /** @hidden */
  72945. export var packingFunctions: {
  72946. name: string;
  72947. shader: string;
  72948. };
  72949. }
  72950. declare module BABYLON {
  72951. /** @hidden */
  72952. export var shadowMapPixelShader: {
  72953. name: string;
  72954. shader: string;
  72955. };
  72956. }
  72957. declare module BABYLON {
  72958. /** @hidden */
  72959. export var bonesDeclaration: {
  72960. name: string;
  72961. shader: string;
  72962. };
  72963. }
  72964. declare module BABYLON {
  72965. /** @hidden */
  72966. export var morphTargetsVertexGlobalDeclaration: {
  72967. name: string;
  72968. shader: string;
  72969. };
  72970. }
  72971. declare module BABYLON {
  72972. /** @hidden */
  72973. export var morphTargetsVertexDeclaration: {
  72974. name: string;
  72975. shader: string;
  72976. };
  72977. }
  72978. declare module BABYLON {
  72979. /** @hidden */
  72980. export var instancesDeclaration: {
  72981. name: string;
  72982. shader: string;
  72983. };
  72984. }
  72985. declare module BABYLON {
  72986. /** @hidden */
  72987. export var helperFunctions: {
  72988. name: string;
  72989. shader: string;
  72990. };
  72991. }
  72992. declare module BABYLON {
  72993. /** @hidden */
  72994. export var morphTargetsVertex: {
  72995. name: string;
  72996. shader: string;
  72997. };
  72998. }
  72999. declare module BABYLON {
  73000. /** @hidden */
  73001. export var instancesVertex: {
  73002. name: string;
  73003. shader: string;
  73004. };
  73005. }
  73006. declare module BABYLON {
  73007. /** @hidden */
  73008. export var bonesVertex: {
  73009. name: string;
  73010. shader: string;
  73011. };
  73012. }
  73013. declare module BABYLON {
  73014. /** @hidden */
  73015. export var shadowMapVertexShader: {
  73016. name: string;
  73017. shader: string;
  73018. };
  73019. }
  73020. declare module BABYLON {
  73021. /** @hidden */
  73022. export var depthBoxBlurPixelShader: {
  73023. name: string;
  73024. shader: string;
  73025. };
  73026. }
  73027. declare module BABYLON {
  73028. /**
  73029. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73030. */
  73031. export interface ICustomShaderOptions {
  73032. /**
  73033. * Gets or sets the custom shader name to use
  73034. */
  73035. shaderName: string;
  73036. /**
  73037. * The list of attribute names used in the shader
  73038. */
  73039. attributes?: string[];
  73040. /**
  73041. * The list of unifrom names used in the shader
  73042. */
  73043. uniforms?: string[];
  73044. /**
  73045. * The list of sampler names used in the shader
  73046. */
  73047. samplers?: string[];
  73048. /**
  73049. * The list of defines used in the shader
  73050. */
  73051. defines?: string[];
  73052. }
  73053. /**
  73054. * Interface to implement to create a shadow generator compatible with BJS.
  73055. */
  73056. export interface IShadowGenerator {
  73057. /**
  73058. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73059. * @returns The render target texture if present otherwise, null
  73060. */
  73061. getShadowMap(): Nullable<RenderTargetTexture>;
  73062. /**
  73063. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73064. * @returns The render target texture if the shadow map is present otherwise, null
  73065. */
  73066. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73067. /**
  73068. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73069. * @param subMesh The submesh we want to render in the shadow map
  73070. * @param useInstances Defines wether will draw in the map using instances
  73071. * @returns true if ready otherwise, false
  73072. */
  73073. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73074. /**
  73075. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73076. * @param defines Defines of the material we want to update
  73077. * @param lightIndex Index of the light in the enabled light list of the material
  73078. */
  73079. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73080. /**
  73081. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73082. * defined in the generator but impacting the effect).
  73083. * It implies the unifroms available on the materials are the standard BJS ones.
  73084. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73085. * @param effect The effect we are binfing the information for
  73086. */
  73087. bindShadowLight(lightIndex: string, effect: Effect): void;
  73088. /**
  73089. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73090. * (eq to shadow prjection matrix * light transform matrix)
  73091. * @returns The transform matrix used to create the shadow map
  73092. */
  73093. getTransformMatrix(): Matrix;
  73094. /**
  73095. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73096. * Cube and 2D textures for instance.
  73097. */
  73098. recreateShadowMap(): void;
  73099. /**
  73100. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73101. * @param onCompiled Callback triggered at the and of the effects compilation
  73102. * @param options Sets of optional options forcing the compilation with different modes
  73103. */
  73104. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73105. useInstances: boolean;
  73106. }>): void;
  73107. /**
  73108. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73109. * @param options Sets of optional options forcing the compilation with different modes
  73110. * @returns A promise that resolves when the compilation completes
  73111. */
  73112. forceCompilationAsync(options?: Partial<{
  73113. useInstances: boolean;
  73114. }>): Promise<void>;
  73115. /**
  73116. * Serializes the shadow generator setup to a json object.
  73117. * @returns The serialized JSON object
  73118. */
  73119. serialize(): any;
  73120. /**
  73121. * Disposes the Shadow map and related Textures and effects.
  73122. */
  73123. dispose(): void;
  73124. }
  73125. /**
  73126. * Default implementation IShadowGenerator.
  73127. * This is the main object responsible of generating shadows in the framework.
  73128. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73129. */
  73130. export class ShadowGenerator implements IShadowGenerator {
  73131. /**
  73132. * Shadow generator mode None: no filtering applied.
  73133. */
  73134. static readonly FILTER_NONE: number;
  73135. /**
  73136. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73137. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73138. */
  73139. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73140. /**
  73141. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73142. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73143. */
  73144. static readonly FILTER_POISSONSAMPLING: number;
  73145. /**
  73146. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73147. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73148. */
  73149. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73150. /**
  73151. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73152. * edge artifacts on steep falloff.
  73153. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73154. */
  73155. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73156. /**
  73157. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73158. * edge artifacts on steep falloff.
  73159. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73160. */
  73161. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73162. /**
  73163. * Shadow generator mode PCF: Percentage Closer Filtering
  73164. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73165. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73166. */
  73167. static readonly FILTER_PCF: number;
  73168. /**
  73169. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73170. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73171. * Contact Hardening
  73172. */
  73173. static readonly FILTER_PCSS: number;
  73174. /**
  73175. * Reserved for PCF and PCSS
  73176. * Highest Quality.
  73177. *
  73178. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73179. *
  73180. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73181. */
  73182. static readonly QUALITY_HIGH: number;
  73183. /**
  73184. * Reserved for PCF and PCSS
  73185. * Good tradeoff for quality/perf cross devices
  73186. *
  73187. * Execute PCF on a 3*3 kernel.
  73188. *
  73189. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73190. */
  73191. static readonly QUALITY_MEDIUM: number;
  73192. /**
  73193. * Reserved for PCF and PCSS
  73194. * The lowest quality but the fastest.
  73195. *
  73196. * Execute PCF on a 1*1 kernel.
  73197. *
  73198. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73199. */
  73200. static readonly QUALITY_LOW: number;
  73201. /** Gets or sets the custom shader name to use */
  73202. customShaderOptions: ICustomShaderOptions;
  73203. /**
  73204. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73205. */
  73206. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73207. /**
  73208. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73209. */
  73210. onAfterShadowMapRenderObservable: Observable<Effect>;
  73211. /**
  73212. * Observable triggered before a mesh is rendered in the shadow map.
  73213. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73214. */
  73215. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73216. /**
  73217. * Observable triggered after a mesh is rendered in the shadow map.
  73218. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73219. */
  73220. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73221. private _bias;
  73222. /**
  73223. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73224. */
  73225. /**
  73226. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73227. */
  73228. bias: number;
  73229. private _normalBias;
  73230. /**
  73231. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73232. */
  73233. /**
  73234. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73235. */
  73236. normalBias: number;
  73237. private _blurBoxOffset;
  73238. /**
  73239. * Gets the blur box offset: offset applied during the blur pass.
  73240. * Only useful if useKernelBlur = false
  73241. */
  73242. /**
  73243. * Sets the blur box offset: offset applied during the blur pass.
  73244. * Only useful if useKernelBlur = false
  73245. */
  73246. blurBoxOffset: number;
  73247. private _blurScale;
  73248. /**
  73249. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73250. * 2 means half of the size.
  73251. */
  73252. /**
  73253. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73254. * 2 means half of the size.
  73255. */
  73256. blurScale: number;
  73257. private _blurKernel;
  73258. /**
  73259. * Gets the blur kernel: kernel size of the blur pass.
  73260. * Only useful if useKernelBlur = true
  73261. */
  73262. /**
  73263. * Sets the blur kernel: kernel size of the blur pass.
  73264. * Only useful if useKernelBlur = true
  73265. */
  73266. blurKernel: number;
  73267. private _useKernelBlur;
  73268. /**
  73269. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73270. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73271. */
  73272. /**
  73273. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73274. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73275. */
  73276. useKernelBlur: boolean;
  73277. private _depthScale;
  73278. /**
  73279. * Gets the depth scale used in ESM mode.
  73280. */
  73281. /**
  73282. * Sets the depth scale used in ESM mode.
  73283. * This can override the scale stored on the light.
  73284. */
  73285. depthScale: number;
  73286. private _filter;
  73287. /**
  73288. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73289. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73290. */
  73291. /**
  73292. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73293. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73294. */
  73295. filter: number;
  73296. /**
  73297. * Gets if the current filter is set to Poisson Sampling.
  73298. */
  73299. /**
  73300. * Sets the current filter to Poisson Sampling.
  73301. */
  73302. usePoissonSampling: boolean;
  73303. /**
  73304. * Gets if the current filter is set to ESM.
  73305. */
  73306. /**
  73307. * Sets the current filter is to ESM.
  73308. */
  73309. useExponentialShadowMap: boolean;
  73310. /**
  73311. * Gets if the current filter is set to filtered ESM.
  73312. */
  73313. /**
  73314. * Gets if the current filter is set to filtered ESM.
  73315. */
  73316. useBlurExponentialShadowMap: boolean;
  73317. /**
  73318. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73319. * exponential to prevent steep falloff artifacts).
  73320. */
  73321. /**
  73322. * Sets the current filter to "close ESM" (using the inverse of the
  73323. * exponential to prevent steep falloff artifacts).
  73324. */
  73325. useCloseExponentialShadowMap: boolean;
  73326. /**
  73327. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73328. * exponential to prevent steep falloff artifacts).
  73329. */
  73330. /**
  73331. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73332. * exponential to prevent steep falloff artifacts).
  73333. */
  73334. useBlurCloseExponentialShadowMap: boolean;
  73335. /**
  73336. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73337. */
  73338. /**
  73339. * Sets the current filter to "PCF" (percentage closer filtering).
  73340. */
  73341. usePercentageCloserFiltering: boolean;
  73342. private _filteringQuality;
  73343. /**
  73344. * Gets the PCF or PCSS Quality.
  73345. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73346. */
  73347. /**
  73348. * Sets the PCF or PCSS Quality.
  73349. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73350. */
  73351. filteringQuality: number;
  73352. /**
  73353. * Gets if the current filter is set to "PCSS" (contact hardening).
  73354. */
  73355. /**
  73356. * Sets the current filter to "PCSS" (contact hardening).
  73357. */
  73358. useContactHardeningShadow: boolean;
  73359. private _contactHardeningLightSizeUVRatio;
  73360. /**
  73361. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73362. * Using a ratio helps keeping shape stability independently of the map size.
  73363. *
  73364. * It does not account for the light projection as it was having too much
  73365. * instability during the light setup or during light position changes.
  73366. *
  73367. * Only valid if useContactHardeningShadow is true.
  73368. */
  73369. /**
  73370. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73371. * Using a ratio helps keeping shape stability independently of the map size.
  73372. *
  73373. * It does not account for the light projection as it was having too much
  73374. * instability during the light setup or during light position changes.
  73375. *
  73376. * Only valid if useContactHardeningShadow is true.
  73377. */
  73378. contactHardeningLightSizeUVRatio: number;
  73379. private _darkness;
  73380. /** Gets or sets the actual darkness of a shadow */
  73381. darkness: number;
  73382. /**
  73383. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73384. * 0 means strongest and 1 would means no shadow.
  73385. * @returns the darkness.
  73386. */
  73387. getDarkness(): number;
  73388. /**
  73389. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73390. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73391. * @returns the shadow generator allowing fluent coding.
  73392. */
  73393. setDarkness(darkness: number): ShadowGenerator;
  73394. private _transparencyShadow;
  73395. /** Gets or sets the ability to have transparent shadow */
  73396. transparencyShadow: boolean;
  73397. /**
  73398. * Sets the ability to have transparent shadow (boolean).
  73399. * @param transparent True if transparent else False
  73400. * @returns the shadow generator allowing fluent coding
  73401. */
  73402. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73403. private _shadowMap;
  73404. private _shadowMap2;
  73405. /**
  73406. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73407. * @returns The render target texture if present otherwise, null
  73408. */
  73409. getShadowMap(): Nullable<RenderTargetTexture>;
  73410. /**
  73411. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73412. * @returns The render target texture if the shadow map is present otherwise, null
  73413. */
  73414. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73415. /**
  73416. * Gets the class name of that object
  73417. * @returns "ShadowGenerator"
  73418. */
  73419. getClassName(): string;
  73420. /**
  73421. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73422. * @param mesh Mesh to add
  73423. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73424. * @returns the Shadow Generator itself
  73425. */
  73426. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73427. /**
  73428. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73429. * @param mesh Mesh to remove
  73430. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73431. * @returns the Shadow Generator itself
  73432. */
  73433. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73434. /**
  73435. * Controls the extent to which the shadows fade out at the edge of the frustum
  73436. * Used only by directionals and spots
  73437. */
  73438. frustumEdgeFalloff: number;
  73439. private _light;
  73440. /**
  73441. * Returns the associated light object.
  73442. * @returns the light generating the shadow
  73443. */
  73444. getLight(): IShadowLight;
  73445. /**
  73446. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73447. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73448. * It might on the other hand introduce peter panning.
  73449. */
  73450. forceBackFacesOnly: boolean;
  73451. private _scene;
  73452. private _lightDirection;
  73453. private _effect;
  73454. private _viewMatrix;
  73455. private _projectionMatrix;
  73456. private _transformMatrix;
  73457. private _cachedPosition;
  73458. private _cachedDirection;
  73459. private _cachedDefines;
  73460. private _currentRenderID;
  73461. private _boxBlurPostprocess;
  73462. private _kernelBlurXPostprocess;
  73463. private _kernelBlurYPostprocess;
  73464. private _blurPostProcesses;
  73465. private _mapSize;
  73466. private _currentFaceIndex;
  73467. private _currentFaceIndexCache;
  73468. private _textureType;
  73469. private _defaultTextureMatrix;
  73470. /** @hidden */
  73471. static _SceneComponentInitialization: (scene: Scene) => void;
  73472. /**
  73473. * Creates a ShadowGenerator object.
  73474. * A ShadowGenerator is the required tool to use the shadows.
  73475. * Each light casting shadows needs to use its own ShadowGenerator.
  73476. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73477. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73478. * @param light The light object generating the shadows.
  73479. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  73480. */
  73481. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73482. private _initializeGenerator;
  73483. private _initializeShadowMap;
  73484. private _initializeBlurRTTAndPostProcesses;
  73485. private _renderForShadowMap;
  73486. private _renderSubMeshForShadowMap;
  73487. private _applyFilterValues;
  73488. /**
  73489. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73490. * @param onCompiled Callback triggered at the and of the effects compilation
  73491. * @param options Sets of optional options forcing the compilation with different modes
  73492. */
  73493. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73494. useInstances: boolean;
  73495. }>): void;
  73496. /**
  73497. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73498. * @param options Sets of optional options forcing the compilation with different modes
  73499. * @returns A promise that resolves when the compilation completes
  73500. */
  73501. forceCompilationAsync(options?: Partial<{
  73502. useInstances: boolean;
  73503. }>): Promise<void>;
  73504. /**
  73505. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73506. * @param subMesh The submesh we want to render in the shadow map
  73507. * @param useInstances Defines wether will draw in the map using instances
  73508. * @returns true if ready otherwise, false
  73509. */
  73510. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73511. /**
  73512. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73513. * @param defines Defines of the material we want to update
  73514. * @param lightIndex Index of the light in the enabled light list of the material
  73515. */
  73516. prepareDefines(defines: any, lightIndex: number): void;
  73517. /**
  73518. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73519. * defined in the generator but impacting the effect).
  73520. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73521. * @param effect The effect we are binfing the information for
  73522. */
  73523. bindShadowLight(lightIndex: string, effect: Effect): void;
  73524. /**
  73525. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73526. * (eq to shadow prjection matrix * light transform matrix)
  73527. * @returns The transform matrix used to create the shadow map
  73528. */
  73529. getTransformMatrix(): Matrix;
  73530. /**
  73531. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73532. * Cube and 2D textures for instance.
  73533. */
  73534. recreateShadowMap(): void;
  73535. private _disposeBlurPostProcesses;
  73536. private _disposeRTTandPostProcesses;
  73537. /**
  73538. * Disposes the ShadowGenerator.
  73539. * Returns nothing.
  73540. */
  73541. dispose(): void;
  73542. /**
  73543. * Serializes the shadow generator setup to a json object.
  73544. * @returns The serialized JSON object
  73545. */
  73546. serialize(): any;
  73547. /**
  73548. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73549. * @param parsedShadowGenerator The JSON object to parse
  73550. * @param scene The scene to create the shadow map for
  73551. * @returns The parsed shadow generator
  73552. */
  73553. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73554. }
  73555. }
  73556. declare module BABYLON {
  73557. /**
  73558. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73559. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73560. * 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.
  73561. */
  73562. export abstract class Light extends Node {
  73563. /**
  73564. * Falloff Default: light is falling off following the material specification:
  73565. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73566. */
  73567. static readonly FALLOFF_DEFAULT: number;
  73568. /**
  73569. * Falloff Physical: light is falling off following the inverse squared distance law.
  73570. */
  73571. static readonly FALLOFF_PHYSICAL: number;
  73572. /**
  73573. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73574. * to enhance interoperability with other engines.
  73575. */
  73576. static readonly FALLOFF_GLTF: number;
  73577. /**
  73578. * Falloff Standard: light is falling off like in the standard material
  73579. * to enhance interoperability with other materials.
  73580. */
  73581. static readonly FALLOFF_STANDARD: number;
  73582. /**
  73583. * If every light affecting the material is in this lightmapMode,
  73584. * material.lightmapTexture adds or multiplies
  73585. * (depends on material.useLightmapAsShadowmap)
  73586. * after every other light calculations.
  73587. */
  73588. static readonly LIGHTMAP_DEFAULT: number;
  73589. /**
  73590. * material.lightmapTexture as only diffuse lighting from this light
  73591. * adds only specular lighting from this light
  73592. * adds dynamic shadows
  73593. */
  73594. static readonly LIGHTMAP_SPECULAR: number;
  73595. /**
  73596. * material.lightmapTexture as only lighting
  73597. * no light calculation from this light
  73598. * only adds dynamic shadows from this light
  73599. */
  73600. static readonly LIGHTMAP_SHADOWSONLY: number;
  73601. /**
  73602. * Each light type uses the default quantity according to its type:
  73603. * point/spot lights use luminous intensity
  73604. * directional lights use illuminance
  73605. */
  73606. static readonly INTENSITYMODE_AUTOMATIC: number;
  73607. /**
  73608. * lumen (lm)
  73609. */
  73610. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73611. /**
  73612. * candela (lm/sr)
  73613. */
  73614. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73615. /**
  73616. * lux (lm/m^2)
  73617. */
  73618. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73619. /**
  73620. * nit (cd/m^2)
  73621. */
  73622. static readonly INTENSITYMODE_LUMINANCE: number;
  73623. /**
  73624. * Light type const id of the point light.
  73625. */
  73626. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73627. /**
  73628. * Light type const id of the directional light.
  73629. */
  73630. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73631. /**
  73632. * Light type const id of the spot light.
  73633. */
  73634. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73635. /**
  73636. * Light type const id of the hemispheric light.
  73637. */
  73638. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73639. /**
  73640. * Diffuse gives the basic color to an object.
  73641. */
  73642. diffuse: Color3;
  73643. /**
  73644. * Specular produces a highlight color on an object.
  73645. * Note: This is note affecting PBR materials.
  73646. */
  73647. specular: Color3;
  73648. /**
  73649. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73650. * falling off base on range or angle.
  73651. * This can be set to any values in Light.FALLOFF_x.
  73652. *
  73653. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73654. * other types of materials.
  73655. */
  73656. falloffType: number;
  73657. /**
  73658. * Strength of the light.
  73659. * Note: By default it is define in the framework own unit.
  73660. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73661. */
  73662. intensity: number;
  73663. private _range;
  73664. protected _inverseSquaredRange: number;
  73665. /**
  73666. * Defines how far from the source the light is impacting in scene units.
  73667. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73668. */
  73669. /**
  73670. * Defines how far from the source the light is impacting in scene units.
  73671. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73672. */
  73673. range: number;
  73674. /**
  73675. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73676. * of light.
  73677. */
  73678. private _photometricScale;
  73679. private _intensityMode;
  73680. /**
  73681. * Gets the photometric scale used to interpret the intensity.
  73682. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73683. */
  73684. /**
  73685. * Sets the photometric scale used to interpret the intensity.
  73686. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73687. */
  73688. intensityMode: number;
  73689. private _radius;
  73690. /**
  73691. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73692. */
  73693. /**
  73694. * sets the light radius used by PBR Materials to simulate soft area lights.
  73695. */
  73696. radius: number;
  73697. private _renderPriority;
  73698. /**
  73699. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73700. * exceeding the number allowed of the materials.
  73701. */
  73702. renderPriority: number;
  73703. private _shadowEnabled;
  73704. /**
  73705. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73706. * the current shadow generator.
  73707. */
  73708. /**
  73709. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73710. * the current shadow generator.
  73711. */
  73712. shadowEnabled: boolean;
  73713. private _includedOnlyMeshes;
  73714. /**
  73715. * Gets the only meshes impacted by this light.
  73716. */
  73717. /**
  73718. * Sets the only meshes impacted by this light.
  73719. */
  73720. includedOnlyMeshes: AbstractMesh[];
  73721. private _excludedMeshes;
  73722. /**
  73723. * Gets the meshes not impacted by this light.
  73724. */
  73725. /**
  73726. * Sets the meshes not impacted by this light.
  73727. */
  73728. excludedMeshes: AbstractMesh[];
  73729. private _excludeWithLayerMask;
  73730. /**
  73731. * Gets the layer id use to find what meshes are not impacted by the light.
  73732. * Inactive if 0
  73733. */
  73734. /**
  73735. * Sets the layer id use to find what meshes are not impacted by the light.
  73736. * Inactive if 0
  73737. */
  73738. excludeWithLayerMask: number;
  73739. private _includeOnlyWithLayerMask;
  73740. /**
  73741. * Gets the layer id use to find what meshes are impacted by the light.
  73742. * Inactive if 0
  73743. */
  73744. /**
  73745. * Sets the layer id use to find what meshes are impacted by the light.
  73746. * Inactive if 0
  73747. */
  73748. includeOnlyWithLayerMask: number;
  73749. private _lightmapMode;
  73750. /**
  73751. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73752. */
  73753. /**
  73754. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73755. */
  73756. lightmapMode: number;
  73757. /**
  73758. * Shadow generator associted to the light.
  73759. * @hidden Internal use only.
  73760. */
  73761. _shadowGenerator: Nullable<IShadowGenerator>;
  73762. /**
  73763. * @hidden Internal use only.
  73764. */
  73765. _excludedMeshesIds: string[];
  73766. /**
  73767. * @hidden Internal use only.
  73768. */
  73769. _includedOnlyMeshesIds: string[];
  73770. /**
  73771. * The current light unifom buffer.
  73772. * @hidden Internal use only.
  73773. */
  73774. _uniformBuffer: UniformBuffer;
  73775. /**
  73776. * Creates a Light object in the scene.
  73777. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73778. * @param name The firendly name of the light
  73779. * @param scene The scene the light belongs too
  73780. */
  73781. constructor(name: string, scene: Scene);
  73782. protected abstract _buildUniformLayout(): void;
  73783. /**
  73784. * Sets the passed Effect "effect" with the Light information.
  73785. * @param effect The effect to update
  73786. * @param lightIndex The index of the light in the effect to update
  73787. * @returns The light
  73788. */
  73789. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73790. /**
  73791. * Returns the string "Light".
  73792. * @returns the class name
  73793. */
  73794. getClassName(): string;
  73795. /** @hidden */
  73796. readonly _isLight: boolean;
  73797. /**
  73798. * Converts the light information to a readable string for debug purpose.
  73799. * @param fullDetails Supports for multiple levels of logging within scene loading
  73800. * @returns the human readable light info
  73801. */
  73802. toString(fullDetails?: boolean): string;
  73803. /** @hidden */
  73804. protected _syncParentEnabledState(): void;
  73805. /**
  73806. * Set the enabled state of this node.
  73807. * @param value - the new enabled state
  73808. */
  73809. setEnabled(value: boolean): void;
  73810. /**
  73811. * Returns the Light associated shadow generator if any.
  73812. * @return the associated shadow generator.
  73813. */
  73814. getShadowGenerator(): Nullable<IShadowGenerator>;
  73815. /**
  73816. * Returns a Vector3, the absolute light position in the World.
  73817. * @returns the world space position of the light
  73818. */
  73819. getAbsolutePosition(): Vector3;
  73820. /**
  73821. * Specifies if the light will affect the passed mesh.
  73822. * @param mesh The mesh to test against the light
  73823. * @return true the mesh is affected otherwise, false.
  73824. */
  73825. canAffectMesh(mesh: AbstractMesh): boolean;
  73826. /**
  73827. * Sort function to order lights for rendering.
  73828. * @param a First Light object to compare to second.
  73829. * @param b Second Light object to compare first.
  73830. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73831. */
  73832. static CompareLightsPriority(a: Light, b: Light): number;
  73833. /**
  73834. * Releases resources associated with this node.
  73835. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73836. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73837. */
  73838. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73839. /**
  73840. * Returns the light type ID (integer).
  73841. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73842. */
  73843. getTypeID(): number;
  73844. /**
  73845. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73846. * @returns the scaled intensity in intensity mode unit
  73847. */
  73848. getScaledIntensity(): number;
  73849. /**
  73850. * Returns a new Light object, named "name", from the current one.
  73851. * @param name The name of the cloned light
  73852. * @returns the new created light
  73853. */
  73854. clone(name: string): Nullable<Light>;
  73855. /**
  73856. * Serializes the current light into a Serialization object.
  73857. * @returns the serialized object.
  73858. */
  73859. serialize(): any;
  73860. /**
  73861. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73862. * This new light is named "name" and added to the passed scene.
  73863. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73864. * @param name The friendly name of the light
  73865. * @param scene The scene the new light will belong to
  73866. * @returns the constructor function
  73867. */
  73868. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73869. /**
  73870. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73871. * @param parsedLight The JSON representation of the light
  73872. * @param scene The scene to create the parsed light in
  73873. * @returns the created light after parsing
  73874. */
  73875. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73876. private _hookArrayForExcluded;
  73877. private _hookArrayForIncludedOnly;
  73878. private _resyncMeshes;
  73879. /**
  73880. * Forces the meshes to update their light related information in their rendering used effects
  73881. * @hidden Internal Use Only
  73882. */
  73883. _markMeshesAsLightDirty(): void;
  73884. /**
  73885. * Recomputes the cached photometric scale if needed.
  73886. */
  73887. private _computePhotometricScale;
  73888. /**
  73889. * Returns the Photometric Scale according to the light type and intensity mode.
  73890. */
  73891. private _getPhotometricScale;
  73892. /**
  73893. * Reorder the light in the scene according to their defined priority.
  73894. * @hidden Internal Use Only
  73895. */
  73896. _reorderLightsInScene(): void;
  73897. /**
  73898. * Prepares the list of defines specific to the light type.
  73899. * @param defines the list of defines
  73900. * @param lightIndex defines the index of the light for the effect
  73901. */
  73902. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73903. }
  73904. }
  73905. declare module BABYLON {
  73906. /**
  73907. * Interface used to define Action
  73908. */
  73909. export interface IAction {
  73910. /**
  73911. * Trigger for the action
  73912. */
  73913. trigger: number;
  73914. /** Options of the trigger */
  73915. triggerOptions: any;
  73916. /**
  73917. * Gets the trigger parameters
  73918. * @returns the trigger parameters
  73919. */
  73920. getTriggerParameter(): any;
  73921. /**
  73922. * Internal only - executes current action event
  73923. * @hidden
  73924. */
  73925. _executeCurrent(evt?: ActionEvent): void;
  73926. /**
  73927. * Serialize placeholder for child classes
  73928. * @param parent of child
  73929. * @returns the serialized object
  73930. */
  73931. serialize(parent: any): any;
  73932. /**
  73933. * Internal only
  73934. * @hidden
  73935. */
  73936. _prepare(): void;
  73937. /**
  73938. * Internal only - manager for action
  73939. * @hidden
  73940. */
  73941. _actionManager: AbstractActionManager;
  73942. /**
  73943. * Adds action to chain of actions, may be a DoNothingAction
  73944. * @param action defines the next action to execute
  73945. * @returns The action passed in
  73946. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73947. */
  73948. then(action: IAction): IAction;
  73949. }
  73950. /**
  73951. * The action to be carried out following a trigger
  73952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73953. */
  73954. export class Action implements IAction {
  73955. /** the trigger, with or without parameters, for the action */
  73956. triggerOptions: any;
  73957. /**
  73958. * Trigger for the action
  73959. */
  73960. trigger: number;
  73961. /**
  73962. * Internal only - manager for action
  73963. * @hidden
  73964. */
  73965. _actionManager: ActionManager;
  73966. private _nextActiveAction;
  73967. private _child;
  73968. private _condition?;
  73969. private _triggerParameter;
  73970. /**
  73971. * An event triggered prior to action being executed.
  73972. */
  73973. onBeforeExecuteObservable: Observable<Action>;
  73974. /**
  73975. * Creates a new Action
  73976. * @param triggerOptions the trigger, with or without parameters, for the action
  73977. * @param condition an optional determinant of action
  73978. */
  73979. constructor(
  73980. /** the trigger, with or without parameters, for the action */
  73981. triggerOptions: any, condition?: Condition);
  73982. /**
  73983. * Internal only
  73984. * @hidden
  73985. */
  73986. _prepare(): void;
  73987. /**
  73988. * Gets the trigger parameters
  73989. * @returns the trigger parameters
  73990. */
  73991. getTriggerParameter(): any;
  73992. /**
  73993. * Internal only - executes current action event
  73994. * @hidden
  73995. */
  73996. _executeCurrent(evt?: ActionEvent): void;
  73997. /**
  73998. * Execute placeholder for child classes
  73999. * @param evt optional action event
  74000. */
  74001. execute(evt?: ActionEvent): void;
  74002. /**
  74003. * Skips to next active action
  74004. */
  74005. skipToNextActiveAction(): void;
  74006. /**
  74007. * Adds action to chain of actions, may be a DoNothingAction
  74008. * @param action defines the next action to execute
  74009. * @returns The action passed in
  74010. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74011. */
  74012. then(action: Action): Action;
  74013. /**
  74014. * Internal only
  74015. * @hidden
  74016. */
  74017. _getProperty(propertyPath: string): string;
  74018. /**
  74019. * Internal only
  74020. * @hidden
  74021. */
  74022. _getEffectiveTarget(target: any, propertyPath: string): any;
  74023. /**
  74024. * Serialize placeholder for child classes
  74025. * @param parent of child
  74026. * @returns the serialized object
  74027. */
  74028. serialize(parent: any): any;
  74029. /**
  74030. * Internal only called by serialize
  74031. * @hidden
  74032. */
  74033. protected _serialize(serializedAction: any, parent?: any): any;
  74034. /**
  74035. * Internal only
  74036. * @hidden
  74037. */
  74038. static _SerializeValueAsString: (value: any) => string;
  74039. /**
  74040. * Internal only
  74041. * @hidden
  74042. */
  74043. static _GetTargetProperty: (target: Node | Scene) => {
  74044. name: string;
  74045. targetType: string;
  74046. value: string;
  74047. };
  74048. }
  74049. }
  74050. declare module BABYLON {
  74051. /**
  74052. * A Condition applied to an Action
  74053. */
  74054. export class Condition {
  74055. /**
  74056. * Internal only - manager for action
  74057. * @hidden
  74058. */
  74059. _actionManager: ActionManager;
  74060. /**
  74061. * Internal only
  74062. * @hidden
  74063. */
  74064. _evaluationId: number;
  74065. /**
  74066. * Internal only
  74067. * @hidden
  74068. */
  74069. _currentResult: boolean;
  74070. /**
  74071. * Creates a new Condition
  74072. * @param actionManager the manager of the action the condition is applied to
  74073. */
  74074. constructor(actionManager: ActionManager);
  74075. /**
  74076. * Check if the current condition is valid
  74077. * @returns a boolean
  74078. */
  74079. isValid(): boolean;
  74080. /**
  74081. * Internal only
  74082. * @hidden
  74083. */
  74084. _getProperty(propertyPath: string): string;
  74085. /**
  74086. * Internal only
  74087. * @hidden
  74088. */
  74089. _getEffectiveTarget(target: any, propertyPath: string): any;
  74090. /**
  74091. * Serialize placeholder for child classes
  74092. * @returns the serialized object
  74093. */
  74094. serialize(): any;
  74095. /**
  74096. * Internal only
  74097. * @hidden
  74098. */
  74099. protected _serialize(serializedCondition: any): any;
  74100. }
  74101. /**
  74102. * Defines specific conditional operators as extensions of Condition
  74103. */
  74104. export class ValueCondition extends Condition {
  74105. /** path to specify the property of the target the conditional operator uses */
  74106. propertyPath: string;
  74107. /** the value compared by the conditional operator against the current value of the property */
  74108. value: any;
  74109. /** the conditional operator, default ValueCondition.IsEqual */
  74110. operator: number;
  74111. /**
  74112. * Internal only
  74113. * @hidden
  74114. */
  74115. private static _IsEqual;
  74116. /**
  74117. * Internal only
  74118. * @hidden
  74119. */
  74120. private static _IsDifferent;
  74121. /**
  74122. * Internal only
  74123. * @hidden
  74124. */
  74125. private static _IsGreater;
  74126. /**
  74127. * Internal only
  74128. * @hidden
  74129. */
  74130. private static _IsLesser;
  74131. /**
  74132. * returns the number for IsEqual
  74133. */
  74134. static readonly IsEqual: number;
  74135. /**
  74136. * Returns the number for IsDifferent
  74137. */
  74138. static readonly IsDifferent: number;
  74139. /**
  74140. * Returns the number for IsGreater
  74141. */
  74142. static readonly IsGreater: number;
  74143. /**
  74144. * Returns the number for IsLesser
  74145. */
  74146. static readonly IsLesser: number;
  74147. /**
  74148. * Internal only The action manager for the condition
  74149. * @hidden
  74150. */
  74151. _actionManager: ActionManager;
  74152. /**
  74153. * Internal only
  74154. * @hidden
  74155. */
  74156. private _target;
  74157. /**
  74158. * Internal only
  74159. * @hidden
  74160. */
  74161. private _effectiveTarget;
  74162. /**
  74163. * Internal only
  74164. * @hidden
  74165. */
  74166. private _property;
  74167. /**
  74168. * Creates a new ValueCondition
  74169. * @param actionManager manager for the action the condition applies to
  74170. * @param target for the action
  74171. * @param propertyPath path to specify the property of the target the conditional operator uses
  74172. * @param value the value compared by the conditional operator against the current value of the property
  74173. * @param operator the conditional operator, default ValueCondition.IsEqual
  74174. */
  74175. constructor(actionManager: ActionManager, target: any,
  74176. /** path to specify the property of the target the conditional operator uses */
  74177. propertyPath: string,
  74178. /** the value compared by the conditional operator against the current value of the property */
  74179. value: any,
  74180. /** the conditional operator, default ValueCondition.IsEqual */
  74181. operator?: number);
  74182. /**
  74183. * Compares the given value with the property value for the specified conditional operator
  74184. * @returns the result of the comparison
  74185. */
  74186. isValid(): boolean;
  74187. /**
  74188. * Serialize the ValueCondition into a JSON compatible object
  74189. * @returns serialization object
  74190. */
  74191. serialize(): any;
  74192. /**
  74193. * Gets the name of the conditional operator for the ValueCondition
  74194. * @param operator the conditional operator
  74195. * @returns the name
  74196. */
  74197. static GetOperatorName(operator: number): string;
  74198. }
  74199. /**
  74200. * Defines a predicate condition as an extension of Condition
  74201. */
  74202. export class PredicateCondition extends Condition {
  74203. /** defines the predicate function used to validate the condition */
  74204. predicate: () => boolean;
  74205. /**
  74206. * Internal only - manager for action
  74207. * @hidden
  74208. */
  74209. _actionManager: ActionManager;
  74210. /**
  74211. * Creates a new PredicateCondition
  74212. * @param actionManager manager for the action the condition applies to
  74213. * @param predicate defines the predicate function used to validate the condition
  74214. */
  74215. constructor(actionManager: ActionManager,
  74216. /** defines the predicate function used to validate the condition */
  74217. predicate: () => boolean);
  74218. /**
  74219. * @returns the validity of the predicate condition
  74220. */
  74221. isValid(): boolean;
  74222. }
  74223. /**
  74224. * Defines a state condition as an extension of Condition
  74225. */
  74226. export class StateCondition extends Condition {
  74227. /** Value to compare with target state */
  74228. value: string;
  74229. /**
  74230. * Internal only - manager for action
  74231. * @hidden
  74232. */
  74233. _actionManager: ActionManager;
  74234. /**
  74235. * Internal only
  74236. * @hidden
  74237. */
  74238. private _target;
  74239. /**
  74240. * Creates a new StateCondition
  74241. * @param actionManager manager for the action the condition applies to
  74242. * @param target of the condition
  74243. * @param value to compare with target state
  74244. */
  74245. constructor(actionManager: ActionManager, target: any,
  74246. /** Value to compare with target state */
  74247. value: string);
  74248. /**
  74249. * Gets a boolean indicating if the current condition is met
  74250. * @returns the validity of the state
  74251. */
  74252. isValid(): boolean;
  74253. /**
  74254. * Serialize the StateCondition into a JSON compatible object
  74255. * @returns serialization object
  74256. */
  74257. serialize(): any;
  74258. }
  74259. }
  74260. declare module BABYLON {
  74261. /**
  74262. * This defines an action responsible to toggle a boolean once triggered.
  74263. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74264. */
  74265. export class SwitchBooleanAction extends Action {
  74266. /**
  74267. * The path to the boolean property in the target object
  74268. */
  74269. propertyPath: string;
  74270. private _target;
  74271. private _effectiveTarget;
  74272. private _property;
  74273. /**
  74274. * Instantiate the action
  74275. * @param triggerOptions defines the trigger options
  74276. * @param target defines the object containing the boolean
  74277. * @param propertyPath defines the path to the boolean property in the target object
  74278. * @param condition defines the trigger related conditions
  74279. */
  74280. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74281. /** @hidden */
  74282. _prepare(): void;
  74283. /**
  74284. * Execute the action toggle the boolean value.
  74285. */
  74286. execute(): void;
  74287. /**
  74288. * Serializes the actions and its related information.
  74289. * @param parent defines the object to serialize in
  74290. * @returns the serialized object
  74291. */
  74292. serialize(parent: any): any;
  74293. }
  74294. /**
  74295. * This defines an action responsible to set a the state field of the target
  74296. * to a desired value once triggered.
  74297. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74298. */
  74299. export class SetStateAction extends Action {
  74300. /**
  74301. * The value to store in the state field.
  74302. */
  74303. value: string;
  74304. private _target;
  74305. /**
  74306. * Instantiate the action
  74307. * @param triggerOptions defines the trigger options
  74308. * @param target defines the object containing the state property
  74309. * @param value defines the value to store in the state field
  74310. * @param condition defines the trigger related conditions
  74311. */
  74312. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74313. /**
  74314. * Execute the action and store the value on the target state property.
  74315. */
  74316. execute(): void;
  74317. /**
  74318. * Serializes the actions and its related information.
  74319. * @param parent defines the object to serialize in
  74320. * @returns the serialized object
  74321. */
  74322. serialize(parent: any): any;
  74323. }
  74324. /**
  74325. * This defines an action responsible to set a property of the target
  74326. * to a desired value once triggered.
  74327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74328. */
  74329. export class SetValueAction extends Action {
  74330. /**
  74331. * The path of the property to set in the target.
  74332. */
  74333. propertyPath: string;
  74334. /**
  74335. * The value to set in the property
  74336. */
  74337. value: any;
  74338. private _target;
  74339. private _effectiveTarget;
  74340. private _property;
  74341. /**
  74342. * Instantiate the action
  74343. * @param triggerOptions defines the trigger options
  74344. * @param target defines the object containing the property
  74345. * @param propertyPath defines the path of the property to set in the target
  74346. * @param value defines the value to set in the property
  74347. * @param condition defines the trigger related conditions
  74348. */
  74349. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74350. /** @hidden */
  74351. _prepare(): void;
  74352. /**
  74353. * Execute the action and set the targetted property to the desired value.
  74354. */
  74355. execute(): void;
  74356. /**
  74357. * Serializes the actions and its related information.
  74358. * @param parent defines the object to serialize in
  74359. * @returns the serialized object
  74360. */
  74361. serialize(parent: any): any;
  74362. }
  74363. /**
  74364. * This defines an action responsible to increment the target value
  74365. * to a desired value once triggered.
  74366. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74367. */
  74368. export class IncrementValueAction extends Action {
  74369. /**
  74370. * The path of the property to increment in the target.
  74371. */
  74372. propertyPath: string;
  74373. /**
  74374. * The value we should increment the property by.
  74375. */
  74376. value: any;
  74377. private _target;
  74378. private _effectiveTarget;
  74379. private _property;
  74380. /**
  74381. * Instantiate the action
  74382. * @param triggerOptions defines the trigger options
  74383. * @param target defines the object containing the property
  74384. * @param propertyPath defines the path of the property to increment in the target
  74385. * @param value defines the value value we should increment the property by
  74386. * @param condition defines the trigger related conditions
  74387. */
  74388. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74389. /** @hidden */
  74390. _prepare(): void;
  74391. /**
  74392. * Execute the action and increment the target of the value amount.
  74393. */
  74394. execute(): void;
  74395. /**
  74396. * Serializes the actions and its related information.
  74397. * @param parent defines the object to serialize in
  74398. * @returns the serialized object
  74399. */
  74400. serialize(parent: any): any;
  74401. }
  74402. /**
  74403. * This defines an action responsible to start an animation once triggered.
  74404. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74405. */
  74406. export class PlayAnimationAction extends Action {
  74407. /**
  74408. * Where the animation should start (animation frame)
  74409. */
  74410. from: number;
  74411. /**
  74412. * Where the animation should stop (animation frame)
  74413. */
  74414. to: number;
  74415. /**
  74416. * Define if the animation should loop or stop after the first play.
  74417. */
  74418. loop?: boolean;
  74419. private _target;
  74420. /**
  74421. * Instantiate the action
  74422. * @param triggerOptions defines the trigger options
  74423. * @param target defines the target animation or animation name
  74424. * @param from defines from where the animation should start (animation frame)
  74425. * @param end defines where the animation should stop (animation frame)
  74426. * @param loop defines if the animation should loop or stop after the first play
  74427. * @param condition defines the trigger related conditions
  74428. */
  74429. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74430. /** @hidden */
  74431. _prepare(): void;
  74432. /**
  74433. * Execute the action and play the animation.
  74434. */
  74435. execute(): void;
  74436. /**
  74437. * Serializes the actions and its related information.
  74438. * @param parent defines the object to serialize in
  74439. * @returns the serialized object
  74440. */
  74441. serialize(parent: any): any;
  74442. }
  74443. /**
  74444. * This defines an action responsible to stop an animation once triggered.
  74445. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74446. */
  74447. export class StopAnimationAction extends Action {
  74448. private _target;
  74449. /**
  74450. * Instantiate the action
  74451. * @param triggerOptions defines the trigger options
  74452. * @param target defines the target animation or animation name
  74453. * @param condition defines the trigger related conditions
  74454. */
  74455. constructor(triggerOptions: any, target: any, condition?: Condition);
  74456. /** @hidden */
  74457. _prepare(): void;
  74458. /**
  74459. * Execute the action and stop the animation.
  74460. */
  74461. execute(): void;
  74462. /**
  74463. * Serializes the actions and its related information.
  74464. * @param parent defines the object to serialize in
  74465. * @returns the serialized object
  74466. */
  74467. serialize(parent: any): any;
  74468. }
  74469. /**
  74470. * This defines an action responsible that does nothing once triggered.
  74471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74472. */
  74473. export class DoNothingAction extends Action {
  74474. /**
  74475. * Instantiate the action
  74476. * @param triggerOptions defines the trigger options
  74477. * @param condition defines the trigger related conditions
  74478. */
  74479. constructor(triggerOptions?: any, condition?: Condition);
  74480. /**
  74481. * Execute the action and do nothing.
  74482. */
  74483. execute(): void;
  74484. /**
  74485. * Serializes the actions and its related information.
  74486. * @param parent defines the object to serialize in
  74487. * @returns the serialized object
  74488. */
  74489. serialize(parent: any): any;
  74490. }
  74491. /**
  74492. * This defines an action responsible to trigger several actions once triggered.
  74493. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74494. */
  74495. export class CombineAction extends Action {
  74496. /**
  74497. * The list of aggregated animations to run.
  74498. */
  74499. children: Action[];
  74500. /**
  74501. * Instantiate the action
  74502. * @param triggerOptions defines the trigger options
  74503. * @param children defines the list of aggregated animations to run
  74504. * @param condition defines the trigger related conditions
  74505. */
  74506. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74507. /** @hidden */
  74508. _prepare(): void;
  74509. /**
  74510. * Execute the action and executes all the aggregated actions.
  74511. */
  74512. execute(evt: ActionEvent): void;
  74513. /**
  74514. * Serializes the actions and its related information.
  74515. * @param parent defines the object to serialize in
  74516. * @returns the serialized object
  74517. */
  74518. serialize(parent: any): any;
  74519. }
  74520. /**
  74521. * This defines an action responsible to run code (external event) once triggered.
  74522. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74523. */
  74524. export class ExecuteCodeAction extends Action {
  74525. /**
  74526. * The callback function to run.
  74527. */
  74528. func: (evt: ActionEvent) => void;
  74529. /**
  74530. * Instantiate the action
  74531. * @param triggerOptions defines the trigger options
  74532. * @param func defines the callback function to run
  74533. * @param condition defines the trigger related conditions
  74534. */
  74535. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74536. /**
  74537. * Execute the action and run the attached code.
  74538. */
  74539. execute(evt: ActionEvent): void;
  74540. }
  74541. /**
  74542. * This defines an action responsible to set the parent property of the target once triggered.
  74543. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74544. */
  74545. export class SetParentAction extends Action {
  74546. private _parent;
  74547. private _target;
  74548. /**
  74549. * Instantiate the action
  74550. * @param triggerOptions defines the trigger options
  74551. * @param target defines the target containing the parent property
  74552. * @param parent defines from where the animation should start (animation frame)
  74553. * @param condition defines the trigger related conditions
  74554. */
  74555. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74556. /** @hidden */
  74557. _prepare(): void;
  74558. /**
  74559. * Execute the action and set the parent property.
  74560. */
  74561. execute(): void;
  74562. /**
  74563. * Serializes the actions and its related information.
  74564. * @param parent defines the object to serialize in
  74565. * @returns the serialized object
  74566. */
  74567. serialize(parent: any): any;
  74568. }
  74569. }
  74570. declare module BABYLON {
  74571. /**
  74572. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74573. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74574. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74575. */
  74576. export class ActionManager extends AbstractActionManager {
  74577. /**
  74578. * Nothing
  74579. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74580. */
  74581. static readonly NothingTrigger: number;
  74582. /**
  74583. * On pick
  74584. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74585. */
  74586. static readonly OnPickTrigger: number;
  74587. /**
  74588. * On left pick
  74589. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74590. */
  74591. static readonly OnLeftPickTrigger: number;
  74592. /**
  74593. * On right pick
  74594. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74595. */
  74596. static readonly OnRightPickTrigger: number;
  74597. /**
  74598. * On center pick
  74599. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74600. */
  74601. static readonly OnCenterPickTrigger: number;
  74602. /**
  74603. * On pick down
  74604. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74605. */
  74606. static readonly OnPickDownTrigger: number;
  74607. /**
  74608. * On double pick
  74609. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74610. */
  74611. static readonly OnDoublePickTrigger: number;
  74612. /**
  74613. * On pick up
  74614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74615. */
  74616. static readonly OnPickUpTrigger: number;
  74617. /**
  74618. * On pick out.
  74619. * This trigger will only be raised if you also declared a OnPickDown
  74620. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74621. */
  74622. static readonly OnPickOutTrigger: number;
  74623. /**
  74624. * On long press
  74625. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74626. */
  74627. static readonly OnLongPressTrigger: number;
  74628. /**
  74629. * On pointer over
  74630. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74631. */
  74632. static readonly OnPointerOverTrigger: number;
  74633. /**
  74634. * On pointer out
  74635. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74636. */
  74637. static readonly OnPointerOutTrigger: number;
  74638. /**
  74639. * On every frame
  74640. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74641. */
  74642. static readonly OnEveryFrameTrigger: number;
  74643. /**
  74644. * On intersection enter
  74645. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74646. */
  74647. static readonly OnIntersectionEnterTrigger: number;
  74648. /**
  74649. * On intersection exit
  74650. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74651. */
  74652. static readonly OnIntersectionExitTrigger: number;
  74653. /**
  74654. * On key down
  74655. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74656. */
  74657. static readonly OnKeyDownTrigger: number;
  74658. /**
  74659. * On key up
  74660. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74661. */
  74662. static readonly OnKeyUpTrigger: number;
  74663. private _scene;
  74664. /**
  74665. * Creates a new action manager
  74666. * @param scene defines the hosting scene
  74667. */
  74668. constructor(scene: Scene);
  74669. /**
  74670. * Releases all associated resources
  74671. */
  74672. dispose(): void;
  74673. /**
  74674. * Gets hosting scene
  74675. * @returns the hosting scene
  74676. */
  74677. getScene(): Scene;
  74678. /**
  74679. * Does this action manager handles actions of any of the given triggers
  74680. * @param triggers defines the triggers to be tested
  74681. * @return a boolean indicating whether one (or more) of the triggers is handled
  74682. */
  74683. hasSpecificTriggers(triggers: number[]): boolean;
  74684. /**
  74685. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74686. * speed.
  74687. * @param triggerA defines the trigger to be tested
  74688. * @param triggerB defines the trigger to be tested
  74689. * @return a boolean indicating whether one (or more) of the triggers is handled
  74690. */
  74691. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74692. /**
  74693. * Does this action manager handles actions of a given trigger
  74694. * @param trigger defines the trigger to be tested
  74695. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74696. * @return whether the trigger is handled
  74697. */
  74698. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74699. /**
  74700. * Does this action manager has pointer triggers
  74701. */
  74702. readonly hasPointerTriggers: boolean;
  74703. /**
  74704. * Does this action manager has pick triggers
  74705. */
  74706. readonly hasPickTriggers: boolean;
  74707. /**
  74708. * Registers an action to this action manager
  74709. * @param action defines the action to be registered
  74710. * @return the action amended (prepared) after registration
  74711. */
  74712. registerAction(action: IAction): Nullable<IAction>;
  74713. /**
  74714. * Unregisters an action to this action manager
  74715. * @param action defines the action to be unregistered
  74716. * @return a boolean indicating whether the action has been unregistered
  74717. */
  74718. unregisterAction(action: IAction): Boolean;
  74719. /**
  74720. * Process a specific trigger
  74721. * @param trigger defines the trigger to process
  74722. * @param evt defines the event details to be processed
  74723. */
  74724. processTrigger(trigger: number, evt?: IActionEvent): void;
  74725. /** @hidden */
  74726. _getEffectiveTarget(target: any, propertyPath: string): any;
  74727. /** @hidden */
  74728. _getProperty(propertyPath: string): string;
  74729. /**
  74730. * Serialize this manager to a JSON object
  74731. * @param name defines the property name to store this manager
  74732. * @returns a JSON representation of this manager
  74733. */
  74734. serialize(name: string): any;
  74735. /**
  74736. * Creates a new ActionManager from a JSON data
  74737. * @param parsedActions defines the JSON data to read from
  74738. * @param object defines the hosting mesh
  74739. * @param scene defines the hosting scene
  74740. */
  74741. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74742. /**
  74743. * Get a trigger name by index
  74744. * @param trigger defines the trigger index
  74745. * @returns a trigger name
  74746. */
  74747. static GetTriggerName(trigger: number): string;
  74748. }
  74749. }
  74750. declare module BABYLON {
  74751. /**
  74752. * Class representing a ray with position and direction
  74753. */
  74754. export class Ray {
  74755. /** origin point */
  74756. origin: Vector3;
  74757. /** direction */
  74758. direction: Vector3;
  74759. /** length of the ray */
  74760. length: number;
  74761. private static readonly TmpVector3;
  74762. private _tmpRay;
  74763. /**
  74764. * Creates a new ray
  74765. * @param origin origin point
  74766. * @param direction direction
  74767. * @param length length of the ray
  74768. */
  74769. constructor(
  74770. /** origin point */
  74771. origin: Vector3,
  74772. /** direction */
  74773. direction: Vector3,
  74774. /** length of the ray */
  74775. length?: number);
  74776. /**
  74777. * Checks if the ray intersects a box
  74778. * @param minimum bound of the box
  74779. * @param maximum bound of the box
  74780. * @param intersectionTreshold extra extend to be added to the box in all direction
  74781. * @returns if the box was hit
  74782. */
  74783. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74784. /**
  74785. * Checks if the ray intersects a box
  74786. * @param box the bounding box to check
  74787. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74788. * @returns if the box was hit
  74789. */
  74790. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74791. /**
  74792. * If the ray hits a sphere
  74793. * @param sphere the bounding sphere to check
  74794. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74795. * @returns true if it hits the sphere
  74796. */
  74797. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74798. /**
  74799. * If the ray hits a triange
  74800. * @param vertex0 triangle vertex
  74801. * @param vertex1 triangle vertex
  74802. * @param vertex2 triangle vertex
  74803. * @returns intersection information if hit
  74804. */
  74805. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74806. /**
  74807. * Checks if ray intersects a plane
  74808. * @param plane the plane to check
  74809. * @returns the distance away it was hit
  74810. */
  74811. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74812. /**
  74813. * Calculate the intercept of a ray on a given axis
  74814. * @param axis to check 'x' | 'y' | 'z'
  74815. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74816. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74817. */
  74818. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74819. /**
  74820. * Checks if ray intersects a mesh
  74821. * @param mesh the mesh to check
  74822. * @param fastCheck if only the bounding box should checked
  74823. * @returns picking info of the intersecton
  74824. */
  74825. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74826. /**
  74827. * Checks if ray intersects a mesh
  74828. * @param meshes the meshes to check
  74829. * @param fastCheck if only the bounding box should checked
  74830. * @param results array to store result in
  74831. * @returns Array of picking infos
  74832. */
  74833. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74834. private _comparePickingInfo;
  74835. private static smallnum;
  74836. private static rayl;
  74837. /**
  74838. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74839. * @param sega the first point of the segment to test the intersection against
  74840. * @param segb the second point of the segment to test the intersection against
  74841. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74842. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74843. */
  74844. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74845. /**
  74846. * Update the ray from viewport position
  74847. * @param x position
  74848. * @param y y position
  74849. * @param viewportWidth viewport width
  74850. * @param viewportHeight viewport height
  74851. * @param world world matrix
  74852. * @param view view matrix
  74853. * @param projection projection matrix
  74854. * @returns this ray updated
  74855. */
  74856. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74857. /**
  74858. * Creates a ray with origin and direction of 0,0,0
  74859. * @returns the new ray
  74860. */
  74861. static Zero(): Ray;
  74862. /**
  74863. * Creates a new ray from screen space and viewport
  74864. * @param x position
  74865. * @param y y position
  74866. * @param viewportWidth viewport width
  74867. * @param viewportHeight viewport height
  74868. * @param world world matrix
  74869. * @param view view matrix
  74870. * @param projection projection matrix
  74871. * @returns new ray
  74872. */
  74873. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74874. /**
  74875. * 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
  74876. * transformed to the given world matrix.
  74877. * @param origin The origin point
  74878. * @param end The end point
  74879. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74880. * @returns the new ray
  74881. */
  74882. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74883. /**
  74884. * Transforms a ray by a matrix
  74885. * @param ray ray to transform
  74886. * @param matrix matrix to apply
  74887. * @returns the resulting new ray
  74888. */
  74889. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74890. /**
  74891. * Transforms a ray by a matrix
  74892. * @param ray ray to transform
  74893. * @param matrix matrix to apply
  74894. * @param result ray to store result in
  74895. */
  74896. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74897. /**
  74898. * Unproject a ray from screen space to object space
  74899. * @param sourceX defines the screen space x coordinate to use
  74900. * @param sourceY defines the screen space y coordinate to use
  74901. * @param viewportWidth defines the current width of the viewport
  74902. * @param viewportHeight defines the current height of the viewport
  74903. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74904. * @param view defines the view matrix to use
  74905. * @param projection defines the projection matrix to use
  74906. */
  74907. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74908. }
  74909. /**
  74910. * Type used to define predicate used to select faces when a mesh intersection is detected
  74911. */
  74912. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74913. interface Scene {
  74914. /** @hidden */
  74915. _tempPickingRay: Nullable<Ray>;
  74916. /** @hidden */
  74917. _cachedRayForTransform: Ray;
  74918. /** @hidden */
  74919. _pickWithRayInverseMatrix: Matrix;
  74920. /** @hidden */
  74921. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74922. /** @hidden */
  74923. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74924. }
  74925. }
  74926. declare module BABYLON {
  74927. /**
  74928. * Groups all the scene component constants in one place to ease maintenance.
  74929. * @hidden
  74930. */
  74931. export class SceneComponentConstants {
  74932. static readonly NAME_EFFECTLAYER: string;
  74933. static readonly NAME_LAYER: string;
  74934. static readonly NAME_LENSFLARESYSTEM: string;
  74935. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74936. static readonly NAME_PARTICLESYSTEM: string;
  74937. static readonly NAME_GAMEPAD: string;
  74938. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74939. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74940. static readonly NAME_DEPTHRENDERER: string;
  74941. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74942. static readonly NAME_SPRITE: string;
  74943. static readonly NAME_OUTLINERENDERER: string;
  74944. static readonly NAME_PROCEDURALTEXTURE: string;
  74945. static readonly NAME_SHADOWGENERATOR: string;
  74946. static readonly NAME_OCTREE: string;
  74947. static readonly NAME_PHYSICSENGINE: string;
  74948. static readonly NAME_AUDIO: string;
  74949. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74950. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74951. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74952. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74953. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74954. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74955. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74956. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74957. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74958. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74959. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74960. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74961. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74962. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74963. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74964. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74965. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74966. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74967. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74968. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74969. static readonly STEP_AFTERRENDER_AUDIO: number;
  74970. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74971. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74972. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74973. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74974. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74975. static readonly STEP_POINTERMOVE_SPRITE: number;
  74976. static readonly STEP_POINTERDOWN_SPRITE: number;
  74977. static readonly STEP_POINTERUP_SPRITE: number;
  74978. }
  74979. /**
  74980. * This represents a scene component.
  74981. *
  74982. * This is used to decouple the dependency the scene is having on the different workloads like
  74983. * layers, post processes...
  74984. */
  74985. export interface ISceneComponent {
  74986. /**
  74987. * The name of the component. Each component must have a unique name.
  74988. */
  74989. name: string;
  74990. /**
  74991. * The scene the component belongs to.
  74992. */
  74993. scene: Scene;
  74994. /**
  74995. * Register the component to one instance of a scene.
  74996. */
  74997. register(): void;
  74998. /**
  74999. * Rebuilds the elements related to this component in case of
  75000. * context lost for instance.
  75001. */
  75002. rebuild(): void;
  75003. /**
  75004. * Disposes the component and the associated ressources.
  75005. */
  75006. dispose(): void;
  75007. }
  75008. /**
  75009. * This represents a SERIALIZABLE scene component.
  75010. *
  75011. * This extends Scene Component to add Serialization methods on top.
  75012. */
  75013. export interface ISceneSerializableComponent extends ISceneComponent {
  75014. /**
  75015. * Adds all the elements from the container to the scene
  75016. * @param container the container holding the elements
  75017. */
  75018. addFromContainer(container: AbstractScene): void;
  75019. /**
  75020. * Removes all the elements in the container from the scene
  75021. * @param container contains the elements to remove
  75022. * @param dispose if the removed element should be disposed (default: false)
  75023. */
  75024. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75025. /**
  75026. * Serializes the component data to the specified json object
  75027. * @param serializationObject The object to serialize to
  75028. */
  75029. serialize(serializationObject: any): void;
  75030. }
  75031. /**
  75032. * Strong typing of a Mesh related stage step action
  75033. */
  75034. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75035. /**
  75036. * Strong typing of a Evaluate Sub Mesh related stage step action
  75037. */
  75038. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75039. /**
  75040. * Strong typing of a Active Mesh related stage step action
  75041. */
  75042. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75043. /**
  75044. * Strong typing of a Camera related stage step action
  75045. */
  75046. export type CameraStageAction = (camera: Camera) => void;
  75047. /**
  75048. * Strong typing of a Camera Frame buffer related stage step action
  75049. */
  75050. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75051. /**
  75052. * Strong typing of a Render Target related stage step action
  75053. */
  75054. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75055. /**
  75056. * Strong typing of a RenderingGroup related stage step action
  75057. */
  75058. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75059. /**
  75060. * Strong typing of a Mesh Render related stage step action
  75061. */
  75062. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75063. /**
  75064. * Strong typing of a simple stage step action
  75065. */
  75066. export type SimpleStageAction = () => void;
  75067. /**
  75068. * Strong typing of a render target action.
  75069. */
  75070. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75071. /**
  75072. * Strong typing of a pointer move action.
  75073. */
  75074. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75075. /**
  75076. * Strong typing of a pointer up/down action.
  75077. */
  75078. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75079. /**
  75080. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75081. * @hidden
  75082. */
  75083. export class Stage<T extends Function> extends Array<{
  75084. index: number;
  75085. component: ISceneComponent;
  75086. action: T;
  75087. }> {
  75088. /**
  75089. * Hide ctor from the rest of the world.
  75090. * @param items The items to add.
  75091. */
  75092. private constructor();
  75093. /**
  75094. * Creates a new Stage.
  75095. * @returns A new instance of a Stage
  75096. */
  75097. static Create<T extends Function>(): Stage<T>;
  75098. /**
  75099. * Registers a step in an ordered way in the targeted stage.
  75100. * @param index Defines the position to register the step in
  75101. * @param component Defines the component attached to the step
  75102. * @param action Defines the action to launch during the step
  75103. */
  75104. registerStep(index: number, component: ISceneComponent, action: T): void;
  75105. /**
  75106. * Clears all the steps from the stage.
  75107. */
  75108. clear(): void;
  75109. }
  75110. }
  75111. declare module BABYLON {
  75112. interface Scene {
  75113. /** @hidden */
  75114. _pointerOverSprite: Nullable<Sprite>;
  75115. /** @hidden */
  75116. _pickedDownSprite: Nullable<Sprite>;
  75117. /** @hidden */
  75118. _tempSpritePickingRay: Nullable<Ray>;
  75119. /**
  75120. * All of the sprite managers added to this scene
  75121. * @see http://doc.babylonjs.com/babylon101/sprites
  75122. */
  75123. spriteManagers: Array<ISpriteManager>;
  75124. /**
  75125. * An event triggered when sprites rendering is about to start
  75126. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75127. */
  75128. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75129. /**
  75130. * An event triggered when sprites rendering is done
  75131. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75132. */
  75133. onAfterSpritesRenderingObservable: Observable<Scene>;
  75134. /** @hidden */
  75135. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75136. /** Launch a ray to try to pick a sprite in the scene
  75137. * @param x position on screen
  75138. * @param y position on screen
  75139. * @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
  75140. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75141. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75142. * @returns a PickingInfo
  75143. */
  75144. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75145. /** Use the given ray to pick a sprite in the scene
  75146. * @param ray The ray (in world space) to use to pick meshes
  75147. * @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
  75148. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75149. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75150. * @returns a PickingInfo
  75151. */
  75152. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75153. /**
  75154. * Force the sprite under the pointer
  75155. * @param sprite defines the sprite to use
  75156. */
  75157. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75158. /**
  75159. * Gets the sprite under the pointer
  75160. * @returns a Sprite or null if no sprite is under the pointer
  75161. */
  75162. getPointerOverSprite(): Nullable<Sprite>;
  75163. }
  75164. /**
  75165. * Defines the sprite scene component responsible to manage sprites
  75166. * in a given scene.
  75167. */
  75168. export class SpriteSceneComponent implements ISceneComponent {
  75169. /**
  75170. * The component name helpfull to identify the component in the list of scene components.
  75171. */
  75172. readonly name: string;
  75173. /**
  75174. * The scene the component belongs to.
  75175. */
  75176. scene: Scene;
  75177. /** @hidden */
  75178. private _spritePredicate;
  75179. /**
  75180. * Creates a new instance of the component for the given scene
  75181. * @param scene Defines the scene to register the component in
  75182. */
  75183. constructor(scene: Scene);
  75184. /**
  75185. * Registers the component in a given scene
  75186. */
  75187. register(): void;
  75188. /**
  75189. * Rebuilds the elements related to this component in case of
  75190. * context lost for instance.
  75191. */
  75192. rebuild(): void;
  75193. /**
  75194. * Disposes the component and the associated ressources.
  75195. */
  75196. dispose(): void;
  75197. private _pickSpriteButKeepRay;
  75198. private _pointerMove;
  75199. private _pointerDown;
  75200. private _pointerUp;
  75201. }
  75202. }
  75203. declare module BABYLON {
  75204. /** @hidden */
  75205. export var fogFragmentDeclaration: {
  75206. name: string;
  75207. shader: string;
  75208. };
  75209. }
  75210. declare module BABYLON {
  75211. /** @hidden */
  75212. export var fogFragment: {
  75213. name: string;
  75214. shader: string;
  75215. };
  75216. }
  75217. declare module BABYLON {
  75218. /** @hidden */
  75219. export var spritesPixelShader: {
  75220. name: string;
  75221. shader: string;
  75222. };
  75223. }
  75224. declare module BABYLON {
  75225. /** @hidden */
  75226. export var fogVertexDeclaration: {
  75227. name: string;
  75228. shader: string;
  75229. };
  75230. }
  75231. declare module BABYLON {
  75232. /** @hidden */
  75233. export var spritesVertexShader: {
  75234. name: string;
  75235. shader: string;
  75236. };
  75237. }
  75238. declare module BABYLON {
  75239. /**
  75240. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75241. */
  75242. export interface ISpriteManager extends IDisposable {
  75243. /**
  75244. * Restricts the camera to viewing objects with the same layerMask.
  75245. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75246. */
  75247. layerMask: number;
  75248. /**
  75249. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75250. */
  75251. isPickable: boolean;
  75252. /**
  75253. * Specifies the rendering group id for this mesh (0 by default)
  75254. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75255. */
  75256. renderingGroupId: number;
  75257. /**
  75258. * Defines the list of sprites managed by the manager.
  75259. */
  75260. sprites: Array<Sprite>;
  75261. /**
  75262. * Tests the intersection of a sprite with a specific ray.
  75263. * @param ray The ray we are sending to test the collision
  75264. * @param camera The camera space we are sending rays in
  75265. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75266. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75267. * @returns picking info or null.
  75268. */
  75269. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75270. /**
  75271. * Renders the list of sprites on screen.
  75272. */
  75273. render(): void;
  75274. }
  75275. /**
  75276. * Class used to manage multiple sprites on the same spritesheet
  75277. * @see http://doc.babylonjs.com/babylon101/sprites
  75278. */
  75279. export class SpriteManager implements ISpriteManager {
  75280. /** defines the manager's name */
  75281. name: string;
  75282. /** Gets the list of sprites */
  75283. sprites: Sprite[];
  75284. /** Gets or sets the rendering group id (0 by default) */
  75285. renderingGroupId: number;
  75286. /** Gets or sets camera layer mask */
  75287. layerMask: number;
  75288. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75289. fogEnabled: boolean;
  75290. /** Gets or sets a boolean indicating if the sprites are pickable */
  75291. isPickable: boolean;
  75292. /** Defines the default width of a cell in the spritesheet */
  75293. cellWidth: number;
  75294. /** Defines the default height of a cell in the spritesheet */
  75295. cellHeight: number;
  75296. /**
  75297. * An event triggered when the manager is disposed.
  75298. */
  75299. onDisposeObservable: Observable<SpriteManager>;
  75300. private _onDisposeObserver;
  75301. /**
  75302. * Callback called when the manager is disposed
  75303. */
  75304. onDispose: () => void;
  75305. private _capacity;
  75306. private _spriteTexture;
  75307. private _epsilon;
  75308. private _scene;
  75309. private _vertexData;
  75310. private _buffer;
  75311. private _vertexBuffers;
  75312. private _indexBuffer;
  75313. private _effectBase;
  75314. private _effectFog;
  75315. /**
  75316. * Gets or sets the spritesheet texture
  75317. */
  75318. texture: Texture;
  75319. /**
  75320. * Creates a new sprite manager
  75321. * @param name defines the manager's name
  75322. * @param imgUrl defines the sprite sheet url
  75323. * @param capacity defines the maximum allowed number of sprites
  75324. * @param cellSize defines the size of a sprite cell
  75325. * @param scene defines the hosting scene
  75326. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75327. * @param samplingMode defines the smapling mode to use with spritesheet
  75328. */
  75329. constructor(
  75330. /** defines the manager's name */
  75331. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75332. private _appendSpriteVertex;
  75333. /**
  75334. * Intersects the sprites with a ray
  75335. * @param ray defines the ray to intersect with
  75336. * @param camera defines the current active camera
  75337. * @param predicate defines a predicate used to select candidate sprites
  75338. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75339. * @returns null if no hit or a PickingInfo
  75340. */
  75341. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75342. /**
  75343. * Render all child sprites
  75344. */
  75345. render(): void;
  75346. /**
  75347. * Release associated resources
  75348. */
  75349. dispose(): void;
  75350. }
  75351. }
  75352. declare module BABYLON {
  75353. /**
  75354. * Class used to represent a sprite
  75355. * @see http://doc.babylonjs.com/babylon101/sprites
  75356. */
  75357. export class Sprite {
  75358. /** defines the name */
  75359. name: string;
  75360. /** Gets or sets the current world position */
  75361. position: Vector3;
  75362. /** Gets or sets the main color */
  75363. color: Color4;
  75364. /** Gets or sets the width */
  75365. width: number;
  75366. /** Gets or sets the height */
  75367. height: number;
  75368. /** Gets or sets rotation angle */
  75369. angle: number;
  75370. /** Gets or sets the cell index in the sprite sheet */
  75371. cellIndex: number;
  75372. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75373. invertU: number;
  75374. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75375. invertV: number;
  75376. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75377. disposeWhenFinishedAnimating: boolean;
  75378. /** Gets the list of attached animations */
  75379. animations: Animation[];
  75380. /** Gets or sets a boolean indicating if the sprite can be picked */
  75381. isPickable: boolean;
  75382. /**
  75383. * Gets or sets the associated action manager
  75384. */
  75385. actionManager: Nullable<ActionManager>;
  75386. private _animationStarted;
  75387. private _loopAnimation;
  75388. private _fromIndex;
  75389. private _toIndex;
  75390. private _delay;
  75391. private _direction;
  75392. private _manager;
  75393. private _time;
  75394. private _onAnimationEnd;
  75395. /**
  75396. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75397. */
  75398. isVisible: boolean;
  75399. /**
  75400. * Gets or sets the sprite size
  75401. */
  75402. size: number;
  75403. /**
  75404. * Creates a new Sprite
  75405. * @param name defines the name
  75406. * @param manager defines the manager
  75407. */
  75408. constructor(
  75409. /** defines the name */
  75410. name: string, manager: ISpriteManager);
  75411. /**
  75412. * Starts an animation
  75413. * @param from defines the initial key
  75414. * @param to defines the end key
  75415. * @param loop defines if the animation must loop
  75416. * @param delay defines the start delay (in ms)
  75417. * @param onAnimationEnd defines a callback to call when animation ends
  75418. */
  75419. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75420. /** Stops current animation (if any) */
  75421. stopAnimation(): void;
  75422. /** @hidden */
  75423. _animate(deltaTime: number): void;
  75424. /** Release associated resources */
  75425. dispose(): void;
  75426. }
  75427. }
  75428. declare module BABYLON {
  75429. /**
  75430. * Information about the result of picking within a scene
  75431. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75432. */
  75433. export class PickingInfo {
  75434. /** @hidden */
  75435. _pickingUnavailable: boolean;
  75436. /**
  75437. * If the pick collided with an object
  75438. */
  75439. hit: boolean;
  75440. /**
  75441. * Distance away where the pick collided
  75442. */
  75443. distance: number;
  75444. /**
  75445. * The location of pick collision
  75446. */
  75447. pickedPoint: Nullable<Vector3>;
  75448. /**
  75449. * The mesh corresponding the the pick collision
  75450. */
  75451. pickedMesh: Nullable<AbstractMesh>;
  75452. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75453. bu: number;
  75454. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75455. bv: number;
  75456. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75457. faceId: number;
  75458. /** Id of the the submesh that was picked */
  75459. subMeshId: number;
  75460. /** If a sprite was picked, this will be the sprite the pick collided with */
  75461. pickedSprite: Nullable<Sprite>;
  75462. /**
  75463. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75464. */
  75465. originMesh: Nullable<AbstractMesh>;
  75466. /**
  75467. * The ray that was used to perform the picking.
  75468. */
  75469. ray: Nullable<Ray>;
  75470. /**
  75471. * Gets the normal correspodning to the face the pick collided with
  75472. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75473. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75474. * @returns The normal correspodning to the face the pick collided with
  75475. */
  75476. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75477. /**
  75478. * Gets the texture coordinates of where the pick occured
  75479. * @returns the vector containing the coordnates of the texture
  75480. */
  75481. getTextureCoordinates(): Nullable<Vector2>;
  75482. }
  75483. }
  75484. declare module BABYLON {
  75485. /**
  75486. * Gather the list of pointer event types as constants.
  75487. */
  75488. export class PointerEventTypes {
  75489. /**
  75490. * 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.
  75491. */
  75492. static readonly POINTERDOWN: number;
  75493. /**
  75494. * The pointerup event is fired when a pointer is no longer active.
  75495. */
  75496. static readonly POINTERUP: number;
  75497. /**
  75498. * The pointermove event is fired when a pointer changes coordinates.
  75499. */
  75500. static readonly POINTERMOVE: number;
  75501. /**
  75502. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75503. */
  75504. static readonly POINTERWHEEL: number;
  75505. /**
  75506. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75507. */
  75508. static readonly POINTERPICK: number;
  75509. /**
  75510. * The pointertap event is fired when a the object has been touched and released without drag.
  75511. */
  75512. static readonly POINTERTAP: number;
  75513. /**
  75514. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75515. */
  75516. static readonly POINTERDOUBLETAP: number;
  75517. }
  75518. /**
  75519. * Base class of pointer info types.
  75520. */
  75521. export class PointerInfoBase {
  75522. /**
  75523. * Defines the type of event (PointerEventTypes)
  75524. */
  75525. type: number;
  75526. /**
  75527. * Defines the related dom event
  75528. */
  75529. event: PointerEvent | MouseWheelEvent;
  75530. /**
  75531. * Instantiates the base class of pointers info.
  75532. * @param type Defines the type of event (PointerEventTypes)
  75533. * @param event Defines the related dom event
  75534. */
  75535. constructor(
  75536. /**
  75537. * Defines the type of event (PointerEventTypes)
  75538. */
  75539. type: number,
  75540. /**
  75541. * Defines the related dom event
  75542. */
  75543. event: PointerEvent | MouseWheelEvent);
  75544. }
  75545. /**
  75546. * This class is used to store pointer related info for the onPrePointerObservable event.
  75547. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75548. */
  75549. export class PointerInfoPre extends PointerInfoBase {
  75550. /**
  75551. * Ray from a pointer if availible (eg. 6dof controller)
  75552. */
  75553. ray: Nullable<Ray>;
  75554. /**
  75555. * Defines the local position of the pointer on the canvas.
  75556. */
  75557. localPosition: Vector2;
  75558. /**
  75559. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75560. */
  75561. skipOnPointerObservable: boolean;
  75562. /**
  75563. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75564. * @param type Defines the type of event (PointerEventTypes)
  75565. * @param event Defines the related dom event
  75566. * @param localX Defines the local x coordinates of the pointer when the event occured
  75567. * @param localY Defines the local y coordinates of the pointer when the event occured
  75568. */
  75569. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75570. }
  75571. /**
  75572. * This type contains all the data related to a pointer event in Babylon.js.
  75573. * 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.
  75574. */
  75575. export class PointerInfo extends PointerInfoBase {
  75576. /**
  75577. * Defines the picking info associated to the info (if any)\
  75578. */
  75579. pickInfo: Nullable<PickingInfo>;
  75580. /**
  75581. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75582. * @param type Defines the type of event (PointerEventTypes)
  75583. * @param event Defines the related dom event
  75584. * @param pickInfo Defines the picking info associated to the info (if any)\
  75585. */
  75586. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75587. /**
  75588. * Defines the picking info associated to the info (if any)\
  75589. */
  75590. pickInfo: Nullable<PickingInfo>);
  75591. }
  75592. /**
  75593. * Data relating to a touch event on the screen.
  75594. */
  75595. export interface PointerTouch {
  75596. /**
  75597. * X coordinate of touch.
  75598. */
  75599. x: number;
  75600. /**
  75601. * Y coordinate of touch.
  75602. */
  75603. y: number;
  75604. /**
  75605. * Id of touch. Unique for each finger.
  75606. */
  75607. pointerId: number;
  75608. /**
  75609. * Event type passed from DOM.
  75610. */
  75611. type: any;
  75612. }
  75613. }
  75614. declare module BABYLON {
  75615. /**
  75616. * Manage the mouse inputs to control the movement of a free camera.
  75617. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75618. */
  75619. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75620. /**
  75621. * Define if touch is enabled in the mouse input
  75622. */
  75623. touchEnabled: boolean;
  75624. /**
  75625. * Defines the camera the input is attached to.
  75626. */
  75627. camera: FreeCamera;
  75628. /**
  75629. * Defines the buttons associated with the input to handle camera move.
  75630. */
  75631. buttons: number[];
  75632. /**
  75633. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75634. */
  75635. angularSensibility: number;
  75636. private _pointerInput;
  75637. private _onMouseMove;
  75638. private _observer;
  75639. private previousPosition;
  75640. /**
  75641. * Observable for when a pointer move event occurs containing the move offset
  75642. */
  75643. onPointerMovedObservable: Observable<{
  75644. offsetX: number;
  75645. offsetY: number;
  75646. }>;
  75647. /**
  75648. * @hidden
  75649. * If the camera should be rotated automatically based on pointer movement
  75650. */
  75651. _allowCameraRotation: boolean;
  75652. /**
  75653. * Manage the mouse inputs to control the movement of a free camera.
  75654. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75655. * @param touchEnabled Defines if touch is enabled or not
  75656. */
  75657. constructor(
  75658. /**
  75659. * Define if touch is enabled in the mouse input
  75660. */
  75661. touchEnabled?: boolean);
  75662. /**
  75663. * Attach the input controls to a specific dom element to get the input from.
  75664. * @param element Defines the element the controls should be listened from
  75665. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75666. */
  75667. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75668. /**
  75669. * Called on JS contextmenu event.
  75670. * Override this method to provide functionality.
  75671. */
  75672. protected onContextMenu(evt: PointerEvent): void;
  75673. /**
  75674. * Detach the current controls from the specified dom element.
  75675. * @param element Defines the element to stop listening the inputs from
  75676. */
  75677. detachControl(element: Nullable<HTMLElement>): void;
  75678. /**
  75679. * Gets the class name of the current intput.
  75680. * @returns the class name
  75681. */
  75682. getClassName(): string;
  75683. /**
  75684. * Get the friendly name associated with the input class.
  75685. * @returns the input friendly name
  75686. */
  75687. getSimpleName(): string;
  75688. }
  75689. }
  75690. declare module BABYLON {
  75691. /**
  75692. * Manage the touch inputs to control the movement of a free camera.
  75693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75694. */
  75695. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75696. /**
  75697. * Defines the camera the input is attached to.
  75698. */
  75699. camera: FreeCamera;
  75700. /**
  75701. * Defines the touch sensibility for rotation.
  75702. * The higher the faster.
  75703. */
  75704. touchAngularSensibility: number;
  75705. /**
  75706. * Defines the touch sensibility for move.
  75707. * The higher the faster.
  75708. */
  75709. touchMoveSensibility: number;
  75710. private _offsetX;
  75711. private _offsetY;
  75712. private _pointerPressed;
  75713. private _pointerInput;
  75714. private _observer;
  75715. private _onLostFocus;
  75716. /**
  75717. * Attach the input controls to a specific dom element to get the input from.
  75718. * @param element Defines the element the controls should be listened from
  75719. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75720. */
  75721. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75722. /**
  75723. * Detach the current controls from the specified dom element.
  75724. * @param element Defines the element to stop listening the inputs from
  75725. */
  75726. detachControl(element: Nullable<HTMLElement>): void;
  75727. /**
  75728. * Update the current camera state depending on the inputs that have been used this frame.
  75729. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75730. */
  75731. checkInputs(): void;
  75732. /**
  75733. * Gets the class name of the current intput.
  75734. * @returns the class name
  75735. */
  75736. getClassName(): string;
  75737. /**
  75738. * Get the friendly name associated with the input class.
  75739. * @returns the input friendly name
  75740. */
  75741. getSimpleName(): string;
  75742. }
  75743. }
  75744. declare module BABYLON {
  75745. /**
  75746. * Default Inputs manager for the FreeCamera.
  75747. * It groups all the default supported inputs for ease of use.
  75748. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75749. */
  75750. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75751. /**
  75752. * @hidden
  75753. */
  75754. _mouseInput: Nullable<FreeCameraMouseInput>;
  75755. /**
  75756. * Instantiates a new FreeCameraInputsManager.
  75757. * @param camera Defines the camera the inputs belong to
  75758. */
  75759. constructor(camera: FreeCamera);
  75760. /**
  75761. * Add keyboard input support to the input manager.
  75762. * @returns the current input manager
  75763. */
  75764. addKeyboard(): FreeCameraInputsManager;
  75765. /**
  75766. * Add mouse input support to the input manager.
  75767. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75768. * @returns the current input manager
  75769. */
  75770. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75771. /**
  75772. * Removes the mouse input support from the manager
  75773. * @returns the current input manager
  75774. */
  75775. removeMouse(): FreeCameraInputsManager;
  75776. /**
  75777. * Add touch input support to the input manager.
  75778. * @returns the current input manager
  75779. */
  75780. addTouch(): FreeCameraInputsManager;
  75781. /**
  75782. * Remove all attached input methods from a camera
  75783. */
  75784. clear(): void;
  75785. }
  75786. }
  75787. declare module BABYLON {
  75788. /**
  75789. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75790. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75791. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75792. */
  75793. export class FreeCamera extends TargetCamera {
  75794. /**
  75795. * Define the collision ellipsoid of the camera.
  75796. * This is helpful to simulate a camera body like the player body around the camera
  75797. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75798. */
  75799. ellipsoid: Vector3;
  75800. /**
  75801. * Define an offset for the position of the ellipsoid around the camera.
  75802. * This can be helpful to determine the center of the body near the gravity center of the body
  75803. * instead of its head.
  75804. */
  75805. ellipsoidOffset: Vector3;
  75806. /**
  75807. * Enable or disable collisions of the camera with the rest of the scene objects.
  75808. */
  75809. checkCollisions: boolean;
  75810. /**
  75811. * Enable or disable gravity on the camera.
  75812. */
  75813. applyGravity: boolean;
  75814. /**
  75815. * Define the input manager associated to the camera.
  75816. */
  75817. inputs: FreeCameraInputsManager;
  75818. /**
  75819. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75820. * Higher values reduce sensitivity.
  75821. */
  75822. /**
  75823. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75824. * Higher values reduce sensitivity.
  75825. */
  75826. angularSensibility: number;
  75827. /**
  75828. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75829. */
  75830. keysUp: number[];
  75831. /**
  75832. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75833. */
  75834. keysDown: number[];
  75835. /**
  75836. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75837. */
  75838. keysLeft: number[];
  75839. /**
  75840. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75841. */
  75842. keysRight: number[];
  75843. /**
  75844. * Event raised when the camera collide with a mesh in the scene.
  75845. */
  75846. onCollide: (collidedMesh: AbstractMesh) => void;
  75847. private _collider;
  75848. private _needMoveForGravity;
  75849. private _oldPosition;
  75850. private _diffPosition;
  75851. private _newPosition;
  75852. /** @hidden */
  75853. _localDirection: Vector3;
  75854. /** @hidden */
  75855. _transformedDirection: Vector3;
  75856. /**
  75857. * Instantiates a Free Camera.
  75858. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75859. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75860. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75861. * @param name Define the name of the camera in the scene
  75862. * @param position Define the start position of the camera in the scene
  75863. * @param scene Define the scene the camera belongs to
  75864. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75865. */
  75866. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75867. /**
  75868. * Attached controls to the current camera.
  75869. * @param element Defines the element the controls should be listened from
  75870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75871. */
  75872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75873. /**
  75874. * Detach the current controls from the camera.
  75875. * The camera will stop reacting to inputs.
  75876. * @param element Defines the element to stop listening the inputs from
  75877. */
  75878. detachControl(element: HTMLElement): void;
  75879. private _collisionMask;
  75880. /**
  75881. * Define a collision mask to limit the list of object the camera can collide with
  75882. */
  75883. collisionMask: number;
  75884. /** @hidden */
  75885. _collideWithWorld(displacement: Vector3): void;
  75886. private _onCollisionPositionChange;
  75887. /** @hidden */
  75888. _checkInputs(): void;
  75889. /** @hidden */
  75890. _decideIfNeedsToMove(): boolean;
  75891. /** @hidden */
  75892. _updatePosition(): void;
  75893. /**
  75894. * Destroy the camera and release the current resources hold by it.
  75895. */
  75896. dispose(): void;
  75897. /**
  75898. * Gets the current object class name.
  75899. * @return the class name
  75900. */
  75901. getClassName(): string;
  75902. }
  75903. }
  75904. declare module BABYLON {
  75905. /**
  75906. * Represents a gamepad control stick position
  75907. */
  75908. export class StickValues {
  75909. /**
  75910. * The x component of the control stick
  75911. */
  75912. x: number;
  75913. /**
  75914. * The y component of the control stick
  75915. */
  75916. y: number;
  75917. /**
  75918. * Initializes the gamepad x and y control stick values
  75919. * @param x The x component of the gamepad control stick value
  75920. * @param y The y component of the gamepad control stick value
  75921. */
  75922. constructor(
  75923. /**
  75924. * The x component of the control stick
  75925. */
  75926. x: number,
  75927. /**
  75928. * The y component of the control stick
  75929. */
  75930. y: number);
  75931. }
  75932. /**
  75933. * An interface which manages callbacks for gamepad button changes
  75934. */
  75935. export interface GamepadButtonChanges {
  75936. /**
  75937. * Called when a gamepad has been changed
  75938. */
  75939. changed: boolean;
  75940. /**
  75941. * Called when a gamepad press event has been triggered
  75942. */
  75943. pressChanged: boolean;
  75944. /**
  75945. * Called when a touch event has been triggered
  75946. */
  75947. touchChanged: boolean;
  75948. /**
  75949. * Called when a value has changed
  75950. */
  75951. valueChanged: boolean;
  75952. }
  75953. /**
  75954. * Represents a gamepad
  75955. */
  75956. export class Gamepad {
  75957. /**
  75958. * The id of the gamepad
  75959. */
  75960. id: string;
  75961. /**
  75962. * The index of the gamepad
  75963. */
  75964. index: number;
  75965. /**
  75966. * The browser gamepad
  75967. */
  75968. browserGamepad: any;
  75969. /**
  75970. * Specifies what type of gamepad this represents
  75971. */
  75972. type: number;
  75973. private _leftStick;
  75974. private _rightStick;
  75975. /** @hidden */
  75976. _isConnected: boolean;
  75977. private _leftStickAxisX;
  75978. private _leftStickAxisY;
  75979. private _rightStickAxisX;
  75980. private _rightStickAxisY;
  75981. /**
  75982. * Triggered when the left control stick has been changed
  75983. */
  75984. private _onleftstickchanged;
  75985. /**
  75986. * Triggered when the right control stick has been changed
  75987. */
  75988. private _onrightstickchanged;
  75989. /**
  75990. * Represents a gamepad controller
  75991. */
  75992. static GAMEPAD: number;
  75993. /**
  75994. * Represents a generic controller
  75995. */
  75996. static GENERIC: number;
  75997. /**
  75998. * Represents an XBox controller
  75999. */
  76000. static XBOX: number;
  76001. /**
  76002. * Represents a pose-enabled controller
  76003. */
  76004. static POSE_ENABLED: number;
  76005. /**
  76006. * Specifies whether the left control stick should be Y-inverted
  76007. */
  76008. protected _invertLeftStickY: boolean;
  76009. /**
  76010. * Specifies if the gamepad has been connected
  76011. */
  76012. readonly isConnected: boolean;
  76013. /**
  76014. * Initializes the gamepad
  76015. * @param id The id of the gamepad
  76016. * @param index The index of the gamepad
  76017. * @param browserGamepad The browser gamepad
  76018. * @param leftStickX The x component of the left joystick
  76019. * @param leftStickY The y component of the left joystick
  76020. * @param rightStickX The x component of the right joystick
  76021. * @param rightStickY The y component of the right joystick
  76022. */
  76023. constructor(
  76024. /**
  76025. * The id of the gamepad
  76026. */
  76027. id: string,
  76028. /**
  76029. * The index of the gamepad
  76030. */
  76031. index: number,
  76032. /**
  76033. * The browser gamepad
  76034. */
  76035. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76036. /**
  76037. * Callback triggered when the left joystick has changed
  76038. * @param callback
  76039. */
  76040. onleftstickchanged(callback: (values: StickValues) => void): void;
  76041. /**
  76042. * Callback triggered when the right joystick has changed
  76043. * @param callback
  76044. */
  76045. onrightstickchanged(callback: (values: StickValues) => void): void;
  76046. /**
  76047. * Gets the left joystick
  76048. */
  76049. /**
  76050. * Sets the left joystick values
  76051. */
  76052. leftStick: StickValues;
  76053. /**
  76054. * Gets the right joystick
  76055. */
  76056. /**
  76057. * Sets the right joystick value
  76058. */
  76059. rightStick: StickValues;
  76060. /**
  76061. * Updates the gamepad joystick positions
  76062. */
  76063. update(): void;
  76064. /**
  76065. * Disposes the gamepad
  76066. */
  76067. dispose(): void;
  76068. }
  76069. /**
  76070. * Represents a generic gamepad
  76071. */
  76072. export class GenericPad extends Gamepad {
  76073. private _buttons;
  76074. private _onbuttondown;
  76075. private _onbuttonup;
  76076. /**
  76077. * Observable triggered when a button has been pressed
  76078. */
  76079. onButtonDownObservable: Observable<number>;
  76080. /**
  76081. * Observable triggered when a button has been released
  76082. */
  76083. onButtonUpObservable: Observable<number>;
  76084. /**
  76085. * Callback triggered when a button has been pressed
  76086. * @param callback Called when a button has been pressed
  76087. */
  76088. onbuttondown(callback: (buttonPressed: number) => void): void;
  76089. /**
  76090. * Callback triggered when a button has been released
  76091. * @param callback Called when a button has been released
  76092. */
  76093. onbuttonup(callback: (buttonReleased: number) => void): void;
  76094. /**
  76095. * Initializes the generic gamepad
  76096. * @param id The id of the generic gamepad
  76097. * @param index The index of the generic gamepad
  76098. * @param browserGamepad The browser gamepad
  76099. */
  76100. constructor(id: string, index: number, browserGamepad: any);
  76101. private _setButtonValue;
  76102. /**
  76103. * Updates the generic gamepad
  76104. */
  76105. update(): void;
  76106. /**
  76107. * Disposes the generic gamepad
  76108. */
  76109. dispose(): void;
  76110. }
  76111. }
  76112. declare module BABYLON {
  76113. interface Engine {
  76114. /**
  76115. * Creates a raw texture
  76116. * @param data defines the data to store in the texture
  76117. * @param width defines the width of the texture
  76118. * @param height defines the height of the texture
  76119. * @param format defines the format of the data
  76120. * @param generateMipMaps defines if the engine should generate the mip levels
  76121. * @param invertY defines if data must be stored with Y axis inverted
  76122. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76123. * @param compression defines the compression used (null by default)
  76124. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76125. * @returns the raw texture inside an InternalTexture
  76126. */
  76127. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76128. /**
  76129. * Update a raw texture
  76130. * @param texture defines the texture to update
  76131. * @param data defines the data to store in the texture
  76132. * @param format defines the format of the data
  76133. * @param invertY defines if data must be stored with Y axis inverted
  76134. */
  76135. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76136. /**
  76137. * Update a raw texture
  76138. * @param texture defines the texture to update
  76139. * @param data defines the data to store in the texture
  76140. * @param format defines the format of the data
  76141. * @param invertY defines if data must be stored with Y axis inverted
  76142. * @param compression defines the compression used (null by default)
  76143. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76144. */
  76145. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76146. /**
  76147. * Creates a new raw cube texture
  76148. * @param data defines the array of data to use to create each face
  76149. * @param size defines the size of the textures
  76150. * @param format defines the format of the data
  76151. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76152. * @param generateMipMaps defines if the engine should generate the mip levels
  76153. * @param invertY defines if data must be stored with Y axis inverted
  76154. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76155. * @param compression defines the compression used (null by default)
  76156. * @returns the cube texture as an InternalTexture
  76157. */
  76158. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76159. /**
  76160. * Update a raw cube texture
  76161. * @param texture defines the texture to udpdate
  76162. * @param data defines the data to store
  76163. * @param format defines the data format
  76164. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76165. * @param invertY defines if data must be stored with Y axis inverted
  76166. */
  76167. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76168. /**
  76169. * Update a raw cube texture
  76170. * @param texture defines the texture to udpdate
  76171. * @param data defines the data to store
  76172. * @param format defines the data format
  76173. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76174. * @param invertY defines if data must be stored with Y axis inverted
  76175. * @param compression defines the compression used (null by default)
  76176. */
  76177. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76178. /**
  76179. * Update a raw cube texture
  76180. * @param texture defines the texture to udpdate
  76181. * @param data defines the data to store
  76182. * @param format defines the data format
  76183. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76184. * @param invertY defines if data must be stored with Y axis inverted
  76185. * @param compression defines the compression used (null by default)
  76186. * @param level defines which level of the texture to update
  76187. */
  76188. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76189. /**
  76190. * Creates a new raw cube texture from a specified url
  76191. * @param url defines the url where the data is located
  76192. * @param scene defines the current scene
  76193. * @param size defines the size of the textures
  76194. * @param format defines the format of the data
  76195. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76196. * @param noMipmap defines if the engine should avoid generating the mip levels
  76197. * @param callback defines a callback used to extract texture data from loaded data
  76198. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76199. * @param onLoad defines a callback called when texture is loaded
  76200. * @param onError defines a callback called if there is an error
  76201. * @returns the cube texture as an InternalTexture
  76202. */
  76203. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  76204. /**
  76205. * Creates a new raw cube texture from a specified url
  76206. * @param url defines the url where the data is located
  76207. * @param scene defines the current scene
  76208. * @param size defines the size of the textures
  76209. * @param format defines the format of the data
  76210. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76211. * @param noMipmap defines if the engine should avoid generating the mip levels
  76212. * @param callback defines a callback used to extract texture data from loaded data
  76213. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76214. * @param onLoad defines a callback called when texture is loaded
  76215. * @param onError defines a callback called if there is an error
  76216. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76217. * @param invertY defines if data must be stored with Y axis inverted
  76218. * @returns the cube texture as an InternalTexture
  76219. */
  76220. 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;
  76221. /**
  76222. * Creates a new raw 3D texture
  76223. * @param data defines the data used to create the texture
  76224. * @param width defines the width of the texture
  76225. * @param height defines the height of the texture
  76226. * @param depth defines the depth of the texture
  76227. * @param format defines the format of the texture
  76228. * @param generateMipMaps defines if the engine must generate mip levels
  76229. * @param invertY defines if data must be stored with Y axis inverted
  76230. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76231. * @param compression defines the compressed used (can be null)
  76232. * @param textureType defines the compressed used (can be null)
  76233. * @returns a new raw 3D texture (stored in an InternalTexture)
  76234. */
  76235. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76236. /**
  76237. * Update a raw 3D texture
  76238. * @param texture defines the texture to update
  76239. * @param data defines the data to store
  76240. * @param format defines the data format
  76241. * @param invertY defines if data must be stored with Y axis inverted
  76242. */
  76243. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76244. /**
  76245. * Update a raw 3D texture
  76246. * @param texture defines the texture to update
  76247. * @param data defines the data to store
  76248. * @param format defines the data format
  76249. * @param invertY defines if data must be stored with Y axis inverted
  76250. * @param compression defines the used compression (can be null)
  76251. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76252. */
  76253. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76254. }
  76255. }
  76256. declare module BABYLON {
  76257. /**
  76258. * Raw texture can help creating a texture directly from an array of data.
  76259. * This can be super useful if you either get the data from an uncompressed source or
  76260. * if you wish to create your texture pixel by pixel.
  76261. */
  76262. export class RawTexture extends Texture {
  76263. /**
  76264. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76265. */
  76266. format: number;
  76267. private _engine;
  76268. /**
  76269. * Instantiates a new RawTexture.
  76270. * Raw texture can help creating a texture directly from an array of data.
  76271. * This can be super useful if you either get the data from an uncompressed source or
  76272. * if you wish to create your texture pixel by pixel.
  76273. * @param data define the array of data to use to create the texture
  76274. * @param width define the width of the texture
  76275. * @param height define the height of the texture
  76276. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76277. * @param scene define the scene the texture belongs to
  76278. * @param generateMipMaps define whether mip maps should be generated or not
  76279. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76280. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76281. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76282. */
  76283. constructor(data: ArrayBufferView, width: number, height: number,
  76284. /**
  76285. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76286. */
  76287. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76288. /**
  76289. * Updates the texture underlying data.
  76290. * @param data Define the new data of the texture
  76291. */
  76292. update(data: ArrayBufferView): void;
  76293. /**
  76294. * Creates a luminance texture from some data.
  76295. * @param data Define the texture data
  76296. * @param width Define the width of the texture
  76297. * @param height Define the height of the texture
  76298. * @param scene Define the scene the texture belongs to
  76299. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76300. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76301. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76302. * @returns the luminance texture
  76303. */
  76304. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76305. /**
  76306. * Creates a luminance alpha texture from some data.
  76307. * @param data Define the texture data
  76308. * @param width Define the width of the texture
  76309. * @param height Define the height of the texture
  76310. * @param scene Define the scene the texture belongs to
  76311. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76312. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76313. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76314. * @returns the luminance alpha texture
  76315. */
  76316. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76317. /**
  76318. * Creates an alpha texture from some data.
  76319. * @param data Define the texture data
  76320. * @param width Define the width of the texture
  76321. * @param height Define the height of the texture
  76322. * @param scene Define the scene the texture belongs to
  76323. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76324. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76325. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76326. * @returns the alpha texture
  76327. */
  76328. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76329. /**
  76330. * Creates a RGB texture from some data.
  76331. * @param data Define the texture data
  76332. * @param width Define the width of the texture
  76333. * @param height Define the height of the texture
  76334. * @param scene Define the scene the texture belongs to
  76335. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76336. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76337. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76338. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76339. * @returns the RGB alpha texture
  76340. */
  76341. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76342. /**
  76343. * Creates a RGBA texture from some data.
  76344. * @param data Define the texture data
  76345. * @param width Define the width of the texture
  76346. * @param height Define the height of the texture
  76347. * @param scene Define the scene the texture belongs to
  76348. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76349. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76350. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76351. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76352. * @returns the RGBA texture
  76353. */
  76354. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76355. /**
  76356. * Creates a R texture from some data.
  76357. * @param data Define the texture data
  76358. * @param width Define the width of the texture
  76359. * @param height Define the height of the texture
  76360. * @param scene Define the scene the texture belongs to
  76361. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76362. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76363. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76364. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76365. * @returns the R texture
  76366. */
  76367. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76368. }
  76369. }
  76370. declare module BABYLON {
  76371. /**
  76372. * Interface for the size containing width and height
  76373. */
  76374. export interface ISize {
  76375. /**
  76376. * Width
  76377. */
  76378. width: number;
  76379. /**
  76380. * Heighht
  76381. */
  76382. height: number;
  76383. }
  76384. /**
  76385. * Size containing widht and height
  76386. */
  76387. export class Size implements ISize {
  76388. /**
  76389. * Width
  76390. */
  76391. width: number;
  76392. /**
  76393. * Height
  76394. */
  76395. height: number;
  76396. /**
  76397. * Creates a Size object from the given width and height (floats).
  76398. * @param width width of the new size
  76399. * @param height height of the new size
  76400. */
  76401. constructor(width: number, height: number);
  76402. /**
  76403. * Returns a string with the Size width and height
  76404. * @returns a string with the Size width and height
  76405. */
  76406. toString(): string;
  76407. /**
  76408. * "Size"
  76409. * @returns the string "Size"
  76410. */
  76411. getClassName(): string;
  76412. /**
  76413. * Returns the Size hash code.
  76414. * @returns a hash code for a unique width and height
  76415. */
  76416. getHashCode(): number;
  76417. /**
  76418. * Updates the current size from the given one.
  76419. * @param src the given size
  76420. */
  76421. copyFrom(src: Size): void;
  76422. /**
  76423. * Updates in place the current Size from the given floats.
  76424. * @param width width of the new size
  76425. * @param height height of the new size
  76426. * @returns the updated Size.
  76427. */
  76428. copyFromFloats(width: number, height: number): Size;
  76429. /**
  76430. * Updates in place the current Size from the given floats.
  76431. * @param width width to set
  76432. * @param height height to set
  76433. * @returns the updated Size.
  76434. */
  76435. set(width: number, height: number): Size;
  76436. /**
  76437. * Multiplies the width and height by numbers
  76438. * @param w factor to multiple the width by
  76439. * @param h factor to multiple the height by
  76440. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76441. */
  76442. multiplyByFloats(w: number, h: number): Size;
  76443. /**
  76444. * Clones the size
  76445. * @returns a new Size copied from the given one.
  76446. */
  76447. clone(): Size;
  76448. /**
  76449. * True if the current Size and the given one width and height are strictly equal.
  76450. * @param other the other size to compare against
  76451. * @returns True if the current Size and the given one width and height are strictly equal.
  76452. */
  76453. equals(other: Size): boolean;
  76454. /**
  76455. * The surface of the Size : width * height (float).
  76456. */
  76457. readonly surface: number;
  76458. /**
  76459. * Create a new size of zero
  76460. * @returns a new Size set to (0.0, 0.0)
  76461. */
  76462. static Zero(): Size;
  76463. /**
  76464. * Sums the width and height of two sizes
  76465. * @param otherSize size to add to this size
  76466. * @returns a new Size set as the addition result of the current Size and the given one.
  76467. */
  76468. add(otherSize: Size): Size;
  76469. /**
  76470. * Subtracts the width and height of two
  76471. * @param otherSize size to subtract to this size
  76472. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76473. */
  76474. subtract(otherSize: Size): Size;
  76475. /**
  76476. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76477. * @param start starting size to lerp between
  76478. * @param end end size to lerp between
  76479. * @param amount amount to lerp between the start and end values
  76480. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76481. */
  76482. static Lerp(start: Size, end: Size, amount: number): Size;
  76483. }
  76484. }
  76485. declare module BABYLON {
  76486. /**
  76487. * Defines a runtime animation
  76488. */
  76489. export class RuntimeAnimation {
  76490. private _events;
  76491. /**
  76492. * The current frame of the runtime animation
  76493. */
  76494. private _currentFrame;
  76495. /**
  76496. * The animation used by the runtime animation
  76497. */
  76498. private _animation;
  76499. /**
  76500. * The target of the runtime animation
  76501. */
  76502. private _target;
  76503. /**
  76504. * The initiating animatable
  76505. */
  76506. private _host;
  76507. /**
  76508. * The original value of the runtime animation
  76509. */
  76510. private _originalValue;
  76511. /**
  76512. * The original blend value of the runtime animation
  76513. */
  76514. private _originalBlendValue;
  76515. /**
  76516. * The offsets cache of the runtime animation
  76517. */
  76518. private _offsetsCache;
  76519. /**
  76520. * The high limits cache of the runtime animation
  76521. */
  76522. private _highLimitsCache;
  76523. /**
  76524. * Specifies if the runtime animation has been stopped
  76525. */
  76526. private _stopped;
  76527. /**
  76528. * The blending factor of the runtime animation
  76529. */
  76530. private _blendingFactor;
  76531. /**
  76532. * The BabylonJS scene
  76533. */
  76534. private _scene;
  76535. /**
  76536. * The current value of the runtime animation
  76537. */
  76538. private _currentValue;
  76539. /** @hidden */
  76540. _animationState: _IAnimationState;
  76541. /**
  76542. * The active target of the runtime animation
  76543. */
  76544. private _activeTargets;
  76545. private _currentActiveTarget;
  76546. private _directTarget;
  76547. /**
  76548. * The target path of the runtime animation
  76549. */
  76550. private _targetPath;
  76551. /**
  76552. * The weight of the runtime animation
  76553. */
  76554. private _weight;
  76555. /**
  76556. * The ratio offset of the runtime animation
  76557. */
  76558. private _ratioOffset;
  76559. /**
  76560. * The previous delay of the runtime animation
  76561. */
  76562. private _previousDelay;
  76563. /**
  76564. * The previous ratio of the runtime animation
  76565. */
  76566. private _previousRatio;
  76567. private _enableBlending;
  76568. private _keys;
  76569. private _minFrame;
  76570. private _maxFrame;
  76571. private _minValue;
  76572. private _maxValue;
  76573. private _targetIsArray;
  76574. /**
  76575. * Gets the current frame of the runtime animation
  76576. */
  76577. readonly currentFrame: number;
  76578. /**
  76579. * Gets the weight of the runtime animation
  76580. */
  76581. readonly weight: number;
  76582. /**
  76583. * Gets the current value of the runtime animation
  76584. */
  76585. readonly currentValue: any;
  76586. /**
  76587. * Gets the target path of the runtime animation
  76588. */
  76589. readonly targetPath: string;
  76590. /**
  76591. * Gets the actual target of the runtime animation
  76592. */
  76593. readonly target: any;
  76594. /** @hidden */
  76595. _onLoop: () => void;
  76596. /**
  76597. * Create a new RuntimeAnimation object
  76598. * @param target defines the target of the animation
  76599. * @param animation defines the source animation object
  76600. * @param scene defines the hosting scene
  76601. * @param host defines the initiating Animatable
  76602. */
  76603. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76604. private _preparePath;
  76605. /**
  76606. * Gets the animation from the runtime animation
  76607. */
  76608. readonly animation: Animation;
  76609. /**
  76610. * Resets the runtime animation to the beginning
  76611. * @param restoreOriginal defines whether to restore the target property to the original value
  76612. */
  76613. reset(restoreOriginal?: boolean): void;
  76614. /**
  76615. * Specifies if the runtime animation is stopped
  76616. * @returns Boolean specifying if the runtime animation is stopped
  76617. */
  76618. isStopped(): boolean;
  76619. /**
  76620. * Disposes of the runtime animation
  76621. */
  76622. dispose(): void;
  76623. /**
  76624. * Apply the interpolated value to the target
  76625. * @param currentValue defines the value computed by the animation
  76626. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76627. */
  76628. setValue(currentValue: any, weight: number): void;
  76629. private _getOriginalValues;
  76630. private _setValue;
  76631. /**
  76632. * Gets the loop pmode of the runtime animation
  76633. * @returns Loop Mode
  76634. */
  76635. private _getCorrectLoopMode;
  76636. /**
  76637. * Move the current animation to a given frame
  76638. * @param frame defines the frame to move to
  76639. */
  76640. goToFrame(frame: number): void;
  76641. /**
  76642. * @hidden Internal use only
  76643. */
  76644. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76645. /**
  76646. * Execute the current animation
  76647. * @param delay defines the delay to add to the current frame
  76648. * @param from defines the lower bound of the animation range
  76649. * @param to defines the upper bound of the animation range
  76650. * @param loop defines if the current animation must loop
  76651. * @param speedRatio defines the current speed ratio
  76652. * @param weight defines the weight of the animation (default is -1 so no weight)
  76653. * @param onLoop optional callback called when animation loops
  76654. * @returns a boolean indicating if the animation is running
  76655. */
  76656. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76657. }
  76658. }
  76659. declare module BABYLON {
  76660. /**
  76661. * Class used to store an actual running animation
  76662. */
  76663. export class Animatable {
  76664. /** defines the target object */
  76665. target: any;
  76666. /** defines the starting frame number (default is 0) */
  76667. fromFrame: number;
  76668. /** defines the ending frame number (default is 100) */
  76669. toFrame: number;
  76670. /** defines if the animation must loop (default is false) */
  76671. loopAnimation: boolean;
  76672. /** defines a callback to call when animation ends if it is not looping */
  76673. onAnimationEnd?: (() => void) | null | undefined;
  76674. /** defines a callback to call when animation loops */
  76675. onAnimationLoop?: (() => void) | null | undefined;
  76676. private _localDelayOffset;
  76677. private _pausedDelay;
  76678. private _runtimeAnimations;
  76679. private _paused;
  76680. private _scene;
  76681. private _speedRatio;
  76682. private _weight;
  76683. private _syncRoot;
  76684. /**
  76685. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76686. * This will only apply for non looping animation (default is true)
  76687. */
  76688. disposeOnEnd: boolean;
  76689. /**
  76690. * Gets a boolean indicating if the animation has started
  76691. */
  76692. animationStarted: boolean;
  76693. /**
  76694. * Observer raised when the animation ends
  76695. */
  76696. onAnimationEndObservable: Observable<Animatable>;
  76697. /**
  76698. * Observer raised when the animation loops
  76699. */
  76700. onAnimationLoopObservable: Observable<Animatable>;
  76701. /**
  76702. * Gets the root Animatable used to synchronize and normalize animations
  76703. */
  76704. readonly syncRoot: Nullable<Animatable>;
  76705. /**
  76706. * Gets the current frame of the first RuntimeAnimation
  76707. * Used to synchronize Animatables
  76708. */
  76709. readonly masterFrame: number;
  76710. /**
  76711. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76712. */
  76713. weight: number;
  76714. /**
  76715. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76716. */
  76717. speedRatio: number;
  76718. /**
  76719. * Creates a new Animatable
  76720. * @param scene defines the hosting scene
  76721. * @param target defines the target object
  76722. * @param fromFrame defines the starting frame number (default is 0)
  76723. * @param toFrame defines the ending frame number (default is 100)
  76724. * @param loopAnimation defines if the animation must loop (default is false)
  76725. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76726. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76727. * @param animations defines a group of animation to add to the new Animatable
  76728. * @param onAnimationLoop defines a callback to call when animation loops
  76729. */
  76730. constructor(scene: Scene,
  76731. /** defines the target object */
  76732. target: any,
  76733. /** defines the starting frame number (default is 0) */
  76734. fromFrame?: number,
  76735. /** defines the ending frame number (default is 100) */
  76736. toFrame?: number,
  76737. /** defines if the animation must loop (default is false) */
  76738. loopAnimation?: boolean, speedRatio?: number,
  76739. /** defines a callback to call when animation ends if it is not looping */
  76740. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76741. /** defines a callback to call when animation loops */
  76742. onAnimationLoop?: (() => void) | null | undefined);
  76743. /**
  76744. * Synchronize and normalize current Animatable with a source Animatable
  76745. * This is useful when using animation weights and when animations are not of the same length
  76746. * @param root defines the root Animatable to synchronize with
  76747. * @returns the current Animatable
  76748. */
  76749. syncWith(root: Animatable): Animatable;
  76750. /**
  76751. * Gets the list of runtime animations
  76752. * @returns an array of RuntimeAnimation
  76753. */
  76754. getAnimations(): RuntimeAnimation[];
  76755. /**
  76756. * Adds more animations to the current animatable
  76757. * @param target defines the target of the animations
  76758. * @param animations defines the new animations to add
  76759. */
  76760. appendAnimations(target: any, animations: Animation[]): void;
  76761. /**
  76762. * Gets the source animation for a specific property
  76763. * @param property defines the propertyu to look for
  76764. * @returns null or the source animation for the given property
  76765. */
  76766. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76767. /**
  76768. * Gets the runtime animation for a specific property
  76769. * @param property defines the propertyu to look for
  76770. * @returns null or the runtime animation for the given property
  76771. */
  76772. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76773. /**
  76774. * Resets the animatable to its original state
  76775. */
  76776. reset(): void;
  76777. /**
  76778. * Allows the animatable to blend with current running animations
  76779. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76780. * @param blendingSpeed defines the blending speed to use
  76781. */
  76782. enableBlending(blendingSpeed: number): void;
  76783. /**
  76784. * Disable animation blending
  76785. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76786. */
  76787. disableBlending(): void;
  76788. /**
  76789. * Jump directly to a given frame
  76790. * @param frame defines the frame to jump to
  76791. */
  76792. goToFrame(frame: number): void;
  76793. /**
  76794. * Pause the animation
  76795. */
  76796. pause(): void;
  76797. /**
  76798. * Restart the animation
  76799. */
  76800. restart(): void;
  76801. private _raiseOnAnimationEnd;
  76802. /**
  76803. * Stop and delete the current animation
  76804. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76805. * @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)
  76806. */
  76807. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76808. /**
  76809. * Wait asynchronously for the animation to end
  76810. * @returns a promise which will be fullfilled when the animation ends
  76811. */
  76812. waitAsync(): Promise<Animatable>;
  76813. /** @hidden */
  76814. _animate(delay: number): boolean;
  76815. }
  76816. interface Scene {
  76817. /** @hidden */
  76818. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76819. /** @hidden */
  76820. _processLateAnimationBindingsForMatrices(holder: {
  76821. totalWeight: number;
  76822. animations: RuntimeAnimation[];
  76823. originalValue: Matrix;
  76824. }): any;
  76825. /** @hidden */
  76826. _processLateAnimationBindingsForQuaternions(holder: {
  76827. totalWeight: number;
  76828. animations: RuntimeAnimation[];
  76829. originalValue: Quaternion;
  76830. }, refQuaternion: Quaternion): Quaternion;
  76831. /** @hidden */
  76832. _processLateAnimationBindings(): void;
  76833. /**
  76834. * Will start the animation sequence of a given target
  76835. * @param target defines the target
  76836. * @param from defines from which frame should animation start
  76837. * @param to defines until which frame should animation run.
  76838. * @param weight defines the weight to apply to the animation (1.0 by default)
  76839. * @param loop defines if the animation loops
  76840. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76841. * @param onAnimationEnd defines the function to be executed when the animation ends
  76842. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76843. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76844. * @param onAnimationLoop defines the callback to call when an animation loops
  76845. * @returns the animatable object created for this animation
  76846. */
  76847. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76848. /**
  76849. * Will start the animation sequence of a given target
  76850. * @param target defines the target
  76851. * @param from defines from which frame should animation start
  76852. * @param to defines until which frame should animation run.
  76853. * @param loop defines if the animation loops
  76854. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76855. * @param onAnimationEnd defines the function to be executed when the animation ends
  76856. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76857. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76858. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76859. * @param onAnimationLoop defines the callback to call when an animation loops
  76860. * @returns the animatable object created for this animation
  76861. */
  76862. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76863. /**
  76864. * Will start the animation sequence of a given target and its hierarchy
  76865. * @param target defines the target
  76866. * @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.
  76867. * @param from defines from which frame should animation start
  76868. * @param to defines until which frame should animation run.
  76869. * @param loop defines if the animation loops
  76870. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76871. * @param onAnimationEnd defines the function to be executed when the animation ends
  76872. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76873. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76874. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76875. * @param onAnimationLoop defines the callback to call when an animation loops
  76876. * @returns the list of created animatables
  76877. */
  76878. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  76879. /**
  76880. * Begin a new animation on a given node
  76881. * @param target defines the target where the animation will take place
  76882. * @param animations defines the list of animations to start
  76883. * @param from defines the initial value
  76884. * @param to defines the final value
  76885. * @param loop defines if you want animation to loop (off by default)
  76886. * @param speedRatio defines the speed ratio to apply to all animations
  76887. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76888. * @param onAnimationLoop defines the callback to call when an animation loops
  76889. * @returns the list of created animatables
  76890. */
  76891. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76892. /**
  76893. * Begin a new animation on a given node and its hierarchy
  76894. * @param target defines the root node where the animation will take place
  76895. * @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.
  76896. * @param animations defines the list of animations to start
  76897. * @param from defines the initial value
  76898. * @param to defines the final value
  76899. * @param loop defines if you want animation to loop (off by default)
  76900. * @param speedRatio defines the speed ratio to apply to all animations
  76901. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76902. * @param onAnimationLoop defines the callback to call when an animation loops
  76903. * @returns the list of animatables created for all nodes
  76904. */
  76905. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76906. /**
  76907. * Gets the animatable associated with a specific target
  76908. * @param target defines the target of the animatable
  76909. * @returns the required animatable if found
  76910. */
  76911. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76912. /**
  76913. * Gets all animatables associated with a given target
  76914. * @param target defines the target to look animatables for
  76915. * @returns an array of Animatables
  76916. */
  76917. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76918. /**
  76919. * Stops and removes all animations that have been applied to the scene
  76920. */
  76921. stopAllAnimations(): void;
  76922. }
  76923. interface Bone {
  76924. /**
  76925. * Copy an animation range from another bone
  76926. * @param source defines the source bone
  76927. * @param rangeName defines the range name to copy
  76928. * @param frameOffset defines the frame offset
  76929. * @param rescaleAsRequired defines if rescaling must be applied if required
  76930. * @param skelDimensionsRatio defines the scaling ratio
  76931. * @returns true if operation was successful
  76932. */
  76933. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76934. }
  76935. }
  76936. declare module BABYLON {
  76937. /**
  76938. * Class used to override all child animations of a given target
  76939. */
  76940. export class AnimationPropertiesOverride {
  76941. /**
  76942. * Gets or sets a value indicating if animation blending must be used
  76943. */
  76944. enableBlending: boolean;
  76945. /**
  76946. * Gets or sets the blending speed to use when enableBlending is true
  76947. */
  76948. blendingSpeed: number;
  76949. /**
  76950. * Gets or sets the default loop mode to use
  76951. */
  76952. loopMode: number;
  76953. }
  76954. }
  76955. declare module BABYLON {
  76956. /**
  76957. * Class used to handle skinning animations
  76958. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76959. */
  76960. export class Skeleton implements IAnimatable {
  76961. /** defines the skeleton name */
  76962. name: string;
  76963. /** defines the skeleton Id */
  76964. id: string;
  76965. /**
  76966. * Defines the list of child bones
  76967. */
  76968. bones: Bone[];
  76969. /**
  76970. * Defines an estimate of the dimension of the skeleton at rest
  76971. */
  76972. dimensionsAtRest: Vector3;
  76973. /**
  76974. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76975. */
  76976. needInitialSkinMatrix: boolean;
  76977. /**
  76978. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76979. */
  76980. overrideMesh: Nullable<AbstractMesh>;
  76981. /**
  76982. * Gets the list of animations attached to this skeleton
  76983. */
  76984. animations: Array<Animation>;
  76985. private _scene;
  76986. private _isDirty;
  76987. private _transformMatrices;
  76988. private _transformMatrixTexture;
  76989. private _meshesWithPoseMatrix;
  76990. private _animatables;
  76991. private _identity;
  76992. private _synchronizedWithMesh;
  76993. private _ranges;
  76994. private _lastAbsoluteTransformsUpdateId;
  76995. private _canUseTextureForBones;
  76996. private _uniqueId;
  76997. /** @hidden */
  76998. _numBonesWithLinkedTransformNode: number;
  76999. /** @hidden */
  77000. _hasWaitingData: Nullable<boolean>;
  77001. /**
  77002. * Specifies if the skeleton should be serialized
  77003. */
  77004. doNotSerialize: boolean;
  77005. private _useTextureToStoreBoneMatrices;
  77006. /**
  77007. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77008. * Please note that this option is not available if the hardware does not support it
  77009. */
  77010. useTextureToStoreBoneMatrices: boolean;
  77011. private _animationPropertiesOverride;
  77012. /**
  77013. * Gets or sets the animation properties override
  77014. */
  77015. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77016. /**
  77017. * List of inspectable custom properties (used by the Inspector)
  77018. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77019. */
  77020. inspectableCustomProperties: IInspectable[];
  77021. /**
  77022. * An observable triggered before computing the skeleton's matrices
  77023. */
  77024. onBeforeComputeObservable: Observable<Skeleton>;
  77025. /**
  77026. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77027. */
  77028. readonly isUsingTextureForMatrices: boolean;
  77029. /**
  77030. * Gets the unique ID of this skeleton
  77031. */
  77032. readonly uniqueId: number;
  77033. /**
  77034. * Creates a new skeleton
  77035. * @param name defines the skeleton name
  77036. * @param id defines the skeleton Id
  77037. * @param scene defines the hosting scene
  77038. */
  77039. constructor(
  77040. /** defines the skeleton name */
  77041. name: string,
  77042. /** defines the skeleton Id */
  77043. id: string, scene: Scene);
  77044. /**
  77045. * Gets the current object class name.
  77046. * @return the class name
  77047. */
  77048. getClassName(): string;
  77049. /**
  77050. * Returns an array containing the root bones
  77051. * @returns an array containing the root bones
  77052. */
  77053. getChildren(): Array<Bone>;
  77054. /**
  77055. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77056. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77057. * @returns a Float32Array containing matrices data
  77058. */
  77059. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77060. /**
  77061. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77062. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77063. * @returns a raw texture containing the data
  77064. */
  77065. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77066. /**
  77067. * Gets the current hosting scene
  77068. * @returns a scene object
  77069. */
  77070. getScene(): Scene;
  77071. /**
  77072. * Gets a string representing the current skeleton data
  77073. * @param fullDetails defines a boolean indicating if we want a verbose version
  77074. * @returns a string representing the current skeleton data
  77075. */
  77076. toString(fullDetails?: boolean): string;
  77077. /**
  77078. * Get bone's index searching by name
  77079. * @param name defines bone's name to search for
  77080. * @return the indice of the bone. Returns -1 if not found
  77081. */
  77082. getBoneIndexByName(name: string): number;
  77083. /**
  77084. * Creater a new animation range
  77085. * @param name defines the name of the range
  77086. * @param from defines the start key
  77087. * @param to defines the end key
  77088. */
  77089. createAnimationRange(name: string, from: number, to: number): void;
  77090. /**
  77091. * Delete a specific animation range
  77092. * @param name defines the name of the range
  77093. * @param deleteFrames defines if frames must be removed as well
  77094. */
  77095. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77096. /**
  77097. * Gets a specific animation range
  77098. * @param name defines the name of the range to look for
  77099. * @returns the requested animation range or null if not found
  77100. */
  77101. getAnimationRange(name: string): Nullable<AnimationRange>;
  77102. /**
  77103. * Gets the list of all animation ranges defined on this skeleton
  77104. * @returns an array
  77105. */
  77106. getAnimationRanges(): Nullable<AnimationRange>[];
  77107. /**
  77108. * Copy animation range from a source skeleton.
  77109. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77110. * @param source defines the source skeleton
  77111. * @param name defines the name of the range to copy
  77112. * @param rescaleAsRequired defines if rescaling must be applied if required
  77113. * @returns true if operation was successful
  77114. */
  77115. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77116. /**
  77117. * Forces the skeleton to go to rest pose
  77118. */
  77119. returnToRest(): void;
  77120. private _getHighestAnimationFrame;
  77121. /**
  77122. * Begin a specific animation range
  77123. * @param name defines the name of the range to start
  77124. * @param loop defines if looping must be turned on (false by default)
  77125. * @param speedRatio defines the speed ratio to apply (1 by default)
  77126. * @param onAnimationEnd defines a callback which will be called when animation will end
  77127. * @returns a new animatable
  77128. */
  77129. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77130. /** @hidden */
  77131. _markAsDirty(): void;
  77132. /** @hidden */
  77133. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77134. /** @hidden */
  77135. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77136. private _computeTransformMatrices;
  77137. /**
  77138. * Build all resources required to render a skeleton
  77139. */
  77140. prepare(): void;
  77141. /**
  77142. * Gets the list of animatables currently running for this skeleton
  77143. * @returns an array of animatables
  77144. */
  77145. getAnimatables(): IAnimatable[];
  77146. /**
  77147. * Clone the current skeleton
  77148. * @param name defines the name of the new skeleton
  77149. * @param id defines the id of the new skeleton
  77150. * @returns the new skeleton
  77151. */
  77152. clone(name: string, id: string): Skeleton;
  77153. /**
  77154. * Enable animation blending for this skeleton
  77155. * @param blendingSpeed defines the blending speed to apply
  77156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77157. */
  77158. enableBlending(blendingSpeed?: number): void;
  77159. /**
  77160. * Releases all resources associated with the current skeleton
  77161. */
  77162. dispose(): void;
  77163. /**
  77164. * Serialize the skeleton in a JSON object
  77165. * @returns a JSON object
  77166. */
  77167. serialize(): any;
  77168. /**
  77169. * Creates a new skeleton from serialized data
  77170. * @param parsedSkeleton defines the serialized data
  77171. * @param scene defines the hosting scene
  77172. * @returns a new skeleton
  77173. */
  77174. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77175. /**
  77176. * Compute all node absolute transforms
  77177. * @param forceUpdate defines if computation must be done even if cache is up to date
  77178. */
  77179. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77180. /**
  77181. * Gets the root pose matrix
  77182. * @returns a matrix
  77183. */
  77184. getPoseMatrix(): Nullable<Matrix>;
  77185. /**
  77186. * Sorts bones per internal index
  77187. */
  77188. sortBones(): void;
  77189. private _sortBones;
  77190. }
  77191. }
  77192. declare module BABYLON {
  77193. /**
  77194. * Class used to store bone information
  77195. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77196. */
  77197. export class Bone extends Node {
  77198. /**
  77199. * defines the bone name
  77200. */
  77201. name: string;
  77202. private static _tmpVecs;
  77203. private static _tmpQuat;
  77204. private static _tmpMats;
  77205. /**
  77206. * Gets the list of child bones
  77207. */
  77208. children: Bone[];
  77209. /** Gets the animations associated with this bone */
  77210. animations: Animation[];
  77211. /**
  77212. * Gets or sets bone length
  77213. */
  77214. length: number;
  77215. /**
  77216. * @hidden Internal only
  77217. * Set this value to map this bone to a different index in the transform matrices
  77218. * Set this value to -1 to exclude the bone from the transform matrices
  77219. */
  77220. _index: Nullable<number>;
  77221. private _skeleton;
  77222. private _localMatrix;
  77223. private _restPose;
  77224. private _baseMatrix;
  77225. private _absoluteTransform;
  77226. private _invertedAbsoluteTransform;
  77227. private _parent;
  77228. private _scalingDeterminant;
  77229. private _worldTransform;
  77230. private _localScaling;
  77231. private _localRotation;
  77232. private _localPosition;
  77233. private _needToDecompose;
  77234. private _needToCompose;
  77235. /** @hidden */
  77236. _linkedTransformNode: Nullable<TransformNode>;
  77237. /** @hidden */
  77238. _waitingTransformNodeId: Nullable<string>;
  77239. /** @hidden */
  77240. /** @hidden */
  77241. _matrix: Matrix;
  77242. /**
  77243. * Create a new bone
  77244. * @param name defines the bone name
  77245. * @param skeleton defines the parent skeleton
  77246. * @param parentBone defines the parent (can be null if the bone is the root)
  77247. * @param localMatrix defines the local matrix
  77248. * @param restPose defines the rest pose matrix
  77249. * @param baseMatrix defines the base matrix
  77250. * @param index defines index of the bone in the hiearchy
  77251. */
  77252. constructor(
  77253. /**
  77254. * defines the bone name
  77255. */
  77256. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77257. /**
  77258. * Gets the current object class name.
  77259. * @return the class name
  77260. */
  77261. getClassName(): string;
  77262. /**
  77263. * Gets the parent skeleton
  77264. * @returns a skeleton
  77265. */
  77266. getSkeleton(): Skeleton;
  77267. /**
  77268. * Gets parent bone
  77269. * @returns a bone or null if the bone is the root of the bone hierarchy
  77270. */
  77271. getParent(): Nullable<Bone>;
  77272. /**
  77273. * Returns an array containing the root bones
  77274. * @returns an array containing the root bones
  77275. */
  77276. getChildren(): Array<Bone>;
  77277. /**
  77278. * Sets the parent bone
  77279. * @param parent defines the parent (can be null if the bone is the root)
  77280. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77281. */
  77282. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77283. /**
  77284. * Gets the local matrix
  77285. * @returns a matrix
  77286. */
  77287. getLocalMatrix(): Matrix;
  77288. /**
  77289. * Gets the base matrix (initial matrix which remains unchanged)
  77290. * @returns a matrix
  77291. */
  77292. getBaseMatrix(): Matrix;
  77293. /**
  77294. * Gets the rest pose matrix
  77295. * @returns a matrix
  77296. */
  77297. getRestPose(): Matrix;
  77298. /**
  77299. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77300. */
  77301. getWorldMatrix(): Matrix;
  77302. /**
  77303. * Sets the local matrix to rest pose matrix
  77304. */
  77305. returnToRest(): void;
  77306. /**
  77307. * Gets the inverse of the absolute transform matrix.
  77308. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77309. * @returns a matrix
  77310. */
  77311. getInvertedAbsoluteTransform(): Matrix;
  77312. /**
  77313. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77314. * @returns a matrix
  77315. */
  77316. getAbsoluteTransform(): Matrix;
  77317. /**
  77318. * Links with the given transform node.
  77319. * The local matrix of this bone is copied from the transform node every frame.
  77320. * @param transformNode defines the transform node to link to
  77321. */
  77322. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77323. /**
  77324. * Gets the node used to drive the bone's transformation
  77325. * @returns a transform node or null
  77326. */
  77327. getTransformNode(): Nullable<TransformNode>;
  77328. /** Gets or sets current position (in local space) */
  77329. position: Vector3;
  77330. /** Gets or sets current rotation (in local space) */
  77331. rotation: Vector3;
  77332. /** Gets or sets current rotation quaternion (in local space) */
  77333. rotationQuaternion: Quaternion;
  77334. /** Gets or sets current scaling (in local space) */
  77335. scaling: Vector3;
  77336. /**
  77337. * Gets the animation properties override
  77338. */
  77339. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77340. private _decompose;
  77341. private _compose;
  77342. /**
  77343. * Update the base and local matrices
  77344. * @param matrix defines the new base or local matrix
  77345. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77346. * @param updateLocalMatrix defines if the local matrix should be updated
  77347. */
  77348. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77349. /** @hidden */
  77350. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77351. /**
  77352. * Flag the bone as dirty (Forcing it to update everything)
  77353. */
  77354. markAsDirty(): void;
  77355. /** @hidden */
  77356. _markAsDirtyAndCompose(): void;
  77357. private _markAsDirtyAndDecompose;
  77358. /**
  77359. * Translate the bone in local or world space
  77360. * @param vec The amount to translate the bone
  77361. * @param space The space that the translation is in
  77362. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77363. */
  77364. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77365. /**
  77366. * Set the postion of the bone in local or world space
  77367. * @param position The position to set the bone
  77368. * @param space The space that the position is in
  77369. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77370. */
  77371. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77372. /**
  77373. * Set the absolute position of the bone (world space)
  77374. * @param position The position to set the bone
  77375. * @param mesh The mesh that this bone is attached to
  77376. */
  77377. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77378. /**
  77379. * Scale the bone on the x, y and z axes (in local space)
  77380. * @param x The amount to scale the bone on the x axis
  77381. * @param y The amount to scale the bone on the y axis
  77382. * @param z The amount to scale the bone on the z axis
  77383. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77384. */
  77385. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77386. /**
  77387. * Set the bone scaling in local space
  77388. * @param scale defines the scaling vector
  77389. */
  77390. setScale(scale: Vector3): void;
  77391. /**
  77392. * Gets the current scaling in local space
  77393. * @returns the current scaling vector
  77394. */
  77395. getScale(): Vector3;
  77396. /**
  77397. * Gets the current scaling in local space and stores it in a target vector
  77398. * @param result defines the target vector
  77399. */
  77400. getScaleToRef(result: Vector3): void;
  77401. /**
  77402. * Set the yaw, pitch, and roll of the bone in local or world space
  77403. * @param yaw The rotation of the bone on the y axis
  77404. * @param pitch The rotation of the bone on the x axis
  77405. * @param roll The rotation of the bone on the z axis
  77406. * @param space The space that the axes of rotation are in
  77407. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77408. */
  77409. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77410. /**
  77411. * Add a rotation to the bone on an axis in local or world space
  77412. * @param axis The axis to rotate the bone on
  77413. * @param amount The amount to rotate the bone
  77414. * @param space The space that the axis is in
  77415. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77416. */
  77417. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77418. /**
  77419. * Set the rotation of the bone to a particular axis angle in local or world space
  77420. * @param axis The axis to rotate the bone on
  77421. * @param angle The angle that the bone should be rotated to
  77422. * @param space The space that the axis is in
  77423. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77424. */
  77425. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77426. /**
  77427. * Set the euler rotation of the bone in local of world space
  77428. * @param rotation The euler rotation that the bone should be set to
  77429. * @param space The space that the rotation is in
  77430. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77431. */
  77432. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77433. /**
  77434. * Set the quaternion rotation of the bone in local of world space
  77435. * @param quat The quaternion rotation that the bone should be set to
  77436. * @param space The space that the rotation is in
  77437. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77438. */
  77439. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77440. /**
  77441. * Set the rotation matrix of the bone in local of world space
  77442. * @param rotMat The rotation matrix that the bone should be set to
  77443. * @param space The space that the rotation is in
  77444. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77445. */
  77446. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77447. private _rotateWithMatrix;
  77448. private _getNegativeRotationToRef;
  77449. /**
  77450. * Get the position of the bone in local or world space
  77451. * @param space The space that the returned position is in
  77452. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77453. * @returns The position of the bone
  77454. */
  77455. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77456. /**
  77457. * Copy the position of the bone to a vector3 in local or world space
  77458. * @param space The space that the returned position is in
  77459. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77460. * @param result The vector3 to copy the position to
  77461. */
  77462. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77463. /**
  77464. * Get the absolute position of the bone (world space)
  77465. * @param mesh The mesh that this bone is attached to
  77466. * @returns The absolute position of the bone
  77467. */
  77468. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77469. /**
  77470. * Copy the absolute position of the bone (world space) to the result param
  77471. * @param mesh The mesh that this bone is attached to
  77472. * @param result The vector3 to copy the absolute position to
  77473. */
  77474. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77475. /**
  77476. * Compute the absolute transforms of this bone and its children
  77477. */
  77478. computeAbsoluteTransforms(): void;
  77479. /**
  77480. * Get the world direction from an axis that is in the local space of the bone
  77481. * @param localAxis The local direction that is used to compute the world direction
  77482. * @param mesh The mesh that this bone is attached to
  77483. * @returns The world direction
  77484. */
  77485. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77486. /**
  77487. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77488. * @param localAxis The local direction that is used to compute the world direction
  77489. * @param mesh The mesh that this bone is attached to
  77490. * @param result The vector3 that the world direction will be copied to
  77491. */
  77492. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77493. /**
  77494. * Get the euler rotation of the bone in local or world space
  77495. * @param space The space that the rotation should be in
  77496. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77497. * @returns The euler rotation
  77498. */
  77499. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77500. /**
  77501. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77502. * @param space The space that the rotation should be in
  77503. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77504. * @param result The vector3 that the rotation should be copied to
  77505. */
  77506. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77507. /**
  77508. * Get the quaternion rotation of the bone in either local or world space
  77509. * @param space The space that the rotation should be in
  77510. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77511. * @returns The quaternion rotation
  77512. */
  77513. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77514. /**
  77515. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77516. * @param space The space that the rotation should be in
  77517. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77518. * @param result The quaternion that the rotation should be copied to
  77519. */
  77520. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77521. /**
  77522. * Get the rotation matrix of the bone in local or world space
  77523. * @param space The space that the rotation should be in
  77524. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77525. * @returns The rotation matrix
  77526. */
  77527. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77528. /**
  77529. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77530. * @param space The space that the rotation should be in
  77531. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77532. * @param result The quaternion that the rotation should be copied to
  77533. */
  77534. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77535. /**
  77536. * Get the world position of a point that is in the local space of the bone
  77537. * @param position The local position
  77538. * @param mesh The mesh that this bone is attached to
  77539. * @returns The world position
  77540. */
  77541. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77542. /**
  77543. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77544. * @param position The local position
  77545. * @param mesh The mesh that this bone is attached to
  77546. * @param result The vector3 that the world position should be copied to
  77547. */
  77548. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77549. /**
  77550. * Get the local position of a point that is in world space
  77551. * @param position The world position
  77552. * @param mesh The mesh that this bone is attached to
  77553. * @returns The local position
  77554. */
  77555. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77556. /**
  77557. * Get the local position of a point that is in world space and copy it to the result param
  77558. * @param position The world position
  77559. * @param mesh The mesh that this bone is attached to
  77560. * @param result The vector3 that the local position should be copied to
  77561. */
  77562. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77563. }
  77564. }
  77565. declare module BABYLON {
  77566. /**
  77567. * 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.
  77568. * @see https://doc.babylonjs.com/how_to/transformnode
  77569. */
  77570. export class TransformNode extends Node {
  77571. /**
  77572. * Object will not rotate to face the camera
  77573. */
  77574. static BILLBOARDMODE_NONE: number;
  77575. /**
  77576. * Object will rotate to face the camera but only on the x axis
  77577. */
  77578. static BILLBOARDMODE_X: number;
  77579. /**
  77580. * Object will rotate to face the camera but only on the y axis
  77581. */
  77582. static BILLBOARDMODE_Y: number;
  77583. /**
  77584. * Object will rotate to face the camera but only on the z axis
  77585. */
  77586. static BILLBOARDMODE_Z: number;
  77587. /**
  77588. * Object will rotate to face the camera
  77589. */
  77590. static BILLBOARDMODE_ALL: number;
  77591. private _forward;
  77592. private _forwardInverted;
  77593. private _up;
  77594. private _right;
  77595. private _rightInverted;
  77596. private _position;
  77597. private _rotation;
  77598. private _rotationQuaternion;
  77599. protected _scaling: Vector3;
  77600. protected _isDirty: boolean;
  77601. private _transformToBoneReferal;
  77602. private _isAbsoluteSynced;
  77603. private _billboardMode;
  77604. /**
  77605. * Gets or sets the billboard mode. Default is 0.
  77606. *
  77607. * | Value | Type | Description |
  77608. * | --- | --- | --- |
  77609. * | 0 | BILLBOARDMODE_NONE | |
  77610. * | 1 | BILLBOARDMODE_X | |
  77611. * | 2 | BILLBOARDMODE_Y | |
  77612. * | 4 | BILLBOARDMODE_Z | |
  77613. * | 7 | BILLBOARDMODE_ALL | |
  77614. *
  77615. */
  77616. billboardMode: number;
  77617. private _preserveParentRotationForBillboard;
  77618. /**
  77619. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77620. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77621. */
  77622. preserveParentRotationForBillboard: boolean;
  77623. /**
  77624. * 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
  77625. */
  77626. scalingDeterminant: number;
  77627. private _infiniteDistance;
  77628. /**
  77629. * Gets or sets the distance of the object to max, often used by skybox
  77630. */
  77631. infiniteDistance: boolean;
  77632. /**
  77633. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77634. * By default the system will update normals to compensate
  77635. */
  77636. ignoreNonUniformScaling: boolean;
  77637. /**
  77638. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  77639. */
  77640. reIntegrateRotationIntoRotationQuaternion: boolean;
  77641. /** @hidden */
  77642. _poseMatrix: Nullable<Matrix>;
  77643. /** @hidden */
  77644. _localMatrix: Matrix;
  77645. private _usePivotMatrix;
  77646. private _absolutePosition;
  77647. private _absoluteScaling;
  77648. private _absoluteRotationQuaternion;
  77649. private _pivotMatrix;
  77650. private _pivotMatrixInverse;
  77651. protected _postMultiplyPivotMatrix: boolean;
  77652. protected _isWorldMatrixFrozen: boolean;
  77653. /** @hidden */
  77654. _indexInSceneTransformNodesArray: number;
  77655. /**
  77656. * An event triggered after the world matrix is updated
  77657. */
  77658. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77659. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77660. /**
  77661. * Gets a string identifying the name of the class
  77662. * @returns "TransformNode" string
  77663. */
  77664. getClassName(): string;
  77665. /**
  77666. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77667. */
  77668. position: Vector3;
  77669. /**
  77670. * 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)).
  77671. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77672. */
  77673. rotation: Vector3;
  77674. /**
  77675. * 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)).
  77676. */
  77677. scaling: Vector3;
  77678. /**
  77679. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  77680. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77681. */
  77682. rotationQuaternion: Nullable<Quaternion>;
  77683. /**
  77684. * The forward direction of that transform in world space.
  77685. */
  77686. readonly forward: Vector3;
  77687. /**
  77688. * The up direction of that transform in world space.
  77689. */
  77690. readonly up: Vector3;
  77691. /**
  77692. * The right direction of that transform in world space.
  77693. */
  77694. readonly right: Vector3;
  77695. /**
  77696. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77697. * @param matrix the matrix to copy the pose from
  77698. * @returns this TransformNode.
  77699. */
  77700. updatePoseMatrix(matrix: Matrix): TransformNode;
  77701. /**
  77702. * Returns the mesh Pose matrix.
  77703. * @returns the pose matrix
  77704. */
  77705. getPoseMatrix(): Matrix;
  77706. /** @hidden */
  77707. _isSynchronized(): boolean;
  77708. /** @hidden */
  77709. _initCache(): void;
  77710. /**
  77711. * Flag the transform node as dirty (Forcing it to update everything)
  77712. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77713. * @returns this transform node
  77714. */
  77715. markAsDirty(property: string): TransformNode;
  77716. /**
  77717. * Returns the current mesh absolute position.
  77718. * Returns a Vector3.
  77719. */
  77720. readonly absolutePosition: Vector3;
  77721. /**
  77722. * Returns the current mesh absolute scaling.
  77723. * Returns a Vector3.
  77724. */
  77725. readonly absoluteScaling: Vector3;
  77726. /**
  77727. * Returns the current mesh absolute rotation.
  77728. * Returns a Quaternion.
  77729. */
  77730. readonly absoluteRotationQuaternion: Quaternion;
  77731. /**
  77732. * Sets a new matrix to apply before all other transformation
  77733. * @param matrix defines the transform matrix
  77734. * @returns the current TransformNode
  77735. */
  77736. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77737. /**
  77738. * Sets a new pivot matrix to the current node
  77739. * @param matrix defines the new pivot matrix to use
  77740. * @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
  77741. * @returns the current TransformNode
  77742. */
  77743. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77744. /**
  77745. * Returns the mesh pivot matrix.
  77746. * Default : Identity.
  77747. * @returns the matrix
  77748. */
  77749. getPivotMatrix(): Matrix;
  77750. /**
  77751. * Prevents the World matrix to be computed any longer.
  77752. * @returns the TransformNode.
  77753. */
  77754. freezeWorldMatrix(): TransformNode;
  77755. /**
  77756. * Allows back the World matrix computation.
  77757. * @returns the TransformNode.
  77758. */
  77759. unfreezeWorldMatrix(): this;
  77760. /**
  77761. * True if the World matrix has been frozen.
  77762. */
  77763. readonly isWorldMatrixFrozen: boolean;
  77764. /**
  77765. * Retuns the mesh absolute position in the World.
  77766. * @returns a Vector3.
  77767. */
  77768. getAbsolutePosition(): Vector3;
  77769. /**
  77770. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77771. * @param absolutePosition the absolute position to set
  77772. * @returns the TransformNode.
  77773. */
  77774. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77775. /**
  77776. * Sets the mesh position in its local space.
  77777. * @param vector3 the position to set in localspace
  77778. * @returns the TransformNode.
  77779. */
  77780. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77781. /**
  77782. * Returns the mesh position in the local space from the current World matrix values.
  77783. * @returns a new Vector3.
  77784. */
  77785. getPositionExpressedInLocalSpace(): Vector3;
  77786. /**
  77787. * Translates the mesh along the passed Vector3 in its local space.
  77788. * @param vector3 the distance to translate in localspace
  77789. * @returns the TransformNode.
  77790. */
  77791. locallyTranslate(vector3: Vector3): TransformNode;
  77792. private static _lookAtVectorCache;
  77793. /**
  77794. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77795. * @param targetPoint the position (must be in same space as current mesh) to look at
  77796. * @param yawCor optional yaw (y-axis) correction in radians
  77797. * @param pitchCor optional pitch (x-axis) correction in radians
  77798. * @param rollCor optional roll (z-axis) correction in radians
  77799. * @param space the choosen space of the target
  77800. * @returns the TransformNode.
  77801. */
  77802. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77803. /**
  77804. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77805. * This Vector3 is expressed in the World space.
  77806. * @param localAxis axis to rotate
  77807. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77808. */
  77809. getDirection(localAxis: Vector3): Vector3;
  77810. /**
  77811. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77812. * localAxis is expressed in the mesh local space.
  77813. * result is computed in the Wordl space from the mesh World matrix.
  77814. * @param localAxis axis to rotate
  77815. * @param result the resulting transformnode
  77816. * @returns this TransformNode.
  77817. */
  77818. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77819. /**
  77820. * Sets this transform node rotation to the given local axis.
  77821. * @param localAxis the axis in local space
  77822. * @param yawCor optional yaw (y-axis) correction in radians
  77823. * @param pitchCor optional pitch (x-axis) correction in radians
  77824. * @param rollCor optional roll (z-axis) correction in radians
  77825. * @returns this TransformNode
  77826. */
  77827. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77828. /**
  77829. * Sets a new pivot point to the current node
  77830. * @param point defines the new pivot point to use
  77831. * @param space defines if the point is in world or local space (local by default)
  77832. * @returns the current TransformNode
  77833. */
  77834. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77835. /**
  77836. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77837. * @returns the pivot point
  77838. */
  77839. getPivotPoint(): Vector3;
  77840. /**
  77841. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77842. * @param result the vector3 to store the result
  77843. * @returns this TransformNode.
  77844. */
  77845. getPivotPointToRef(result: Vector3): TransformNode;
  77846. /**
  77847. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77848. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77849. */
  77850. getAbsolutePivotPoint(): Vector3;
  77851. /**
  77852. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77853. * @param result vector3 to store the result
  77854. * @returns this TransformNode.
  77855. */
  77856. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77857. /**
  77858. * Defines the passed node as the parent of the current node.
  77859. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77860. * @see https://doc.babylonjs.com/how_to/parenting
  77861. * @param node the node ot set as the parent
  77862. * @returns this TransformNode.
  77863. */
  77864. setParent(node: Nullable<Node>): TransformNode;
  77865. private _nonUniformScaling;
  77866. /**
  77867. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77868. */
  77869. readonly nonUniformScaling: boolean;
  77870. /** @hidden */
  77871. _updateNonUniformScalingState(value: boolean): boolean;
  77872. /**
  77873. * Attach the current TransformNode to another TransformNode associated with a bone
  77874. * @param bone Bone affecting the TransformNode
  77875. * @param affectedTransformNode TransformNode associated with the bone
  77876. * @returns this object
  77877. */
  77878. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77879. /**
  77880. * Detach the transform node if its associated with a bone
  77881. * @returns this object
  77882. */
  77883. detachFromBone(): TransformNode;
  77884. private static _rotationAxisCache;
  77885. /**
  77886. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77887. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77888. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77889. * The passed axis is also normalized.
  77890. * @param axis the axis to rotate around
  77891. * @param amount the amount to rotate in radians
  77892. * @param space Space to rotate in (Default: local)
  77893. * @returns the TransformNode.
  77894. */
  77895. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77896. /**
  77897. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77898. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77899. * The passed axis is also normalized. .
  77900. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77901. * @param point the point to rotate around
  77902. * @param axis the axis to rotate around
  77903. * @param amount the amount to rotate in radians
  77904. * @returns the TransformNode
  77905. */
  77906. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77907. /**
  77908. * Translates the mesh along the axis vector for the passed distance in the given space.
  77909. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77910. * @param axis the axis to translate in
  77911. * @param distance the distance to translate
  77912. * @param space Space to rotate in (Default: local)
  77913. * @returns the TransformNode.
  77914. */
  77915. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77916. /**
  77917. * Adds a rotation step to the mesh current rotation.
  77918. * x, y, z are Euler angles expressed in radians.
  77919. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77920. * This means this rotation is made in the mesh local space only.
  77921. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77922. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77923. * ```javascript
  77924. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77925. * ```
  77926. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77927. * 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.
  77928. * @param x Rotation to add
  77929. * @param y Rotation to add
  77930. * @param z Rotation to add
  77931. * @returns the TransformNode.
  77932. */
  77933. addRotation(x: number, y: number, z: number): TransformNode;
  77934. /**
  77935. * @hidden
  77936. */
  77937. protected _getEffectiveParent(): Nullable<Node>;
  77938. /**
  77939. * Computes the world matrix of the node
  77940. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77941. * @returns the world matrix
  77942. */
  77943. computeWorldMatrix(force?: boolean): Matrix;
  77944. protected _afterComputeWorldMatrix(): void;
  77945. /**
  77946. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77947. * @param func callback function to add
  77948. *
  77949. * @returns the TransformNode.
  77950. */
  77951. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77952. /**
  77953. * Removes a registered callback function.
  77954. * @param func callback function to remove
  77955. * @returns the TransformNode.
  77956. */
  77957. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77958. /**
  77959. * Gets the position of the current mesh in camera space
  77960. * @param camera defines the camera to use
  77961. * @returns a position
  77962. */
  77963. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77964. /**
  77965. * Returns the distance from the mesh to the active camera
  77966. * @param camera defines the camera to use
  77967. * @returns the distance
  77968. */
  77969. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77970. /**
  77971. * Clone the current transform node
  77972. * @param name Name of the new clone
  77973. * @param newParent New parent for the clone
  77974. * @param doNotCloneChildren Do not clone children hierarchy
  77975. * @returns the new transform node
  77976. */
  77977. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77978. /**
  77979. * Serializes the objects information.
  77980. * @param currentSerializationObject defines the object to serialize in
  77981. * @returns the serialized object
  77982. */
  77983. serialize(currentSerializationObject?: any): any;
  77984. /**
  77985. * Returns a new TransformNode object parsed from the source provided.
  77986. * @param parsedTransformNode is the source.
  77987. * @param scene the scne the object belongs to
  77988. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77989. * @returns a new TransformNode object parsed from the source provided.
  77990. */
  77991. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77992. /**
  77993. * Get all child-transformNodes of this node
  77994. * @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
  77995. * @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
  77996. * @returns an array of TransformNode
  77997. */
  77998. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77999. /**
  78000. * Releases resources associated with this transform node.
  78001. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78002. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78003. */
  78004. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78005. /**
  78006. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78007. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78008. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78009. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78010. * @returns the current mesh
  78011. */
  78012. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78013. private _syncAbsoluteScalingAndRotation;
  78014. }
  78015. }
  78016. declare module BABYLON {
  78017. /**
  78018. * Defines the types of pose enabled controllers that are supported
  78019. */
  78020. export enum PoseEnabledControllerType {
  78021. /**
  78022. * HTC Vive
  78023. */
  78024. VIVE = 0,
  78025. /**
  78026. * Oculus Rift
  78027. */
  78028. OCULUS = 1,
  78029. /**
  78030. * Windows mixed reality
  78031. */
  78032. WINDOWS = 2,
  78033. /**
  78034. * Samsung gear VR
  78035. */
  78036. GEAR_VR = 3,
  78037. /**
  78038. * Google Daydream
  78039. */
  78040. DAYDREAM = 4,
  78041. /**
  78042. * Generic
  78043. */
  78044. GENERIC = 5
  78045. }
  78046. /**
  78047. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78048. */
  78049. export interface MutableGamepadButton {
  78050. /**
  78051. * Value of the button/trigger
  78052. */
  78053. value: number;
  78054. /**
  78055. * If the button/trigger is currently touched
  78056. */
  78057. touched: boolean;
  78058. /**
  78059. * If the button/trigger is currently pressed
  78060. */
  78061. pressed: boolean;
  78062. }
  78063. /**
  78064. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78065. * @hidden
  78066. */
  78067. export interface ExtendedGamepadButton extends GamepadButton {
  78068. /**
  78069. * If the button/trigger is currently pressed
  78070. */
  78071. readonly pressed: boolean;
  78072. /**
  78073. * If the button/trigger is currently touched
  78074. */
  78075. readonly touched: boolean;
  78076. /**
  78077. * Value of the button/trigger
  78078. */
  78079. readonly value: number;
  78080. }
  78081. /** @hidden */
  78082. export interface _GamePadFactory {
  78083. /**
  78084. * Returns wether or not the current gamepad can be created for this type of controller.
  78085. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78086. * @returns true if it can be created, otherwise false
  78087. */
  78088. canCreate(gamepadInfo: any): boolean;
  78089. /**
  78090. * Creates a new instance of the Gamepad.
  78091. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78092. * @returns the new gamepad instance
  78093. */
  78094. create(gamepadInfo: any): Gamepad;
  78095. }
  78096. /**
  78097. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78098. */
  78099. export class PoseEnabledControllerHelper {
  78100. /** @hidden */
  78101. static _ControllerFactories: _GamePadFactory[];
  78102. /** @hidden */
  78103. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78104. /**
  78105. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78106. * @param vrGamepad the gamepad to initialized
  78107. * @returns a vr controller of the type the gamepad identified as
  78108. */
  78109. static InitiateController(vrGamepad: any): Gamepad;
  78110. }
  78111. /**
  78112. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78113. */
  78114. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78115. /**
  78116. * If the controller is used in a webXR session
  78117. */
  78118. isXR: boolean;
  78119. private _deviceRoomPosition;
  78120. private _deviceRoomRotationQuaternion;
  78121. /**
  78122. * The device position in babylon space
  78123. */
  78124. devicePosition: Vector3;
  78125. /**
  78126. * The device rotation in babylon space
  78127. */
  78128. deviceRotationQuaternion: Quaternion;
  78129. /**
  78130. * The scale factor of the device in babylon space
  78131. */
  78132. deviceScaleFactor: number;
  78133. /**
  78134. * (Likely devicePosition should be used instead) The device position in its room space
  78135. */
  78136. position: Vector3;
  78137. /**
  78138. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78139. */
  78140. rotationQuaternion: Quaternion;
  78141. /**
  78142. * The type of controller (Eg. Windows mixed reality)
  78143. */
  78144. controllerType: PoseEnabledControllerType;
  78145. protected _calculatedPosition: Vector3;
  78146. private _calculatedRotation;
  78147. /**
  78148. * The raw pose from the device
  78149. */
  78150. rawPose: DevicePose;
  78151. private _trackPosition;
  78152. private _maxRotationDistFromHeadset;
  78153. private _draggedRoomRotation;
  78154. /**
  78155. * @hidden
  78156. */
  78157. _disableTrackPosition(fixedPosition: Vector3): void;
  78158. /**
  78159. * Internal, the mesh attached to the controller
  78160. * @hidden
  78161. */
  78162. _mesh: Nullable<AbstractMesh>;
  78163. private _poseControlledCamera;
  78164. private _leftHandSystemQuaternion;
  78165. /**
  78166. * Internal, matrix used to convert room space to babylon space
  78167. * @hidden
  78168. */
  78169. _deviceToWorld: Matrix;
  78170. /**
  78171. * Node to be used when casting a ray from the controller
  78172. * @hidden
  78173. */
  78174. _pointingPoseNode: Nullable<TransformNode>;
  78175. /**
  78176. * Name of the child mesh that can be used to cast a ray from the controller
  78177. */
  78178. static readonly POINTING_POSE: string;
  78179. /**
  78180. * Creates a new PoseEnabledController from a gamepad
  78181. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78182. */
  78183. constructor(browserGamepad: any);
  78184. private _workingMatrix;
  78185. /**
  78186. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78187. */
  78188. update(): void;
  78189. /**
  78190. * Updates only the pose device and mesh without doing any button event checking
  78191. */
  78192. protected _updatePoseAndMesh(): void;
  78193. /**
  78194. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78195. * @param poseData raw pose fromthe device
  78196. */
  78197. updateFromDevice(poseData: DevicePose): void;
  78198. /**
  78199. * @hidden
  78200. */
  78201. _meshAttachedObservable: Observable<AbstractMesh>;
  78202. /**
  78203. * Attaches a mesh to the controller
  78204. * @param mesh the mesh to be attached
  78205. */
  78206. attachToMesh(mesh: AbstractMesh): void;
  78207. /**
  78208. * Attaches the controllers mesh to a camera
  78209. * @param camera the camera the mesh should be attached to
  78210. */
  78211. attachToPoseControlledCamera(camera: TargetCamera): void;
  78212. /**
  78213. * Disposes of the controller
  78214. */
  78215. dispose(): void;
  78216. /**
  78217. * The mesh that is attached to the controller
  78218. */
  78219. readonly mesh: Nullable<AbstractMesh>;
  78220. /**
  78221. * Gets the ray of the controller in the direction the controller is pointing
  78222. * @param length the length the resulting ray should be
  78223. * @returns a ray in the direction the controller is pointing
  78224. */
  78225. getForwardRay(length?: number): Ray;
  78226. }
  78227. }
  78228. declare module BABYLON {
  78229. /**
  78230. * Defines the WebVRController object that represents controllers tracked in 3D space
  78231. */
  78232. export abstract class WebVRController extends PoseEnabledController {
  78233. /**
  78234. * Internal, the default controller model for the controller
  78235. */
  78236. protected _defaultModel: AbstractMesh;
  78237. /**
  78238. * Fired when the trigger state has changed
  78239. */
  78240. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78241. /**
  78242. * Fired when the main button state has changed
  78243. */
  78244. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78245. /**
  78246. * Fired when the secondary button state has changed
  78247. */
  78248. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78249. /**
  78250. * Fired when the pad state has changed
  78251. */
  78252. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78253. /**
  78254. * Fired when controllers stick values have changed
  78255. */
  78256. onPadValuesChangedObservable: Observable<StickValues>;
  78257. /**
  78258. * Array of button availible on the controller
  78259. */
  78260. protected _buttons: Array<MutableGamepadButton>;
  78261. private _onButtonStateChange;
  78262. /**
  78263. * Fired when a controller button's state has changed
  78264. * @param callback the callback containing the button that was modified
  78265. */
  78266. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78267. /**
  78268. * X and Y axis corresponding to the controllers joystick
  78269. */
  78270. pad: StickValues;
  78271. /**
  78272. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78273. */
  78274. hand: string;
  78275. /**
  78276. * The default controller model for the controller
  78277. */
  78278. readonly defaultModel: AbstractMesh;
  78279. /**
  78280. * Creates a new WebVRController from a gamepad
  78281. * @param vrGamepad the gamepad that the WebVRController should be created from
  78282. */
  78283. constructor(vrGamepad: any);
  78284. /**
  78285. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78286. */
  78287. update(): void;
  78288. /**
  78289. * Function to be called when a button is modified
  78290. */
  78291. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78292. /**
  78293. * Loads a mesh and attaches it to the controller
  78294. * @param scene the scene the mesh should be added to
  78295. * @param meshLoaded callback for when the mesh has been loaded
  78296. */
  78297. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78298. private _setButtonValue;
  78299. private _changes;
  78300. private _checkChanges;
  78301. /**
  78302. * Disposes of th webVRCOntroller
  78303. */
  78304. dispose(): void;
  78305. }
  78306. }
  78307. declare module BABYLON {
  78308. /**
  78309. * The HemisphericLight simulates the ambient environment light,
  78310. * so the passed direction is the light reflection direction, not the incoming direction.
  78311. */
  78312. export class HemisphericLight extends Light {
  78313. /**
  78314. * The groundColor is the light in the opposite direction to the one specified during creation.
  78315. * 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.
  78316. */
  78317. groundColor: Color3;
  78318. /**
  78319. * The light reflection direction, not the incoming direction.
  78320. */
  78321. direction: Vector3;
  78322. /**
  78323. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78324. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78325. * The HemisphericLight can't cast shadows.
  78326. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78327. * @param name The friendly name of the light
  78328. * @param direction The direction of the light reflection
  78329. * @param scene The scene the light belongs to
  78330. */
  78331. constructor(name: string, direction: Vector3, scene: Scene);
  78332. protected _buildUniformLayout(): void;
  78333. /**
  78334. * Returns the string "HemisphericLight".
  78335. * @return The class name
  78336. */
  78337. getClassName(): string;
  78338. /**
  78339. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78340. * Returns the updated direction.
  78341. * @param target The target the direction should point to
  78342. * @return The computed direction
  78343. */
  78344. setDirectionToTarget(target: Vector3): Vector3;
  78345. /**
  78346. * Returns the shadow generator associated to the light.
  78347. * @returns Always null for hemispheric lights because it does not support shadows.
  78348. */
  78349. getShadowGenerator(): Nullable<IShadowGenerator>;
  78350. /**
  78351. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78352. * @param effect The effect to update
  78353. * @param lightIndex The index of the light in the effect to update
  78354. * @returns The hemispheric light
  78355. */
  78356. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78357. /**
  78358. * Computes the world matrix of the node
  78359. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78360. * @param useWasUpdatedFlag defines a reserved property
  78361. * @returns the world matrix
  78362. */
  78363. computeWorldMatrix(): Matrix;
  78364. /**
  78365. * Returns the integer 3.
  78366. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78367. */
  78368. getTypeID(): number;
  78369. /**
  78370. * Prepares the list of defines specific to the light type.
  78371. * @param defines the list of defines
  78372. * @param lightIndex defines the index of the light for the effect
  78373. */
  78374. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78375. }
  78376. }
  78377. declare module BABYLON {
  78378. /** @hidden */
  78379. export var vrMultiviewToSingleviewPixelShader: {
  78380. name: string;
  78381. shader: string;
  78382. };
  78383. }
  78384. declare module BABYLON {
  78385. /**
  78386. * Renders to multiple views with a single draw call
  78387. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78388. */
  78389. export class MultiviewRenderTarget extends RenderTargetTexture {
  78390. /**
  78391. * Creates a multiview render target
  78392. * @param scene scene used with the render target
  78393. * @param size the size of the render target (used for each view)
  78394. */
  78395. constructor(scene: Scene, size?: number | {
  78396. width: number;
  78397. height: number;
  78398. } | {
  78399. ratio: number;
  78400. });
  78401. /**
  78402. * @hidden
  78403. * @param faceIndex the face index, if its a cube texture
  78404. */
  78405. _bindFrameBuffer(faceIndex?: number): void;
  78406. /**
  78407. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78408. * @returns the view count
  78409. */
  78410. getViewCount(): number;
  78411. }
  78412. }
  78413. declare module BABYLON {
  78414. /**
  78415. * Reprasents a camera frustum
  78416. */
  78417. export class Frustum {
  78418. /**
  78419. * Gets the planes representing the frustum
  78420. * @param transform matrix to be applied to the returned planes
  78421. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78422. */
  78423. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78424. /**
  78425. * Gets the near frustum plane transformed by the transform matrix
  78426. * @param transform transformation matrix to be applied to the resulting frustum plane
  78427. * @param frustumPlane the resuling frustum plane
  78428. */
  78429. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78430. /**
  78431. * Gets the far frustum plane transformed by the transform matrix
  78432. * @param transform transformation matrix to be applied to the resulting frustum plane
  78433. * @param frustumPlane the resuling frustum plane
  78434. */
  78435. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78436. /**
  78437. * Gets the left frustum plane transformed by the transform matrix
  78438. * @param transform transformation matrix to be applied to the resulting frustum plane
  78439. * @param frustumPlane the resuling frustum plane
  78440. */
  78441. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78442. /**
  78443. * Gets the right frustum plane transformed by the transform matrix
  78444. * @param transform transformation matrix to be applied to the resulting frustum plane
  78445. * @param frustumPlane the resuling frustum plane
  78446. */
  78447. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78448. /**
  78449. * Gets the top frustum plane transformed by the transform matrix
  78450. * @param transform transformation matrix to be applied to the resulting frustum plane
  78451. * @param frustumPlane the resuling frustum plane
  78452. */
  78453. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78454. /**
  78455. * Gets the bottom frustum plane transformed by the transform matrix
  78456. * @param transform transformation matrix to be applied to the resulting frustum plane
  78457. * @param frustumPlane the resuling frustum plane
  78458. */
  78459. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78460. /**
  78461. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78462. * @param transform transformation matrix to be applied to the resulting frustum planes
  78463. * @param frustumPlanes the resuling frustum planes
  78464. */
  78465. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78466. }
  78467. }
  78468. declare module BABYLON {
  78469. interface Engine {
  78470. /**
  78471. * Creates a new multiview render target
  78472. * @param width defines the width of the texture
  78473. * @param height defines the height of the texture
  78474. * @returns the created multiview texture
  78475. */
  78476. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78477. /**
  78478. * Binds a multiview framebuffer to be drawn to
  78479. * @param multiviewTexture texture to bind
  78480. */
  78481. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78482. }
  78483. interface Camera {
  78484. /**
  78485. * @hidden
  78486. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78487. */
  78488. _useMultiviewToSingleView: boolean;
  78489. /**
  78490. * @hidden
  78491. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78492. */
  78493. _multiviewTexture: Nullable<RenderTargetTexture>;
  78494. /**
  78495. * @hidden
  78496. * ensures the multiview texture of the camera exists and has the specified width/height
  78497. * @param width height to set on the multiview texture
  78498. * @param height width to set on the multiview texture
  78499. */
  78500. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78501. }
  78502. interface Scene {
  78503. /** @hidden */
  78504. _transformMatrixR: Matrix;
  78505. /** @hidden */
  78506. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78507. /** @hidden */
  78508. _createMultiviewUbo(): void;
  78509. /** @hidden */
  78510. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78511. /** @hidden */
  78512. _renderMultiviewToSingleView(camera: Camera): void;
  78513. }
  78514. }
  78515. declare module BABYLON {
  78516. /**
  78517. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78518. * This will not be used for webXR as it supports displaying texture arrays directly
  78519. */
  78520. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78521. /**
  78522. * Initializes a VRMultiviewToSingleview
  78523. * @param name name of the post process
  78524. * @param camera camera to be applied to
  78525. * @param scaleFactor scaling factor to the size of the output texture
  78526. */
  78527. constructor(name: string, camera: Camera, scaleFactor: number);
  78528. }
  78529. }
  78530. declare module BABYLON {
  78531. interface Engine {
  78532. /** @hidden */
  78533. _vrDisplay: any;
  78534. /** @hidden */
  78535. _vrSupported: boolean;
  78536. /** @hidden */
  78537. _oldSize: Size;
  78538. /** @hidden */
  78539. _oldHardwareScaleFactor: number;
  78540. /** @hidden */
  78541. _vrExclusivePointerMode: boolean;
  78542. /** @hidden */
  78543. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78544. /** @hidden */
  78545. _onVRDisplayPointerRestricted: () => void;
  78546. /** @hidden */
  78547. _onVRDisplayPointerUnrestricted: () => void;
  78548. /** @hidden */
  78549. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78550. /** @hidden */
  78551. _onVrDisplayDisconnect: Nullable<() => void>;
  78552. /** @hidden */
  78553. _onVrDisplayPresentChange: Nullable<() => void>;
  78554. /**
  78555. * Observable signaled when VR display mode changes
  78556. */
  78557. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78558. /**
  78559. * Observable signaled when VR request present is complete
  78560. */
  78561. onVRRequestPresentComplete: Observable<boolean>;
  78562. /**
  78563. * Observable signaled when VR request present starts
  78564. */
  78565. onVRRequestPresentStart: Observable<Engine>;
  78566. /**
  78567. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78568. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78569. */
  78570. isInVRExclusivePointerMode: boolean;
  78571. /**
  78572. * Gets a boolean indicating if a webVR device was detected
  78573. * @returns true if a webVR device was detected
  78574. */
  78575. isVRDevicePresent(): boolean;
  78576. /**
  78577. * Gets the current webVR device
  78578. * @returns the current webVR device (or null)
  78579. */
  78580. getVRDevice(): any;
  78581. /**
  78582. * Initializes a webVR display and starts listening to display change events
  78583. * The onVRDisplayChangedObservable will be notified upon these changes
  78584. * @returns A promise containing a VRDisplay and if vr is supported
  78585. */
  78586. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78587. /** @hidden */
  78588. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78589. /**
  78590. * Call this function to switch to webVR mode
  78591. * Will do nothing if webVR is not supported or if there is no webVR device
  78592. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78593. */
  78594. enableVR(): void;
  78595. /** @hidden */
  78596. _onVRFullScreenTriggered(): void;
  78597. }
  78598. }
  78599. declare module BABYLON {
  78600. /**
  78601. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78602. * IMPORTANT!! The data is right-hand data.
  78603. * @export
  78604. * @interface DevicePose
  78605. */
  78606. export interface DevicePose {
  78607. /**
  78608. * The position of the device, values in array are [x,y,z].
  78609. */
  78610. readonly position: Nullable<Float32Array>;
  78611. /**
  78612. * The linearVelocity of the device, values in array are [x,y,z].
  78613. */
  78614. readonly linearVelocity: Nullable<Float32Array>;
  78615. /**
  78616. * The linearAcceleration of the device, values in array are [x,y,z].
  78617. */
  78618. readonly linearAcceleration: Nullable<Float32Array>;
  78619. /**
  78620. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78621. */
  78622. readonly orientation: Nullable<Float32Array>;
  78623. /**
  78624. * The angularVelocity of the device, values in array are [x,y,z].
  78625. */
  78626. readonly angularVelocity: Nullable<Float32Array>;
  78627. /**
  78628. * The angularAcceleration of the device, values in array are [x,y,z].
  78629. */
  78630. readonly angularAcceleration: Nullable<Float32Array>;
  78631. }
  78632. /**
  78633. * Interface representing a pose controlled object in Babylon.
  78634. * A pose controlled object has both regular pose values as well as pose values
  78635. * from an external device such as a VR head mounted display
  78636. */
  78637. export interface PoseControlled {
  78638. /**
  78639. * The position of the object in babylon space.
  78640. */
  78641. position: Vector3;
  78642. /**
  78643. * The rotation quaternion of the object in babylon space.
  78644. */
  78645. rotationQuaternion: Quaternion;
  78646. /**
  78647. * The position of the device in babylon space.
  78648. */
  78649. devicePosition?: Vector3;
  78650. /**
  78651. * The rotation quaternion of the device in babylon space.
  78652. */
  78653. deviceRotationQuaternion: Quaternion;
  78654. /**
  78655. * The raw pose coming from the device.
  78656. */
  78657. rawPose: Nullable<DevicePose>;
  78658. /**
  78659. * The scale of the device to be used when translating from device space to babylon space.
  78660. */
  78661. deviceScaleFactor: number;
  78662. /**
  78663. * Updates the poseControlled values based on the input device pose.
  78664. * @param poseData the pose data to update the object with
  78665. */
  78666. updateFromDevice(poseData: DevicePose): void;
  78667. }
  78668. /**
  78669. * Set of options to customize the webVRCamera
  78670. */
  78671. export interface WebVROptions {
  78672. /**
  78673. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78674. */
  78675. trackPosition?: boolean;
  78676. /**
  78677. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78678. */
  78679. positionScale?: number;
  78680. /**
  78681. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78682. */
  78683. displayName?: string;
  78684. /**
  78685. * Should the native controller meshes be initialized. (default: true)
  78686. */
  78687. controllerMeshes?: boolean;
  78688. /**
  78689. * Creating a default HemiLight only on controllers. (default: true)
  78690. */
  78691. defaultLightingOnControllers?: boolean;
  78692. /**
  78693. * If you don't want to use the default VR button of the helper. (default: false)
  78694. */
  78695. useCustomVRButton?: boolean;
  78696. /**
  78697. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78698. */
  78699. customVRButton?: HTMLButtonElement;
  78700. /**
  78701. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78702. */
  78703. rayLength?: number;
  78704. /**
  78705. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78706. */
  78707. defaultHeight?: number;
  78708. /**
  78709. * If multiview should be used if availible (default: false)
  78710. */
  78711. useMultiview?: boolean;
  78712. }
  78713. /**
  78714. * This represents a WebVR camera.
  78715. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78716. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78717. */
  78718. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78719. private webVROptions;
  78720. /**
  78721. * @hidden
  78722. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78723. */
  78724. _vrDevice: any;
  78725. /**
  78726. * The rawPose of the vrDevice.
  78727. */
  78728. rawPose: Nullable<DevicePose>;
  78729. private _onVREnabled;
  78730. private _specsVersion;
  78731. private _attached;
  78732. private _frameData;
  78733. protected _descendants: Array<Node>;
  78734. private _deviceRoomPosition;
  78735. /** @hidden */
  78736. _deviceRoomRotationQuaternion: Quaternion;
  78737. private _standingMatrix;
  78738. /**
  78739. * Represents device position in babylon space.
  78740. */
  78741. devicePosition: Vector3;
  78742. /**
  78743. * Represents device rotation in babylon space.
  78744. */
  78745. deviceRotationQuaternion: Quaternion;
  78746. /**
  78747. * The scale of the device to be used when translating from device space to babylon space.
  78748. */
  78749. deviceScaleFactor: number;
  78750. private _deviceToWorld;
  78751. private _worldToDevice;
  78752. /**
  78753. * References to the webVR controllers for the vrDevice.
  78754. */
  78755. controllers: Array<WebVRController>;
  78756. /**
  78757. * Emits an event when a controller is attached.
  78758. */
  78759. onControllersAttachedObservable: Observable<WebVRController[]>;
  78760. /**
  78761. * Emits an event when a controller's mesh has been loaded;
  78762. */
  78763. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78764. /**
  78765. * Emits an event when the HMD's pose has been updated.
  78766. */
  78767. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78768. private _poseSet;
  78769. /**
  78770. * If the rig cameras be used as parent instead of this camera.
  78771. */
  78772. rigParenting: boolean;
  78773. private _lightOnControllers;
  78774. private _defaultHeight?;
  78775. /**
  78776. * Instantiates a WebVRFreeCamera.
  78777. * @param name The name of the WebVRFreeCamera
  78778. * @param position The starting anchor position for the camera
  78779. * @param scene The scene the camera belongs to
  78780. * @param webVROptions a set of customizable options for the webVRCamera
  78781. */
  78782. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78783. /**
  78784. * Gets the device distance from the ground in meters.
  78785. * @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.
  78786. */
  78787. deviceDistanceToRoomGround(): number;
  78788. /**
  78789. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78790. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78791. */
  78792. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78793. /**
  78794. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78795. * @returns A promise with a boolean set to if the standing matrix is supported.
  78796. */
  78797. useStandingMatrixAsync(): Promise<boolean>;
  78798. /**
  78799. * Disposes the camera
  78800. */
  78801. dispose(): void;
  78802. /**
  78803. * Gets a vrController by name.
  78804. * @param name The name of the controller to retreive
  78805. * @returns the controller matching the name specified or null if not found
  78806. */
  78807. getControllerByName(name: string): Nullable<WebVRController>;
  78808. private _leftController;
  78809. /**
  78810. * The controller corresponding to the users left hand.
  78811. */
  78812. readonly leftController: Nullable<WebVRController>;
  78813. private _rightController;
  78814. /**
  78815. * The controller corresponding to the users right hand.
  78816. */
  78817. readonly rightController: Nullable<WebVRController>;
  78818. /**
  78819. * Casts a ray forward from the vrCamera's gaze.
  78820. * @param length Length of the ray (default: 100)
  78821. * @returns the ray corresponding to the gaze
  78822. */
  78823. getForwardRay(length?: number): Ray;
  78824. /**
  78825. * @hidden
  78826. * Updates the camera based on device's frame data
  78827. */
  78828. _checkInputs(): void;
  78829. /**
  78830. * Updates the poseControlled values based on the input device pose.
  78831. * @param poseData Pose coming from the device
  78832. */
  78833. updateFromDevice(poseData: DevicePose): void;
  78834. private _htmlElementAttached;
  78835. private _detachIfAttached;
  78836. /**
  78837. * WebVR's attach control will start broadcasting frames to the device.
  78838. * Note that in certain browsers (chrome for example) this function must be called
  78839. * within a user-interaction callback. Example:
  78840. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78841. *
  78842. * @param element html element to attach the vrDevice to
  78843. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78844. */
  78845. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78846. /**
  78847. * Detaches the camera from the html element and disables VR
  78848. *
  78849. * @param element html element to detach from
  78850. */
  78851. detachControl(element: HTMLElement): void;
  78852. /**
  78853. * @returns the name of this class
  78854. */
  78855. getClassName(): string;
  78856. /**
  78857. * Calls resetPose on the vrDisplay
  78858. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78859. */
  78860. resetToCurrentRotation(): void;
  78861. /**
  78862. * @hidden
  78863. * Updates the rig cameras (left and right eye)
  78864. */
  78865. _updateRigCameras(): void;
  78866. private _workingVector;
  78867. private _oneVector;
  78868. private _workingMatrix;
  78869. private updateCacheCalled;
  78870. private _correctPositionIfNotTrackPosition;
  78871. /**
  78872. * @hidden
  78873. * Updates the cached values of the camera
  78874. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78875. */
  78876. _updateCache(ignoreParentClass?: boolean): void;
  78877. /**
  78878. * @hidden
  78879. * Get current device position in babylon world
  78880. */
  78881. _computeDevicePosition(): void;
  78882. /**
  78883. * Updates the current device position and rotation in the babylon world
  78884. */
  78885. update(): void;
  78886. /**
  78887. * @hidden
  78888. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78889. * @returns an identity matrix
  78890. */
  78891. _getViewMatrix(): Matrix;
  78892. private _tmpMatrix;
  78893. /**
  78894. * This function is called by the two RIG cameras.
  78895. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78896. * @hidden
  78897. */
  78898. _getWebVRViewMatrix(): Matrix;
  78899. /** @hidden */
  78900. _getWebVRProjectionMatrix(): Matrix;
  78901. private _onGamepadConnectedObserver;
  78902. private _onGamepadDisconnectedObserver;
  78903. private _updateCacheWhenTrackingDisabledObserver;
  78904. /**
  78905. * Initializes the controllers and their meshes
  78906. */
  78907. initControllers(): void;
  78908. }
  78909. }
  78910. declare module BABYLON {
  78911. /**
  78912. * Size options for a post process
  78913. */
  78914. export type PostProcessOptions = {
  78915. width: number;
  78916. height: number;
  78917. };
  78918. /**
  78919. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78920. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78921. */
  78922. export class PostProcess {
  78923. /** Name of the PostProcess. */
  78924. name: string;
  78925. /**
  78926. * Gets or sets the unique id of the post process
  78927. */
  78928. uniqueId: number;
  78929. /**
  78930. * Width of the texture to apply the post process on
  78931. */
  78932. width: number;
  78933. /**
  78934. * Height of the texture to apply the post process on
  78935. */
  78936. height: number;
  78937. /**
  78938. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78939. * @hidden
  78940. */
  78941. _outputTexture: Nullable<InternalTexture>;
  78942. /**
  78943. * Sampling mode used by the shader
  78944. * See https://doc.babylonjs.com/classes/3.1/texture
  78945. */
  78946. renderTargetSamplingMode: number;
  78947. /**
  78948. * Clear color to use when screen clearing
  78949. */
  78950. clearColor: Color4;
  78951. /**
  78952. * If the buffer needs to be cleared before applying the post process. (default: true)
  78953. * Should be set to false if shader will overwrite all previous pixels.
  78954. */
  78955. autoClear: boolean;
  78956. /**
  78957. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78958. */
  78959. alphaMode: number;
  78960. /**
  78961. * Sets the setAlphaBlendConstants of the babylon engine
  78962. */
  78963. alphaConstants: Color4;
  78964. /**
  78965. * Animations to be used for the post processing
  78966. */
  78967. animations: Animation[];
  78968. /**
  78969. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78970. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78971. */
  78972. enablePixelPerfectMode: boolean;
  78973. /**
  78974. * Force the postprocess to be applied without taking in account viewport
  78975. */
  78976. forceFullscreenViewport: boolean;
  78977. /**
  78978. * List of inspectable custom properties (used by the Inspector)
  78979. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78980. */
  78981. inspectableCustomProperties: IInspectable[];
  78982. /**
  78983. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78984. *
  78985. * | Value | Type | Description |
  78986. * | ----- | ----------------------------------- | ----------- |
  78987. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78988. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78989. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78990. *
  78991. */
  78992. scaleMode: number;
  78993. /**
  78994. * Force textures to be a power of two (default: false)
  78995. */
  78996. alwaysForcePOT: boolean;
  78997. private _samples;
  78998. /**
  78999. * Number of sample textures (default: 1)
  79000. */
  79001. samples: number;
  79002. /**
  79003. * Modify the scale of the post process to be the same as the viewport (default: false)
  79004. */
  79005. adaptScaleToCurrentViewport: boolean;
  79006. private _camera;
  79007. private _scene;
  79008. private _engine;
  79009. private _options;
  79010. private _reusable;
  79011. private _textureType;
  79012. /**
  79013. * Smart array of input and output textures for the post process.
  79014. * @hidden
  79015. */
  79016. _textures: SmartArray<InternalTexture>;
  79017. /**
  79018. * The index in _textures that corresponds to the output texture.
  79019. * @hidden
  79020. */
  79021. _currentRenderTextureInd: number;
  79022. private _effect;
  79023. private _samplers;
  79024. private _fragmentUrl;
  79025. private _vertexUrl;
  79026. private _parameters;
  79027. private _scaleRatio;
  79028. protected _indexParameters: any;
  79029. private _shareOutputWithPostProcess;
  79030. private _texelSize;
  79031. private _forcedOutputTexture;
  79032. /**
  79033. * Returns the fragment url or shader name used in the post process.
  79034. * @returns the fragment url or name in the shader store.
  79035. */
  79036. getEffectName(): string;
  79037. /**
  79038. * An event triggered when the postprocess is activated.
  79039. */
  79040. onActivateObservable: Observable<Camera>;
  79041. private _onActivateObserver;
  79042. /**
  79043. * A function that is added to the onActivateObservable
  79044. */
  79045. onActivate: Nullable<(camera: Camera) => void>;
  79046. /**
  79047. * An event triggered when the postprocess changes its size.
  79048. */
  79049. onSizeChangedObservable: Observable<PostProcess>;
  79050. private _onSizeChangedObserver;
  79051. /**
  79052. * A function that is added to the onSizeChangedObservable
  79053. */
  79054. onSizeChanged: (postProcess: PostProcess) => void;
  79055. /**
  79056. * An event triggered when the postprocess applies its effect.
  79057. */
  79058. onApplyObservable: Observable<Effect>;
  79059. private _onApplyObserver;
  79060. /**
  79061. * A function that is added to the onApplyObservable
  79062. */
  79063. onApply: (effect: Effect) => void;
  79064. /**
  79065. * An event triggered before rendering the postprocess
  79066. */
  79067. onBeforeRenderObservable: Observable<Effect>;
  79068. private _onBeforeRenderObserver;
  79069. /**
  79070. * A function that is added to the onBeforeRenderObservable
  79071. */
  79072. onBeforeRender: (effect: Effect) => void;
  79073. /**
  79074. * An event triggered after rendering the postprocess
  79075. */
  79076. onAfterRenderObservable: Observable<Effect>;
  79077. private _onAfterRenderObserver;
  79078. /**
  79079. * A function that is added to the onAfterRenderObservable
  79080. */
  79081. onAfterRender: (efect: Effect) => void;
  79082. /**
  79083. * 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
  79084. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79085. */
  79086. inputTexture: InternalTexture;
  79087. /**
  79088. * Gets the camera which post process is applied to.
  79089. * @returns The camera the post process is applied to.
  79090. */
  79091. getCamera(): Camera;
  79092. /**
  79093. * Gets the texel size of the postprocess.
  79094. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79095. */
  79096. readonly texelSize: Vector2;
  79097. /**
  79098. * Creates a new instance PostProcess
  79099. * @param name The name of the PostProcess.
  79100. * @param fragmentUrl The url of the fragment shader to be used.
  79101. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79102. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79103. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79104. * @param camera The camera to apply the render pass to.
  79105. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79106. * @param engine The engine which the post process will be applied. (default: current engine)
  79107. * @param reusable If the post process can be reused on the same frame. (default: false)
  79108. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79109. * @param textureType Type of textures used when performing the post process. (default: 0)
  79110. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79111. * @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
  79112. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79113. */
  79114. constructor(
  79115. /** Name of the PostProcess. */
  79116. 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);
  79117. /**
  79118. * Gets a string idenfifying the name of the class
  79119. * @returns "PostProcess" string
  79120. */
  79121. getClassName(): string;
  79122. /**
  79123. * Gets the engine which this post process belongs to.
  79124. * @returns The engine the post process was enabled with.
  79125. */
  79126. getEngine(): Engine;
  79127. /**
  79128. * The effect that is created when initializing the post process.
  79129. * @returns The created effect corresponding the the postprocess.
  79130. */
  79131. getEffect(): Effect;
  79132. /**
  79133. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79134. * @param postProcess The post process to share the output with.
  79135. * @returns This post process.
  79136. */
  79137. shareOutputWith(postProcess: PostProcess): PostProcess;
  79138. /**
  79139. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79140. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79141. */
  79142. useOwnOutput(): void;
  79143. /**
  79144. * Updates the effect with the current post process compile time values and recompiles the shader.
  79145. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79146. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79147. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79148. * @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
  79149. * @param onCompiled Called when the shader has been compiled.
  79150. * @param onError Called if there is an error when compiling a shader.
  79151. */
  79152. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79153. /**
  79154. * The post process is reusable if it can be used multiple times within one frame.
  79155. * @returns If the post process is reusable
  79156. */
  79157. isReusable(): boolean;
  79158. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79159. markTextureDirty(): void;
  79160. /**
  79161. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79162. * 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.
  79163. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79164. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79165. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79166. * @returns The target texture that was bound to be written to.
  79167. */
  79168. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79169. /**
  79170. * If the post process is supported.
  79171. */
  79172. readonly isSupported: boolean;
  79173. /**
  79174. * The aspect ratio of the output texture.
  79175. */
  79176. readonly aspectRatio: number;
  79177. /**
  79178. * Get a value indicating if the post-process is ready to be used
  79179. * @returns true if the post-process is ready (shader is compiled)
  79180. */
  79181. isReady(): boolean;
  79182. /**
  79183. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79184. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79185. */
  79186. apply(): Nullable<Effect>;
  79187. private _disposeTextures;
  79188. /**
  79189. * Disposes the post process.
  79190. * @param camera The camera to dispose the post process on.
  79191. */
  79192. dispose(camera?: Camera): void;
  79193. }
  79194. }
  79195. declare module BABYLON {
  79196. /** @hidden */
  79197. export var kernelBlurVaryingDeclaration: {
  79198. name: string;
  79199. shader: string;
  79200. };
  79201. }
  79202. declare module BABYLON {
  79203. /** @hidden */
  79204. export var kernelBlurFragment: {
  79205. name: string;
  79206. shader: string;
  79207. };
  79208. }
  79209. declare module BABYLON {
  79210. /** @hidden */
  79211. export var kernelBlurFragment2: {
  79212. name: string;
  79213. shader: string;
  79214. };
  79215. }
  79216. declare module BABYLON {
  79217. /** @hidden */
  79218. export var kernelBlurPixelShader: {
  79219. name: string;
  79220. shader: string;
  79221. };
  79222. }
  79223. declare module BABYLON {
  79224. /** @hidden */
  79225. export var kernelBlurVertex: {
  79226. name: string;
  79227. shader: string;
  79228. };
  79229. }
  79230. declare module BABYLON {
  79231. /** @hidden */
  79232. export var kernelBlurVertexShader: {
  79233. name: string;
  79234. shader: string;
  79235. };
  79236. }
  79237. declare module BABYLON {
  79238. /**
  79239. * The Blur Post Process which blurs an image based on a kernel and direction.
  79240. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79241. */
  79242. export class BlurPostProcess extends PostProcess {
  79243. /** The direction in which to blur the image. */
  79244. direction: Vector2;
  79245. private blockCompilation;
  79246. protected _kernel: number;
  79247. protected _idealKernel: number;
  79248. protected _packedFloat: boolean;
  79249. private _staticDefines;
  79250. /**
  79251. * Sets the length in pixels of the blur sample region
  79252. */
  79253. /**
  79254. * Gets the length in pixels of the blur sample region
  79255. */
  79256. kernel: number;
  79257. /**
  79258. * Sets wether or not the blur needs to unpack/repack floats
  79259. */
  79260. /**
  79261. * Gets wether or not the blur is unpacking/repacking floats
  79262. */
  79263. packedFloat: boolean;
  79264. /**
  79265. * Creates a new instance BlurPostProcess
  79266. * @param name The name of the effect.
  79267. * @param direction The direction in which to blur the image.
  79268. * @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.
  79269. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79270. * @param camera The camera to apply the render pass to.
  79271. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79272. * @param engine The engine which the post process will be applied. (default: current engine)
  79273. * @param reusable If the post process can be reused on the same frame. (default: false)
  79274. * @param textureType Type of textures used when performing the post process. (default: 0)
  79275. * @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)
  79276. */
  79277. constructor(name: string,
  79278. /** The direction in which to blur the image. */
  79279. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79280. /**
  79281. * Updates the effect with the current post process compile time values and recompiles the shader.
  79282. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79283. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79284. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79285. * @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
  79286. * @param onCompiled Called when the shader has been compiled.
  79287. * @param onError Called if there is an error when compiling a shader.
  79288. */
  79289. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79290. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79291. /**
  79292. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79293. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79294. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79295. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79296. * The gaps between physical kernels are compensated for in the weighting of the samples
  79297. * @param idealKernel Ideal blur kernel.
  79298. * @return Nearest best kernel.
  79299. */
  79300. protected _nearestBestKernel(idealKernel: number): number;
  79301. /**
  79302. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79303. * @param x The point on the Gaussian distribution to sample.
  79304. * @return the value of the Gaussian function at x.
  79305. */
  79306. protected _gaussianWeight(x: number): number;
  79307. /**
  79308. * Generates a string that can be used as a floating point number in GLSL.
  79309. * @param x Value to print.
  79310. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79311. * @return GLSL float string.
  79312. */
  79313. protected _glslFloat(x: number, decimalFigures?: number): string;
  79314. }
  79315. }
  79316. declare module BABYLON {
  79317. /**
  79318. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79319. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79320. * You can then easily use it as a reflectionTexture on a flat surface.
  79321. * In case the surface is not a plane, please consider relying on reflection probes.
  79322. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79323. */
  79324. export class MirrorTexture extends RenderTargetTexture {
  79325. private scene;
  79326. /**
  79327. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79328. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  79329. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79330. */
  79331. mirrorPlane: Plane;
  79332. /**
  79333. * Define the blur ratio used to blur the reflection if needed.
  79334. */
  79335. blurRatio: number;
  79336. /**
  79337. * Define the adaptive blur kernel used to blur the reflection if needed.
  79338. * This will autocompute the closest best match for the `blurKernel`
  79339. */
  79340. adaptiveBlurKernel: number;
  79341. /**
  79342. * Define the blur kernel used to blur the reflection if needed.
  79343. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79344. */
  79345. blurKernel: number;
  79346. /**
  79347. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79348. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79349. */
  79350. blurKernelX: number;
  79351. /**
  79352. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79353. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79354. */
  79355. blurKernelY: number;
  79356. private _autoComputeBlurKernel;
  79357. protected _onRatioRescale(): void;
  79358. private _updateGammaSpace;
  79359. private _imageProcessingConfigChangeObserver;
  79360. private _transformMatrix;
  79361. private _mirrorMatrix;
  79362. private _savedViewMatrix;
  79363. private _blurX;
  79364. private _blurY;
  79365. private _adaptiveBlurKernel;
  79366. private _blurKernelX;
  79367. private _blurKernelY;
  79368. private _blurRatio;
  79369. /**
  79370. * Instantiates a Mirror Texture.
  79371. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79372. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79373. * You can then easily use it as a reflectionTexture on a flat surface.
  79374. * In case the surface is not a plane, please consider relying on reflection probes.
  79375. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79376. * @param name
  79377. * @param size
  79378. * @param scene
  79379. * @param generateMipMaps
  79380. * @param type
  79381. * @param samplingMode
  79382. * @param generateDepthBuffer
  79383. */
  79384. constructor(name: string, size: number | {
  79385. width: number;
  79386. height: number;
  79387. } | {
  79388. ratio: number;
  79389. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79390. private _preparePostProcesses;
  79391. /**
  79392. * Clone the mirror texture.
  79393. * @returns the cloned texture
  79394. */
  79395. clone(): MirrorTexture;
  79396. /**
  79397. * Serialize the texture to a JSON representation you could use in Parse later on
  79398. * @returns the serialized JSON representation
  79399. */
  79400. serialize(): any;
  79401. /**
  79402. * Dispose the texture and release its associated resources.
  79403. */
  79404. dispose(): void;
  79405. }
  79406. }
  79407. declare module BABYLON {
  79408. /**
  79409. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79410. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79411. */
  79412. export class Texture extends BaseTexture {
  79413. /** @hidden */
  79414. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79415. /** @hidden */
  79416. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79417. /** @hidden */
  79418. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79419. /** nearest is mag = nearest and min = nearest and mip = linear */
  79420. static readonly NEAREST_SAMPLINGMODE: number;
  79421. /** nearest is mag = nearest and min = nearest and mip = linear */
  79422. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79423. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79424. static readonly BILINEAR_SAMPLINGMODE: number;
  79425. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79426. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79427. /** Trilinear is mag = linear and min = linear and mip = linear */
  79428. static readonly TRILINEAR_SAMPLINGMODE: number;
  79429. /** Trilinear is mag = linear and min = linear and mip = linear */
  79430. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79431. /** mag = nearest and min = nearest and mip = nearest */
  79432. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79433. /** mag = nearest and min = linear and mip = nearest */
  79434. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79435. /** mag = nearest and min = linear and mip = linear */
  79436. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79437. /** mag = nearest and min = linear and mip = none */
  79438. static readonly NEAREST_LINEAR: number;
  79439. /** mag = nearest and min = nearest and mip = none */
  79440. static readonly NEAREST_NEAREST: number;
  79441. /** mag = linear and min = nearest and mip = nearest */
  79442. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79443. /** mag = linear and min = nearest and mip = linear */
  79444. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79445. /** mag = linear and min = linear and mip = none */
  79446. static readonly LINEAR_LINEAR: number;
  79447. /** mag = linear and min = nearest and mip = none */
  79448. static readonly LINEAR_NEAREST: number;
  79449. /** Explicit coordinates mode */
  79450. static readonly EXPLICIT_MODE: number;
  79451. /** Spherical coordinates mode */
  79452. static readonly SPHERICAL_MODE: number;
  79453. /** Planar coordinates mode */
  79454. static readonly PLANAR_MODE: number;
  79455. /** Cubic coordinates mode */
  79456. static readonly CUBIC_MODE: number;
  79457. /** Projection coordinates mode */
  79458. static readonly PROJECTION_MODE: number;
  79459. /** Inverse Cubic coordinates mode */
  79460. static readonly SKYBOX_MODE: number;
  79461. /** Inverse Cubic coordinates mode */
  79462. static readonly INVCUBIC_MODE: number;
  79463. /** Equirectangular coordinates mode */
  79464. static readonly EQUIRECTANGULAR_MODE: number;
  79465. /** Equirectangular Fixed coordinates mode */
  79466. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79467. /** Equirectangular Fixed Mirrored coordinates mode */
  79468. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79469. /** Texture is not repeating outside of 0..1 UVs */
  79470. static readonly CLAMP_ADDRESSMODE: number;
  79471. /** Texture is repeating outside of 0..1 UVs */
  79472. static readonly WRAP_ADDRESSMODE: number;
  79473. /** Texture is repeating and mirrored */
  79474. static readonly MIRROR_ADDRESSMODE: number;
  79475. /**
  79476. * 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
  79477. */
  79478. static UseSerializedUrlIfAny: boolean;
  79479. /**
  79480. * Define the url of the texture.
  79481. */
  79482. url: Nullable<string>;
  79483. /**
  79484. * Define an offset on the texture to offset the u coordinates of the UVs
  79485. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79486. */
  79487. uOffset: number;
  79488. /**
  79489. * Define an offset on the texture to offset the v coordinates of the UVs
  79490. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79491. */
  79492. vOffset: number;
  79493. /**
  79494. * Define an offset on the texture to scale the u coordinates of the UVs
  79495. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79496. */
  79497. uScale: number;
  79498. /**
  79499. * Define an offset on the texture to scale the v coordinates of the UVs
  79500. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79501. */
  79502. vScale: number;
  79503. /**
  79504. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79505. * @see http://doc.babylonjs.com/how_to/more_materials
  79506. */
  79507. uAng: number;
  79508. /**
  79509. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79510. * @see http://doc.babylonjs.com/how_to/more_materials
  79511. */
  79512. vAng: number;
  79513. /**
  79514. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79515. * @see http://doc.babylonjs.com/how_to/more_materials
  79516. */
  79517. wAng: number;
  79518. /**
  79519. * Defines the center of rotation (U)
  79520. */
  79521. uRotationCenter: number;
  79522. /**
  79523. * Defines the center of rotation (V)
  79524. */
  79525. vRotationCenter: number;
  79526. /**
  79527. * Defines the center of rotation (W)
  79528. */
  79529. wRotationCenter: number;
  79530. /**
  79531. * Are mip maps generated for this texture or not.
  79532. */
  79533. readonly noMipmap: boolean;
  79534. /**
  79535. * List of inspectable custom properties (used by the Inspector)
  79536. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79537. */
  79538. inspectableCustomProperties: Nullable<IInspectable[]>;
  79539. private _noMipmap;
  79540. /** @hidden */
  79541. _invertY: boolean;
  79542. private _rowGenerationMatrix;
  79543. private _cachedTextureMatrix;
  79544. private _projectionModeMatrix;
  79545. private _t0;
  79546. private _t1;
  79547. private _t2;
  79548. private _cachedUOffset;
  79549. private _cachedVOffset;
  79550. private _cachedUScale;
  79551. private _cachedVScale;
  79552. private _cachedUAng;
  79553. private _cachedVAng;
  79554. private _cachedWAng;
  79555. private _cachedProjectionMatrixId;
  79556. private _cachedCoordinatesMode;
  79557. /** @hidden */
  79558. protected _initialSamplingMode: number;
  79559. /** @hidden */
  79560. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79561. private _deleteBuffer;
  79562. protected _format: Nullable<number>;
  79563. private _delayedOnLoad;
  79564. private _delayedOnError;
  79565. /**
  79566. * Observable triggered once the texture has been loaded.
  79567. */
  79568. onLoadObservable: Observable<Texture>;
  79569. protected _isBlocking: boolean;
  79570. /**
  79571. * Is the texture preventing material to render while loading.
  79572. * If false, a default texture will be used instead of the loading one during the preparation step.
  79573. */
  79574. isBlocking: boolean;
  79575. /**
  79576. * Get the current sampling mode associated with the texture.
  79577. */
  79578. readonly samplingMode: number;
  79579. /**
  79580. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79581. */
  79582. readonly invertY: boolean;
  79583. /**
  79584. * Instantiates a new texture.
  79585. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79586. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79587. * @param url define the url of the picture to load as a texture
  79588. * @param scene define the scene or engine the texture will belong to
  79589. * @param noMipmap define if the texture will require mip maps or not
  79590. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79591. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79592. * @param onLoad define a callback triggered when the texture has been loaded
  79593. * @param onError define a callback triggered when an error occurred during the loading session
  79594. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79595. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79596. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79597. */
  79598. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, 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);
  79599. /**
  79600. * Update the url (and optional buffer) of this texture if url was null during construction.
  79601. * @param url the url of the texture
  79602. * @param buffer the buffer of the texture (defaults to null)
  79603. * @param onLoad callback called when the texture is loaded (defaults to null)
  79604. */
  79605. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79606. /**
  79607. * Finish the loading sequence of a texture flagged as delayed load.
  79608. * @hidden
  79609. */
  79610. delayLoad(): void;
  79611. private _prepareRowForTextureGeneration;
  79612. /**
  79613. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79614. * @returns the transform matrix of the texture.
  79615. */
  79616. getTextureMatrix(): Matrix;
  79617. /**
  79618. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79619. * @returns The reflection texture transform
  79620. */
  79621. getReflectionTextureMatrix(): Matrix;
  79622. /**
  79623. * Clones the texture.
  79624. * @returns the cloned texture
  79625. */
  79626. clone(): Texture;
  79627. /**
  79628. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79629. * @returns The JSON representation of the texture
  79630. */
  79631. serialize(): any;
  79632. /**
  79633. * Get the current class name of the texture useful for serialization or dynamic coding.
  79634. * @returns "Texture"
  79635. */
  79636. getClassName(): string;
  79637. /**
  79638. * Dispose the texture and release its associated resources.
  79639. */
  79640. dispose(): void;
  79641. /**
  79642. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79643. * @param parsedTexture Define the JSON representation of the texture
  79644. * @param scene Define the scene the parsed texture should be instantiated in
  79645. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79646. * @returns The parsed texture if successful
  79647. */
  79648. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79649. /**
  79650. * Creates a texture from its base 64 representation.
  79651. * @param data Define the base64 payload without the data: prefix
  79652. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79653. * @param scene Define the scene the texture should belong to
  79654. * @param noMipmap Forces the texture to not create mip map information if true
  79655. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79656. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79657. * @param onLoad define a callback triggered when the texture has been loaded
  79658. * @param onError define a callback triggered when an error occurred during the loading session
  79659. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79660. * @returns the created texture
  79661. */
  79662. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79663. /**
  79664. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79665. * @param data Define the base64 payload without the data: prefix
  79666. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79667. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79668. * @param scene Define the scene the texture should belong to
  79669. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79670. * @param noMipmap Forces the texture to not create mip map information if true
  79671. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79672. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79673. * @param onLoad define a callback triggered when the texture has been loaded
  79674. * @param onError define a callback triggered when an error occurred during the loading session
  79675. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79676. * @returns the created texture
  79677. */
  79678. 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;
  79679. }
  79680. }
  79681. declare module BABYLON {
  79682. /**
  79683. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79684. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79685. */
  79686. export class PostProcessManager {
  79687. private _scene;
  79688. private _indexBuffer;
  79689. private _vertexBuffers;
  79690. /**
  79691. * Creates a new instance PostProcess
  79692. * @param scene The scene that the post process is associated with.
  79693. */
  79694. constructor(scene: Scene);
  79695. private _prepareBuffers;
  79696. private _buildIndexBuffer;
  79697. /**
  79698. * Rebuilds the vertex buffers of the manager.
  79699. * @hidden
  79700. */
  79701. _rebuild(): void;
  79702. /**
  79703. * Prepares a frame to be run through a post process.
  79704. * @param sourceTexture The input texture to the post procesess. (default: null)
  79705. * @param postProcesses An array of post processes to be run. (default: null)
  79706. * @returns True if the post processes were able to be run.
  79707. * @hidden
  79708. */
  79709. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79710. /**
  79711. * Manually render a set of post processes to a texture.
  79712. * @param postProcesses An array of post processes to be run.
  79713. * @param targetTexture The target texture to render to.
  79714. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79715. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79716. * @param lodLevel defines which lod of the texture to render to
  79717. */
  79718. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79719. /**
  79720. * Finalize the result of the output of the postprocesses.
  79721. * @param doNotPresent If true the result will not be displayed to the screen.
  79722. * @param targetTexture The target texture to render to.
  79723. * @param faceIndex The index of the face to bind the target texture to.
  79724. * @param postProcesses The array of post processes to render.
  79725. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79726. * @hidden
  79727. */
  79728. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79729. /**
  79730. * Disposes of the post process manager.
  79731. */
  79732. dispose(): void;
  79733. }
  79734. }
  79735. declare module BABYLON {
  79736. /** Interface used by value gradients (color, factor, ...) */
  79737. export interface IValueGradient {
  79738. /**
  79739. * Gets or sets the gradient value (between 0 and 1)
  79740. */
  79741. gradient: number;
  79742. }
  79743. /** Class used to store color4 gradient */
  79744. export class ColorGradient implements IValueGradient {
  79745. /**
  79746. * Gets or sets the gradient value (between 0 and 1)
  79747. */
  79748. gradient: number;
  79749. /**
  79750. * Gets or sets first associated color
  79751. */
  79752. color1: Color4;
  79753. /**
  79754. * Gets or sets second associated color
  79755. */
  79756. color2?: Color4;
  79757. /**
  79758. * Will get a color picked randomly between color1 and color2.
  79759. * If color2 is undefined then color1 will be used
  79760. * @param result defines the target Color4 to store the result in
  79761. */
  79762. getColorToRef(result: Color4): void;
  79763. }
  79764. /** Class used to store color 3 gradient */
  79765. export class Color3Gradient implements IValueGradient {
  79766. /**
  79767. * Gets or sets the gradient value (between 0 and 1)
  79768. */
  79769. gradient: number;
  79770. /**
  79771. * Gets or sets the associated color
  79772. */
  79773. color: Color3;
  79774. }
  79775. /** Class used to store factor gradient */
  79776. export class FactorGradient implements IValueGradient {
  79777. /**
  79778. * Gets or sets the gradient value (between 0 and 1)
  79779. */
  79780. gradient: number;
  79781. /**
  79782. * Gets or sets first associated factor
  79783. */
  79784. factor1: number;
  79785. /**
  79786. * Gets or sets second associated factor
  79787. */
  79788. factor2?: number;
  79789. /**
  79790. * Will get a number picked randomly between factor1 and factor2.
  79791. * If factor2 is undefined then factor1 will be used
  79792. * @returns the picked number
  79793. */
  79794. getFactor(): number;
  79795. }
  79796. /**
  79797. * Helper used to simplify some generic gradient tasks
  79798. */
  79799. export class GradientHelper {
  79800. /**
  79801. * Gets the current gradient from an array of IValueGradient
  79802. * @param ratio defines the current ratio to get
  79803. * @param gradients defines the array of IValueGradient
  79804. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79805. */
  79806. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79807. }
  79808. }
  79809. declare module BABYLON {
  79810. interface AbstractScene {
  79811. /**
  79812. * The list of procedural textures added to the scene
  79813. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79814. */
  79815. proceduralTextures: Array<ProceduralTexture>;
  79816. }
  79817. /**
  79818. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79819. * in a given scene.
  79820. */
  79821. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79822. /**
  79823. * The component name helpfull to identify the component in the list of scene components.
  79824. */
  79825. readonly name: string;
  79826. /**
  79827. * The scene the component belongs to.
  79828. */
  79829. scene: Scene;
  79830. /**
  79831. * Creates a new instance of the component for the given scene
  79832. * @param scene Defines the scene to register the component in
  79833. */
  79834. constructor(scene: Scene);
  79835. /**
  79836. * Registers the component in a given scene
  79837. */
  79838. register(): void;
  79839. /**
  79840. * Rebuilds the elements related to this component in case of
  79841. * context lost for instance.
  79842. */
  79843. rebuild(): void;
  79844. /**
  79845. * Disposes the component and the associated ressources.
  79846. */
  79847. dispose(): void;
  79848. private _beforeClear;
  79849. }
  79850. }
  79851. declare module BABYLON {
  79852. interface Engine {
  79853. /**
  79854. * Creates a new render target cube texture
  79855. * @param size defines the size of the texture
  79856. * @param options defines the options used to create the texture
  79857. * @returns a new render target cube texture stored in an InternalTexture
  79858. */
  79859. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79860. }
  79861. }
  79862. declare module BABYLON {
  79863. /** @hidden */
  79864. export var proceduralVertexShader: {
  79865. name: string;
  79866. shader: string;
  79867. };
  79868. }
  79869. declare module BABYLON {
  79870. /**
  79871. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  79872. * This is the base class of any Procedural texture and contains most of the shareable code.
  79873. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79874. */
  79875. export class ProceduralTexture extends Texture {
  79876. isCube: boolean;
  79877. /**
  79878. * Define if the texture is enabled or not (disabled texture will not render)
  79879. */
  79880. isEnabled: boolean;
  79881. /**
  79882. * Define if the texture must be cleared before rendering (default is true)
  79883. */
  79884. autoClear: boolean;
  79885. /**
  79886. * Callback called when the texture is generated
  79887. */
  79888. onGenerated: () => void;
  79889. /**
  79890. * Event raised when the texture is generated
  79891. */
  79892. onGeneratedObservable: Observable<ProceduralTexture>;
  79893. /** @hidden */
  79894. _generateMipMaps: boolean;
  79895. /** @hidden **/
  79896. _effect: Effect;
  79897. /** @hidden */
  79898. _textures: {
  79899. [key: string]: Texture;
  79900. };
  79901. private _size;
  79902. private _currentRefreshId;
  79903. private _refreshRate;
  79904. private _vertexBuffers;
  79905. private _indexBuffer;
  79906. private _uniforms;
  79907. private _samplers;
  79908. private _fragment;
  79909. private _floats;
  79910. private _ints;
  79911. private _floatsArrays;
  79912. private _colors3;
  79913. private _colors4;
  79914. private _vectors2;
  79915. private _vectors3;
  79916. private _matrices;
  79917. private _fallbackTexture;
  79918. private _fallbackTextureUsed;
  79919. private _engine;
  79920. private _cachedDefines;
  79921. private _contentUpdateId;
  79922. private _contentData;
  79923. /**
  79924. * Instantiates a new procedural texture.
  79925. * 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.
  79926. * This is the base class of any Procedural texture and contains most of the shareable code.
  79927. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79928. * @param name Define the name of the texture
  79929. * @param size Define the size of the texture to create
  79930. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79931. * @param scene Define the scene the texture belongs to
  79932. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79933. * @param generateMipMaps Define if the texture should creates mip maps or not
  79934. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79935. */
  79936. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79937. /**
  79938. * The effect that is created when initializing the post process.
  79939. * @returns The created effect corresponding the the postprocess.
  79940. */
  79941. getEffect(): Effect;
  79942. /**
  79943. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79944. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79945. */
  79946. getContent(): Nullable<ArrayBufferView>;
  79947. private _createIndexBuffer;
  79948. /** @hidden */
  79949. _rebuild(): void;
  79950. /**
  79951. * Resets the texture in order to recreate its associated resources.
  79952. * This can be called in case of context loss
  79953. */
  79954. reset(): void;
  79955. protected _getDefines(): string;
  79956. /**
  79957. * Is the texture ready to be used ? (rendered at least once)
  79958. * @returns true if ready, otherwise, false.
  79959. */
  79960. isReady(): boolean;
  79961. /**
  79962. * Resets the refresh counter of the texture and start bak from scratch.
  79963. * Could be useful to regenerate the texture if it is setup to render only once.
  79964. */
  79965. resetRefreshCounter(): void;
  79966. /**
  79967. * Set the fragment shader to use in order to render the texture.
  79968. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79969. */
  79970. setFragment(fragment: any): void;
  79971. /**
  79972. * Define the refresh rate of the texture or the rendering frequency.
  79973. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79974. */
  79975. refreshRate: number;
  79976. /** @hidden */
  79977. _shouldRender(): boolean;
  79978. /**
  79979. * Get the size the texture is rendering at.
  79980. * @returns the size (texture is always squared)
  79981. */
  79982. getRenderSize(): number;
  79983. /**
  79984. * Resize the texture to new value.
  79985. * @param size Define the new size the texture should have
  79986. * @param generateMipMaps Define whether the new texture should create mip maps
  79987. */
  79988. resize(size: number, generateMipMaps: boolean): void;
  79989. private _checkUniform;
  79990. /**
  79991. * Set a texture in the shader program used to render.
  79992. * @param name Define the name of the uniform samplers as defined in the shader
  79993. * @param texture Define the texture to bind to this sampler
  79994. * @return the texture itself allowing "fluent" like uniform updates
  79995. */
  79996. setTexture(name: string, texture: Texture): ProceduralTexture;
  79997. /**
  79998. * Set a float in the shader.
  79999. * @param name Define the name of the uniform as defined in the shader
  80000. * @param value Define the value to give to the uniform
  80001. * @return the texture itself allowing "fluent" like uniform updates
  80002. */
  80003. setFloat(name: string, value: number): ProceduralTexture;
  80004. /**
  80005. * Set a int in the shader.
  80006. * @param name Define the name of the uniform as defined in the shader
  80007. * @param value Define the value to give to the uniform
  80008. * @return the texture itself allowing "fluent" like uniform updates
  80009. */
  80010. setInt(name: string, value: number): ProceduralTexture;
  80011. /**
  80012. * Set an array of floats in the shader.
  80013. * @param name Define the name of the uniform as defined in the shader
  80014. * @param value Define the value to give to the uniform
  80015. * @return the texture itself allowing "fluent" like uniform updates
  80016. */
  80017. setFloats(name: string, value: number[]): ProceduralTexture;
  80018. /**
  80019. * Set a vec3 in the shader from a Color3.
  80020. * @param name Define the name of the uniform as defined in the shader
  80021. * @param value Define the value to give to the uniform
  80022. * @return the texture itself allowing "fluent" like uniform updates
  80023. */
  80024. setColor3(name: string, value: Color3): ProceduralTexture;
  80025. /**
  80026. * Set a vec4 in the shader from a Color4.
  80027. * @param name Define the name of the uniform as defined in the shader
  80028. * @param value Define the value to give to the uniform
  80029. * @return the texture itself allowing "fluent" like uniform updates
  80030. */
  80031. setColor4(name: string, value: Color4): ProceduralTexture;
  80032. /**
  80033. * Set a vec2 in the shader from a Vector2.
  80034. * @param name Define the name of the uniform as defined in the shader
  80035. * @param value Define the value to give to the uniform
  80036. * @return the texture itself allowing "fluent" like uniform updates
  80037. */
  80038. setVector2(name: string, value: Vector2): ProceduralTexture;
  80039. /**
  80040. * Set a vec3 in the shader from a Vector3.
  80041. * @param name Define the name of the uniform as defined in the shader
  80042. * @param value Define the value to give to the uniform
  80043. * @return the texture itself allowing "fluent" like uniform updates
  80044. */
  80045. setVector3(name: string, value: Vector3): ProceduralTexture;
  80046. /**
  80047. * Set a mat4 in the shader from a MAtrix.
  80048. * @param name Define the name of the uniform as defined in the shader
  80049. * @param value Define the value to give to the uniform
  80050. * @return the texture itself allowing "fluent" like uniform updates
  80051. */
  80052. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80053. /**
  80054. * Render the texture to its associated render target.
  80055. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80056. */
  80057. render(useCameraPostProcess?: boolean): void;
  80058. /**
  80059. * Clone the texture.
  80060. * @returns the cloned texture
  80061. */
  80062. clone(): ProceduralTexture;
  80063. /**
  80064. * Dispose the texture and release its asoociated resources.
  80065. */
  80066. dispose(): void;
  80067. }
  80068. }
  80069. declare module BABYLON {
  80070. /**
  80071. * This represents the base class for particle system in Babylon.
  80072. * 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.
  80073. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80074. * @example https://doc.babylonjs.com/babylon101/particles
  80075. */
  80076. export class BaseParticleSystem {
  80077. /**
  80078. * Source color is added to the destination color without alpha affecting the result
  80079. */
  80080. static BLENDMODE_ONEONE: number;
  80081. /**
  80082. * Blend current color and particle color using particle’s alpha
  80083. */
  80084. static BLENDMODE_STANDARD: number;
  80085. /**
  80086. * Add current color and particle color multiplied by particle’s alpha
  80087. */
  80088. static BLENDMODE_ADD: number;
  80089. /**
  80090. * Multiply current color with particle color
  80091. */
  80092. static BLENDMODE_MULTIPLY: number;
  80093. /**
  80094. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80095. */
  80096. static BLENDMODE_MULTIPLYADD: number;
  80097. /**
  80098. * List of animations used by the particle system.
  80099. */
  80100. animations: Animation[];
  80101. /**
  80102. * The id of the Particle system.
  80103. */
  80104. id: string;
  80105. /**
  80106. * The friendly name of the Particle system.
  80107. */
  80108. name: string;
  80109. /**
  80110. * The rendering group used by the Particle system to chose when to render.
  80111. */
  80112. renderingGroupId: number;
  80113. /**
  80114. * The emitter represents the Mesh or position we are attaching the particle system to.
  80115. */
  80116. emitter: Nullable<AbstractMesh | Vector3>;
  80117. /**
  80118. * The maximum number of particles to emit per frame
  80119. */
  80120. emitRate: number;
  80121. /**
  80122. * If you want to launch only a few particles at once, that can be done, as well.
  80123. */
  80124. manualEmitCount: number;
  80125. /**
  80126. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80127. */
  80128. updateSpeed: number;
  80129. /**
  80130. * The amount of time the particle system is running (depends of the overall update speed).
  80131. */
  80132. targetStopDuration: number;
  80133. /**
  80134. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80135. */
  80136. disposeOnStop: boolean;
  80137. /**
  80138. * Minimum power of emitting particles.
  80139. */
  80140. minEmitPower: number;
  80141. /**
  80142. * Maximum power of emitting particles.
  80143. */
  80144. maxEmitPower: number;
  80145. /**
  80146. * Minimum life time of emitting particles.
  80147. */
  80148. minLifeTime: number;
  80149. /**
  80150. * Maximum life time of emitting particles.
  80151. */
  80152. maxLifeTime: number;
  80153. /**
  80154. * Minimum Size of emitting particles.
  80155. */
  80156. minSize: number;
  80157. /**
  80158. * Maximum Size of emitting particles.
  80159. */
  80160. maxSize: number;
  80161. /**
  80162. * Minimum scale of emitting particles on X axis.
  80163. */
  80164. minScaleX: number;
  80165. /**
  80166. * Maximum scale of emitting particles on X axis.
  80167. */
  80168. maxScaleX: number;
  80169. /**
  80170. * Minimum scale of emitting particles on Y axis.
  80171. */
  80172. minScaleY: number;
  80173. /**
  80174. * Maximum scale of emitting particles on Y axis.
  80175. */
  80176. maxScaleY: number;
  80177. /**
  80178. * Gets or sets the minimal initial rotation in radians.
  80179. */
  80180. minInitialRotation: number;
  80181. /**
  80182. * Gets or sets the maximal initial rotation in radians.
  80183. */
  80184. maxInitialRotation: number;
  80185. /**
  80186. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80187. */
  80188. minAngularSpeed: number;
  80189. /**
  80190. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80191. */
  80192. maxAngularSpeed: number;
  80193. /**
  80194. * The texture used to render each particle. (this can be a spritesheet)
  80195. */
  80196. particleTexture: Nullable<Texture>;
  80197. /**
  80198. * The layer mask we are rendering the particles through.
  80199. */
  80200. layerMask: number;
  80201. /**
  80202. * This can help using your own shader to render the particle system.
  80203. * The according effect will be created
  80204. */
  80205. customShader: any;
  80206. /**
  80207. * By default particle system starts as soon as they are created. This prevents the
  80208. * automatic start to happen and let you decide when to start emitting particles.
  80209. */
  80210. preventAutoStart: boolean;
  80211. private _noiseTexture;
  80212. /**
  80213. * Gets or sets a texture used to add random noise to particle positions
  80214. */
  80215. noiseTexture: Nullable<ProceduralTexture>;
  80216. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80217. noiseStrength: Vector3;
  80218. /**
  80219. * Callback triggered when the particle animation is ending.
  80220. */
  80221. onAnimationEnd: Nullable<() => void>;
  80222. /**
  80223. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80224. */
  80225. blendMode: number;
  80226. /**
  80227. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80228. * to override the particles.
  80229. */
  80230. forceDepthWrite: boolean;
  80231. /** 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 */
  80232. preWarmCycles: number;
  80233. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80234. preWarmStepOffset: number;
  80235. /**
  80236. * 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)
  80237. */
  80238. spriteCellChangeSpeed: number;
  80239. /**
  80240. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80241. */
  80242. startSpriteCellID: number;
  80243. /**
  80244. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80245. */
  80246. endSpriteCellID: number;
  80247. /**
  80248. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80249. */
  80250. spriteCellWidth: number;
  80251. /**
  80252. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80253. */
  80254. spriteCellHeight: number;
  80255. /**
  80256. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80257. */
  80258. spriteRandomStartCell: boolean;
  80259. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80260. translationPivot: Vector2;
  80261. /** @hidden */
  80262. protected _isAnimationSheetEnabled: boolean;
  80263. /**
  80264. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80265. */
  80266. beginAnimationOnStart: boolean;
  80267. /**
  80268. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80269. */
  80270. beginAnimationFrom: number;
  80271. /**
  80272. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80273. */
  80274. beginAnimationTo: number;
  80275. /**
  80276. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80277. */
  80278. beginAnimationLoop: boolean;
  80279. /**
  80280. * Gets or sets a world offset applied to all particles
  80281. */
  80282. worldOffset: Vector3;
  80283. /**
  80284. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80285. */
  80286. isAnimationSheetEnabled: boolean;
  80287. /**
  80288. * Get hosting scene
  80289. * @returns the scene
  80290. */
  80291. getScene(): Scene;
  80292. /**
  80293. * You can use gravity if you want to give an orientation to your particles.
  80294. */
  80295. gravity: Vector3;
  80296. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80297. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80298. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80299. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80300. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80301. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80302. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80303. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80304. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80305. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80306. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80307. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80308. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80309. /**
  80310. * Defines the delay in milliseconds before starting the system (0 by default)
  80311. */
  80312. startDelay: number;
  80313. /**
  80314. * Gets the current list of drag gradients.
  80315. * You must use addDragGradient and removeDragGradient to udpate this list
  80316. * @returns the list of drag gradients
  80317. */
  80318. getDragGradients(): Nullable<Array<FactorGradient>>;
  80319. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80320. limitVelocityDamping: number;
  80321. /**
  80322. * Gets the current list of limit velocity gradients.
  80323. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80324. * @returns the list of limit velocity gradients
  80325. */
  80326. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80327. /**
  80328. * Gets the current list of color gradients.
  80329. * You must use addColorGradient and removeColorGradient to udpate this list
  80330. * @returns the list of color gradients
  80331. */
  80332. getColorGradients(): Nullable<Array<ColorGradient>>;
  80333. /**
  80334. * Gets the current list of size gradients.
  80335. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80336. * @returns the list of size gradients
  80337. */
  80338. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80339. /**
  80340. * Gets the current list of color remap gradients.
  80341. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80342. * @returns the list of color remap gradients
  80343. */
  80344. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80345. /**
  80346. * Gets the current list of alpha remap gradients.
  80347. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80348. * @returns the list of alpha remap gradients
  80349. */
  80350. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80351. /**
  80352. * Gets the current list of life time gradients.
  80353. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80354. * @returns the list of life time gradients
  80355. */
  80356. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80357. /**
  80358. * Gets the current list of angular speed gradients.
  80359. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80360. * @returns the list of angular speed gradients
  80361. */
  80362. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80363. /**
  80364. * Gets the current list of velocity gradients.
  80365. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80366. * @returns the list of velocity gradients
  80367. */
  80368. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80369. /**
  80370. * Gets the current list of start size gradients.
  80371. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80372. * @returns the list of start size gradients
  80373. */
  80374. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80375. /**
  80376. * Gets the current list of emit rate gradients.
  80377. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80378. * @returns the list of emit rate gradients
  80379. */
  80380. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80381. /**
  80382. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80383. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80384. */
  80385. direction1: Vector3;
  80386. /**
  80387. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80388. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80389. */
  80390. direction2: Vector3;
  80391. /**
  80392. * 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.
  80393. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80394. */
  80395. minEmitBox: Vector3;
  80396. /**
  80397. * 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.
  80398. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80399. */
  80400. maxEmitBox: Vector3;
  80401. /**
  80402. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80403. */
  80404. color1: Color4;
  80405. /**
  80406. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80407. */
  80408. color2: Color4;
  80409. /**
  80410. * Color the particle will have at the end of its lifetime
  80411. */
  80412. colorDead: Color4;
  80413. /**
  80414. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80415. */
  80416. textureMask: Color4;
  80417. /**
  80418. * The particle emitter type defines the emitter used by the particle system.
  80419. * It can be for example box, sphere, or cone...
  80420. */
  80421. particleEmitterType: IParticleEmitterType;
  80422. /** @hidden */
  80423. _isSubEmitter: boolean;
  80424. /**
  80425. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80426. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80427. */
  80428. billboardMode: number;
  80429. protected _isBillboardBased: boolean;
  80430. /**
  80431. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80432. */
  80433. isBillboardBased: boolean;
  80434. /**
  80435. * The scene the particle system belongs to.
  80436. */
  80437. protected _scene: Scene;
  80438. /**
  80439. * Local cache of defines for image processing.
  80440. */
  80441. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80442. /**
  80443. * Default configuration related to image processing available in the standard Material.
  80444. */
  80445. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80446. /**
  80447. * Gets the image processing configuration used either in this material.
  80448. */
  80449. /**
  80450. * Sets the Default image processing configuration used either in the this material.
  80451. *
  80452. * If sets to null, the scene one is in use.
  80453. */
  80454. imageProcessingConfiguration: ImageProcessingConfiguration;
  80455. /**
  80456. * Attaches a new image processing configuration to the Standard Material.
  80457. * @param configuration
  80458. */
  80459. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80460. /** @hidden */
  80461. protected _reset(): void;
  80462. /** @hidden */
  80463. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80464. /**
  80465. * Instantiates a particle system.
  80466. * 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.
  80467. * @param name The name of the particle system
  80468. */
  80469. constructor(name: string);
  80470. /**
  80471. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80472. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80473. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80474. * @returns the emitter
  80475. */
  80476. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80477. /**
  80478. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80479. * @param radius The radius of the hemisphere to emit from
  80480. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80481. * @returns the emitter
  80482. */
  80483. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80484. /**
  80485. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80486. * @param radius The radius of the sphere to emit from
  80487. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80488. * @returns the emitter
  80489. */
  80490. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80491. /**
  80492. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80493. * @param radius The radius of the sphere to emit from
  80494. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80495. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80496. * @returns the emitter
  80497. */
  80498. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80499. /**
  80500. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80501. * @param radius The radius of the emission cylinder
  80502. * @param height The height of the emission cylinder
  80503. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80504. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80505. * @returns the emitter
  80506. */
  80507. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80508. /**
  80509. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80510. * @param radius The radius of the cylinder to emit from
  80511. * @param height The height of the emission cylinder
  80512. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80513. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80514. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80515. * @returns the emitter
  80516. */
  80517. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80518. /**
  80519. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80520. * @param radius The radius of the cone to emit from
  80521. * @param angle The base angle of the cone
  80522. * @returns the emitter
  80523. */
  80524. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80525. /**
  80526. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80527. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80528. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80529. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80530. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80531. * @returns the emitter
  80532. */
  80533. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80534. }
  80535. }
  80536. declare module BABYLON {
  80537. /**
  80538. * Type of sub emitter
  80539. */
  80540. export enum SubEmitterType {
  80541. /**
  80542. * Attached to the particle over it's lifetime
  80543. */
  80544. ATTACHED = 0,
  80545. /**
  80546. * Created when the particle dies
  80547. */
  80548. END = 1
  80549. }
  80550. /**
  80551. * Sub emitter class used to emit particles from an existing particle
  80552. */
  80553. export class SubEmitter {
  80554. /**
  80555. * the particle system to be used by the sub emitter
  80556. */
  80557. particleSystem: ParticleSystem;
  80558. /**
  80559. * Type of the submitter (Default: END)
  80560. */
  80561. type: SubEmitterType;
  80562. /**
  80563. * 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)
  80564. * Note: This only is supported when using an emitter of type Mesh
  80565. */
  80566. inheritDirection: boolean;
  80567. /**
  80568. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80569. */
  80570. inheritedVelocityAmount: number;
  80571. /**
  80572. * Creates a sub emitter
  80573. * @param particleSystem the particle system to be used by the sub emitter
  80574. */
  80575. constructor(
  80576. /**
  80577. * the particle system to be used by the sub emitter
  80578. */
  80579. particleSystem: ParticleSystem);
  80580. /**
  80581. * Clones the sub emitter
  80582. * @returns the cloned sub emitter
  80583. */
  80584. clone(): SubEmitter;
  80585. /**
  80586. * Serialize current object to a JSON object
  80587. * @returns the serialized object
  80588. */
  80589. serialize(): any;
  80590. /** @hidden */
  80591. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80592. /**
  80593. * Creates a new SubEmitter from a serialized JSON version
  80594. * @param serializationObject defines the JSON object to read from
  80595. * @param scene defines the hosting scene
  80596. * @param rootUrl defines the rootUrl for data loading
  80597. * @returns a new SubEmitter
  80598. */
  80599. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80600. /** Release associated resources */
  80601. dispose(): void;
  80602. }
  80603. }
  80604. declare module BABYLON {
  80605. /** @hidden */
  80606. export var clipPlaneFragmentDeclaration: {
  80607. name: string;
  80608. shader: string;
  80609. };
  80610. }
  80611. declare module BABYLON {
  80612. /** @hidden */
  80613. export var imageProcessingDeclaration: {
  80614. name: string;
  80615. shader: string;
  80616. };
  80617. }
  80618. declare module BABYLON {
  80619. /** @hidden */
  80620. export var imageProcessingFunctions: {
  80621. name: string;
  80622. shader: string;
  80623. };
  80624. }
  80625. declare module BABYLON {
  80626. /** @hidden */
  80627. export var clipPlaneFragment: {
  80628. name: string;
  80629. shader: string;
  80630. };
  80631. }
  80632. declare module BABYLON {
  80633. /** @hidden */
  80634. export var particlesPixelShader: {
  80635. name: string;
  80636. shader: string;
  80637. };
  80638. }
  80639. declare module BABYLON {
  80640. /** @hidden */
  80641. export var clipPlaneVertexDeclaration: {
  80642. name: string;
  80643. shader: string;
  80644. };
  80645. }
  80646. declare module BABYLON {
  80647. /** @hidden */
  80648. export var clipPlaneVertex: {
  80649. name: string;
  80650. shader: string;
  80651. };
  80652. }
  80653. declare module BABYLON {
  80654. /** @hidden */
  80655. export var particlesVertexShader: {
  80656. name: string;
  80657. shader: string;
  80658. };
  80659. }
  80660. declare module BABYLON {
  80661. /**
  80662. * This represents a particle system in Babylon.
  80663. * 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.
  80664. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80665. * @example https://doc.babylonjs.com/babylon101/particles
  80666. */
  80667. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80668. /**
  80669. * Billboard mode will only apply to Y axis
  80670. */
  80671. static readonly BILLBOARDMODE_Y: number;
  80672. /**
  80673. * Billboard mode will apply to all axes
  80674. */
  80675. static readonly BILLBOARDMODE_ALL: number;
  80676. /**
  80677. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80678. */
  80679. static readonly BILLBOARDMODE_STRETCHED: number;
  80680. /**
  80681. * This function can be defined to provide custom update for active particles.
  80682. * This function will be called instead of regular update (age, position, color, etc.).
  80683. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80684. */
  80685. updateFunction: (particles: Particle[]) => void;
  80686. private _emitterWorldMatrix;
  80687. /**
  80688. * This function can be defined to specify initial direction for every new particle.
  80689. * It by default use the emitterType defined function
  80690. */
  80691. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80692. /**
  80693. * This function can be defined to specify initial position for every new particle.
  80694. * It by default use the emitterType defined function
  80695. */
  80696. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80697. /**
  80698. * @hidden
  80699. */
  80700. _inheritedVelocityOffset: Vector3;
  80701. /**
  80702. * An event triggered when the system is disposed
  80703. */
  80704. onDisposeObservable: Observable<ParticleSystem>;
  80705. private _onDisposeObserver;
  80706. /**
  80707. * Sets a callback that will be triggered when the system is disposed
  80708. */
  80709. onDispose: () => void;
  80710. private _particles;
  80711. private _epsilon;
  80712. private _capacity;
  80713. private _stockParticles;
  80714. private _newPartsExcess;
  80715. private _vertexData;
  80716. private _vertexBuffer;
  80717. private _vertexBuffers;
  80718. private _spriteBuffer;
  80719. private _indexBuffer;
  80720. private _effect;
  80721. private _customEffect;
  80722. private _cachedDefines;
  80723. private _scaledColorStep;
  80724. private _colorDiff;
  80725. private _scaledDirection;
  80726. private _scaledGravity;
  80727. private _currentRenderId;
  80728. private _alive;
  80729. private _useInstancing;
  80730. private _started;
  80731. private _stopped;
  80732. private _actualFrame;
  80733. private _scaledUpdateSpeed;
  80734. private _vertexBufferSize;
  80735. /** @hidden */
  80736. _currentEmitRateGradient: Nullable<FactorGradient>;
  80737. /** @hidden */
  80738. _currentEmitRate1: number;
  80739. /** @hidden */
  80740. _currentEmitRate2: number;
  80741. /** @hidden */
  80742. _currentStartSizeGradient: Nullable<FactorGradient>;
  80743. /** @hidden */
  80744. _currentStartSize1: number;
  80745. /** @hidden */
  80746. _currentStartSize2: number;
  80747. private readonly _rawTextureWidth;
  80748. private _rampGradientsTexture;
  80749. private _useRampGradients;
  80750. /** Gets or sets a boolean indicating that ramp gradients must be used
  80751. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80752. */
  80753. useRampGradients: boolean;
  80754. /**
  80755. * 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.
  80756. * 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: [])
  80757. */
  80758. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80759. private _subEmitters;
  80760. /**
  80761. * @hidden
  80762. * If the particle systems emitter should be disposed when the particle system is disposed
  80763. */
  80764. _disposeEmitterOnDispose: boolean;
  80765. /**
  80766. * The current active Sub-systems, this property is used by the root particle system only.
  80767. */
  80768. activeSubSystems: Array<ParticleSystem>;
  80769. private _rootParticleSystem;
  80770. /**
  80771. * Gets the current list of active particles
  80772. */
  80773. readonly particles: Particle[];
  80774. /**
  80775. * Returns the string "ParticleSystem"
  80776. * @returns a string containing the class name
  80777. */
  80778. getClassName(): string;
  80779. /**
  80780. * Instantiates a particle system.
  80781. * 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.
  80782. * @param name The name of the particle system
  80783. * @param capacity The max number of particles alive at the same time
  80784. * @param scene The scene the particle system belongs to
  80785. * @param customEffect a custom effect used to change the way particles are rendered by default
  80786. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80787. * @param epsilon Offset used to render the particles
  80788. */
  80789. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80790. private _addFactorGradient;
  80791. private _removeFactorGradient;
  80792. /**
  80793. * Adds a new life time gradient
  80794. * @param gradient defines the gradient to use (between 0 and 1)
  80795. * @param factor defines the life time factor to affect to the specified gradient
  80796. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80797. * @returns the current particle system
  80798. */
  80799. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80800. /**
  80801. * Remove a specific life time gradient
  80802. * @param gradient defines the gradient to remove
  80803. * @returns the current particle system
  80804. */
  80805. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80806. /**
  80807. * Adds a new size gradient
  80808. * @param gradient defines the gradient to use (between 0 and 1)
  80809. * @param factor defines the size factor to affect to the specified gradient
  80810. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80811. * @returns the current particle system
  80812. */
  80813. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80814. /**
  80815. * Remove a specific size gradient
  80816. * @param gradient defines the gradient to remove
  80817. * @returns the current particle system
  80818. */
  80819. removeSizeGradient(gradient: number): IParticleSystem;
  80820. /**
  80821. * Adds a new color remap gradient
  80822. * @param gradient defines the gradient to use (between 0 and 1)
  80823. * @param min defines the color remap minimal range
  80824. * @param max defines the color remap maximal range
  80825. * @returns the current particle system
  80826. */
  80827. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80828. /**
  80829. * Remove a specific color remap gradient
  80830. * @param gradient defines the gradient to remove
  80831. * @returns the current particle system
  80832. */
  80833. removeColorRemapGradient(gradient: number): IParticleSystem;
  80834. /**
  80835. * Adds a new alpha remap gradient
  80836. * @param gradient defines the gradient to use (between 0 and 1)
  80837. * @param min defines the alpha remap minimal range
  80838. * @param max defines the alpha remap maximal range
  80839. * @returns the current particle system
  80840. */
  80841. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80842. /**
  80843. * Remove a specific alpha remap gradient
  80844. * @param gradient defines the gradient to remove
  80845. * @returns the current particle system
  80846. */
  80847. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80848. /**
  80849. * Adds a new angular speed gradient
  80850. * @param gradient defines the gradient to use (between 0 and 1)
  80851. * @param factor defines the angular speed to affect to the specified gradient
  80852. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80853. * @returns the current particle system
  80854. */
  80855. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80856. /**
  80857. * Remove a specific angular speed gradient
  80858. * @param gradient defines the gradient to remove
  80859. * @returns the current particle system
  80860. */
  80861. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80862. /**
  80863. * Adds a new velocity gradient
  80864. * @param gradient defines the gradient to use (between 0 and 1)
  80865. * @param factor defines the velocity to affect to the specified gradient
  80866. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80867. * @returns the current particle system
  80868. */
  80869. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80870. /**
  80871. * Remove a specific velocity gradient
  80872. * @param gradient defines the gradient to remove
  80873. * @returns the current particle system
  80874. */
  80875. removeVelocityGradient(gradient: number): IParticleSystem;
  80876. /**
  80877. * Adds a new limit velocity gradient
  80878. * @param gradient defines the gradient to use (between 0 and 1)
  80879. * @param factor defines the limit velocity value to affect to the specified gradient
  80880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80881. * @returns the current particle system
  80882. */
  80883. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80884. /**
  80885. * Remove a specific limit velocity gradient
  80886. * @param gradient defines the gradient to remove
  80887. * @returns the current particle system
  80888. */
  80889. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80890. /**
  80891. * Adds a new drag gradient
  80892. * @param gradient defines the gradient to use (between 0 and 1)
  80893. * @param factor defines the drag value to affect to the specified gradient
  80894. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80895. * @returns the current particle system
  80896. */
  80897. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80898. /**
  80899. * Remove a specific drag gradient
  80900. * @param gradient defines the gradient to remove
  80901. * @returns the current particle system
  80902. */
  80903. removeDragGradient(gradient: number): IParticleSystem;
  80904. /**
  80905. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80906. * @param gradient defines the gradient to use (between 0 and 1)
  80907. * @param factor defines the emit rate value to affect to the specified gradient
  80908. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80909. * @returns the current particle system
  80910. */
  80911. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80912. /**
  80913. * Remove a specific emit rate gradient
  80914. * @param gradient defines the gradient to remove
  80915. * @returns the current particle system
  80916. */
  80917. removeEmitRateGradient(gradient: number): IParticleSystem;
  80918. /**
  80919. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80920. * @param gradient defines the gradient to use (between 0 and 1)
  80921. * @param factor defines the start size value to affect to the specified gradient
  80922. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80923. * @returns the current particle system
  80924. */
  80925. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80926. /**
  80927. * Remove a specific start size gradient
  80928. * @param gradient defines the gradient to remove
  80929. * @returns the current particle system
  80930. */
  80931. removeStartSizeGradient(gradient: number): IParticleSystem;
  80932. private _createRampGradientTexture;
  80933. /**
  80934. * Gets the current list of ramp gradients.
  80935. * You must use addRampGradient and removeRampGradient to udpate this list
  80936. * @returns the list of ramp gradients
  80937. */
  80938. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80939. /**
  80940. * Adds a new ramp gradient used to remap particle colors
  80941. * @param gradient defines the gradient to use (between 0 and 1)
  80942. * @param color defines the color to affect to the specified gradient
  80943. * @returns the current particle system
  80944. */
  80945. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80946. /**
  80947. * Remove a specific ramp gradient
  80948. * @param gradient defines the gradient to remove
  80949. * @returns the current particle system
  80950. */
  80951. removeRampGradient(gradient: number): ParticleSystem;
  80952. /**
  80953. * Adds a new color gradient
  80954. * @param gradient defines the gradient to use (between 0 and 1)
  80955. * @param color1 defines the color to affect to the specified gradient
  80956. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80957. * @returns this particle system
  80958. */
  80959. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80960. /**
  80961. * Remove a specific color gradient
  80962. * @param gradient defines the gradient to remove
  80963. * @returns this particle system
  80964. */
  80965. removeColorGradient(gradient: number): IParticleSystem;
  80966. private _fetchR;
  80967. protected _reset(): void;
  80968. private _resetEffect;
  80969. private _createVertexBuffers;
  80970. private _createIndexBuffer;
  80971. /**
  80972. * Gets the maximum number of particles active at the same time.
  80973. * @returns The max number of active particles.
  80974. */
  80975. getCapacity(): number;
  80976. /**
  80977. * Gets whether there are still active particles in the system.
  80978. * @returns True if it is alive, otherwise false.
  80979. */
  80980. isAlive(): boolean;
  80981. /**
  80982. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80983. * @returns True if it has been started, otherwise false.
  80984. */
  80985. isStarted(): boolean;
  80986. private _prepareSubEmitterInternalArray;
  80987. /**
  80988. * Starts the particle system and begins to emit
  80989. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80990. */
  80991. start(delay?: number): void;
  80992. /**
  80993. * Stops the particle system.
  80994. * @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.
  80995. */
  80996. stop(stopSubEmitters?: boolean): void;
  80997. /**
  80998. * Remove all active particles
  80999. */
  81000. reset(): void;
  81001. /**
  81002. * @hidden (for internal use only)
  81003. */
  81004. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81005. /**
  81006. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81007. * Its lifetime will start back at 0.
  81008. */
  81009. recycleParticle: (particle: Particle) => void;
  81010. private _stopSubEmitters;
  81011. private _createParticle;
  81012. private _removeFromRoot;
  81013. private _emitFromParticle;
  81014. private _update;
  81015. /** @hidden */
  81016. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81017. /** @hidden */
  81018. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81019. /** @hidden */
  81020. private _getEffect;
  81021. /**
  81022. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81023. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81024. */
  81025. animate(preWarmOnly?: boolean): void;
  81026. private _appendParticleVertices;
  81027. /**
  81028. * Rebuilds the particle system.
  81029. */
  81030. rebuild(): void;
  81031. /**
  81032. * Is this system ready to be used/rendered
  81033. * @return true if the system is ready
  81034. */
  81035. isReady(): boolean;
  81036. private _render;
  81037. /**
  81038. * Renders the particle system in its current state.
  81039. * @returns the current number of particles
  81040. */
  81041. render(): number;
  81042. /**
  81043. * Disposes the particle system and free the associated resources
  81044. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81045. */
  81046. dispose(disposeTexture?: boolean): void;
  81047. /**
  81048. * Clones the particle system.
  81049. * @param name The name of the cloned object
  81050. * @param newEmitter The new emitter to use
  81051. * @returns the cloned particle system
  81052. */
  81053. clone(name: string, newEmitter: any): ParticleSystem;
  81054. /**
  81055. * Serializes the particle system to a JSON object.
  81056. * @returns the JSON object
  81057. */
  81058. serialize(): any;
  81059. /** @hidden */
  81060. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81061. /** @hidden */
  81062. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81063. /**
  81064. * Parses a JSON object to create a particle system.
  81065. * @param parsedParticleSystem The JSON object to parse
  81066. * @param scene The scene to create the particle system in
  81067. * @param rootUrl The root url to use to load external dependencies like texture
  81068. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81069. * @returns the Parsed particle system
  81070. */
  81071. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81072. }
  81073. }
  81074. declare module BABYLON {
  81075. /**
  81076. * A particle represents one of the element emitted by a particle system.
  81077. * This is mainly define by its coordinates, direction, velocity and age.
  81078. */
  81079. export class Particle {
  81080. /**
  81081. * The particle system the particle belongs to.
  81082. */
  81083. particleSystem: ParticleSystem;
  81084. private static _Count;
  81085. /**
  81086. * Unique ID of the particle
  81087. */
  81088. id: number;
  81089. /**
  81090. * The world position of the particle in the scene.
  81091. */
  81092. position: Vector3;
  81093. /**
  81094. * The world direction of the particle in the scene.
  81095. */
  81096. direction: Vector3;
  81097. /**
  81098. * The color of the particle.
  81099. */
  81100. color: Color4;
  81101. /**
  81102. * The color change of the particle per step.
  81103. */
  81104. colorStep: Color4;
  81105. /**
  81106. * Defines how long will the life of the particle be.
  81107. */
  81108. lifeTime: number;
  81109. /**
  81110. * The current age of the particle.
  81111. */
  81112. age: number;
  81113. /**
  81114. * The current size of the particle.
  81115. */
  81116. size: number;
  81117. /**
  81118. * The current scale of the particle.
  81119. */
  81120. scale: Vector2;
  81121. /**
  81122. * The current angle of the particle.
  81123. */
  81124. angle: number;
  81125. /**
  81126. * Defines how fast is the angle changing.
  81127. */
  81128. angularSpeed: number;
  81129. /**
  81130. * Defines the cell index used by the particle to be rendered from a sprite.
  81131. */
  81132. cellIndex: number;
  81133. /**
  81134. * The information required to support color remapping
  81135. */
  81136. remapData: Vector4;
  81137. /** @hidden */
  81138. _randomCellOffset?: number;
  81139. /** @hidden */
  81140. _initialDirection: Nullable<Vector3>;
  81141. /** @hidden */
  81142. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81143. /** @hidden */
  81144. _initialStartSpriteCellID: number;
  81145. /** @hidden */
  81146. _initialEndSpriteCellID: number;
  81147. /** @hidden */
  81148. _currentColorGradient: Nullable<ColorGradient>;
  81149. /** @hidden */
  81150. _currentColor1: Color4;
  81151. /** @hidden */
  81152. _currentColor2: Color4;
  81153. /** @hidden */
  81154. _currentSizeGradient: Nullable<FactorGradient>;
  81155. /** @hidden */
  81156. _currentSize1: number;
  81157. /** @hidden */
  81158. _currentSize2: number;
  81159. /** @hidden */
  81160. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81161. /** @hidden */
  81162. _currentAngularSpeed1: number;
  81163. /** @hidden */
  81164. _currentAngularSpeed2: number;
  81165. /** @hidden */
  81166. _currentVelocityGradient: Nullable<FactorGradient>;
  81167. /** @hidden */
  81168. _currentVelocity1: number;
  81169. /** @hidden */
  81170. _currentVelocity2: number;
  81171. /** @hidden */
  81172. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81173. /** @hidden */
  81174. _currentLimitVelocity1: number;
  81175. /** @hidden */
  81176. _currentLimitVelocity2: number;
  81177. /** @hidden */
  81178. _currentDragGradient: Nullable<FactorGradient>;
  81179. /** @hidden */
  81180. _currentDrag1: number;
  81181. /** @hidden */
  81182. _currentDrag2: number;
  81183. /** @hidden */
  81184. _randomNoiseCoordinates1: Vector3;
  81185. /** @hidden */
  81186. _randomNoiseCoordinates2: Vector3;
  81187. /**
  81188. * Creates a new instance Particle
  81189. * @param particleSystem the particle system the particle belongs to
  81190. */
  81191. constructor(
  81192. /**
  81193. * The particle system the particle belongs to.
  81194. */
  81195. particleSystem: ParticleSystem);
  81196. private updateCellInfoFromSystem;
  81197. /**
  81198. * Defines how the sprite cell index is updated for the particle
  81199. */
  81200. updateCellIndex(): void;
  81201. /** @hidden */
  81202. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81203. /** @hidden */
  81204. _inheritParticleInfoToSubEmitters(): void;
  81205. /** @hidden */
  81206. _reset(): void;
  81207. /**
  81208. * Copy the properties of particle to another one.
  81209. * @param other the particle to copy the information to.
  81210. */
  81211. copyTo(other: Particle): void;
  81212. }
  81213. }
  81214. declare module BABYLON {
  81215. /**
  81216. * Particle emitter represents a volume emitting particles.
  81217. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81218. */
  81219. export interface IParticleEmitterType {
  81220. /**
  81221. * Called by the particle System when the direction is computed for the created particle.
  81222. * @param worldMatrix is the world matrix of the particle system
  81223. * @param directionToUpdate is the direction vector to update with the result
  81224. * @param particle is the particle we are computed the direction for
  81225. */
  81226. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81227. /**
  81228. * Called by the particle System when the position is computed for the created particle.
  81229. * @param worldMatrix is the world matrix of the particle system
  81230. * @param positionToUpdate is the position vector to update with the result
  81231. * @param particle is the particle we are computed the position for
  81232. */
  81233. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81234. /**
  81235. * Clones the current emitter and returns a copy of it
  81236. * @returns the new emitter
  81237. */
  81238. clone(): IParticleEmitterType;
  81239. /**
  81240. * Called by the GPUParticleSystem to setup the update shader
  81241. * @param effect defines the update shader
  81242. */
  81243. applyToShader(effect: Effect): void;
  81244. /**
  81245. * Returns a string to use to update the GPU particles update shader
  81246. * @returns the effect defines string
  81247. */
  81248. getEffectDefines(): string;
  81249. /**
  81250. * Returns a string representing the class name
  81251. * @returns a string containing the class name
  81252. */
  81253. getClassName(): string;
  81254. /**
  81255. * Serializes the particle system to a JSON object.
  81256. * @returns the JSON object
  81257. */
  81258. serialize(): any;
  81259. /**
  81260. * Parse properties from a JSON object
  81261. * @param serializationObject defines the JSON object
  81262. */
  81263. parse(serializationObject: any): void;
  81264. }
  81265. }
  81266. declare module BABYLON {
  81267. /**
  81268. * Particle emitter emitting particles from the inside of a box.
  81269. * It emits the particles randomly between 2 given directions.
  81270. */
  81271. export class BoxParticleEmitter implements IParticleEmitterType {
  81272. /**
  81273. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81274. */
  81275. direction1: Vector3;
  81276. /**
  81277. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81278. */
  81279. direction2: Vector3;
  81280. /**
  81281. * 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.
  81282. */
  81283. minEmitBox: Vector3;
  81284. /**
  81285. * 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.
  81286. */
  81287. maxEmitBox: Vector3;
  81288. /**
  81289. * Creates a new instance BoxParticleEmitter
  81290. */
  81291. constructor();
  81292. /**
  81293. * Called by the particle System when the direction is computed for the created particle.
  81294. * @param worldMatrix is the world matrix of the particle system
  81295. * @param directionToUpdate is the direction vector to update with the result
  81296. * @param particle is the particle we are computed the direction for
  81297. */
  81298. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81299. /**
  81300. * Called by the particle System when the position is computed for the created particle.
  81301. * @param worldMatrix is the world matrix of the particle system
  81302. * @param positionToUpdate is the position vector to update with the result
  81303. * @param particle is the particle we are computed the position for
  81304. */
  81305. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81306. /**
  81307. * Clones the current emitter and returns a copy of it
  81308. * @returns the new emitter
  81309. */
  81310. clone(): BoxParticleEmitter;
  81311. /**
  81312. * Called by the GPUParticleSystem to setup the update shader
  81313. * @param effect defines the update shader
  81314. */
  81315. applyToShader(effect: Effect): void;
  81316. /**
  81317. * Returns a string to use to update the GPU particles update shader
  81318. * @returns a string containng the defines string
  81319. */
  81320. getEffectDefines(): string;
  81321. /**
  81322. * Returns the string "BoxParticleEmitter"
  81323. * @returns a string containing the class name
  81324. */
  81325. getClassName(): string;
  81326. /**
  81327. * Serializes the particle system to a JSON object.
  81328. * @returns the JSON object
  81329. */
  81330. serialize(): any;
  81331. /**
  81332. * Parse properties from a JSON object
  81333. * @param serializationObject defines the JSON object
  81334. */
  81335. parse(serializationObject: any): void;
  81336. }
  81337. }
  81338. declare module BABYLON {
  81339. /**
  81340. * Particle emitter emitting particles from the inside of a cone.
  81341. * It emits the particles alongside the cone volume from the base to the particle.
  81342. * The emission direction might be randomized.
  81343. */
  81344. export class ConeParticleEmitter implements IParticleEmitterType {
  81345. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81346. directionRandomizer: number;
  81347. private _radius;
  81348. private _angle;
  81349. private _height;
  81350. /**
  81351. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81352. */
  81353. radiusRange: number;
  81354. /**
  81355. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81356. */
  81357. heightRange: number;
  81358. /**
  81359. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81360. */
  81361. emitFromSpawnPointOnly: boolean;
  81362. /**
  81363. * Gets or sets the radius of the emission cone
  81364. */
  81365. radius: number;
  81366. /**
  81367. * Gets or sets the angle of the emission cone
  81368. */
  81369. angle: number;
  81370. private _buildHeight;
  81371. /**
  81372. * Creates a new instance ConeParticleEmitter
  81373. * @param radius the radius of the emission cone (1 by default)
  81374. * @param angle the cone base angle (PI by default)
  81375. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81376. */
  81377. constructor(radius?: number, angle?: number,
  81378. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81379. directionRandomizer?: number);
  81380. /**
  81381. * Called by the particle System when the direction is computed for the created particle.
  81382. * @param worldMatrix is the world matrix of the particle system
  81383. * @param directionToUpdate is the direction vector to update with the result
  81384. * @param particle is the particle we are computed the direction for
  81385. */
  81386. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81387. /**
  81388. * Called by the particle System when the position is computed for the created particle.
  81389. * @param worldMatrix is the world matrix of the particle system
  81390. * @param positionToUpdate is the position vector to update with the result
  81391. * @param particle is the particle we are computed the position for
  81392. */
  81393. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81394. /**
  81395. * Clones the current emitter and returns a copy of it
  81396. * @returns the new emitter
  81397. */
  81398. clone(): ConeParticleEmitter;
  81399. /**
  81400. * Called by the GPUParticleSystem to setup the update shader
  81401. * @param effect defines the update shader
  81402. */
  81403. applyToShader(effect: Effect): void;
  81404. /**
  81405. * Returns a string to use to update the GPU particles update shader
  81406. * @returns a string containng the defines string
  81407. */
  81408. getEffectDefines(): string;
  81409. /**
  81410. * Returns the string "ConeParticleEmitter"
  81411. * @returns a string containing the class name
  81412. */
  81413. getClassName(): string;
  81414. /**
  81415. * Serializes the particle system to a JSON object.
  81416. * @returns the JSON object
  81417. */
  81418. serialize(): any;
  81419. /**
  81420. * Parse properties from a JSON object
  81421. * @param serializationObject defines the JSON object
  81422. */
  81423. parse(serializationObject: any): void;
  81424. }
  81425. }
  81426. declare module BABYLON {
  81427. /**
  81428. * Particle emitter emitting particles from the inside of a cylinder.
  81429. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81430. */
  81431. export class CylinderParticleEmitter implements IParticleEmitterType {
  81432. /**
  81433. * The radius of the emission cylinder.
  81434. */
  81435. radius: number;
  81436. /**
  81437. * The height of the emission cylinder.
  81438. */
  81439. height: number;
  81440. /**
  81441. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81442. */
  81443. radiusRange: number;
  81444. /**
  81445. * How much to randomize the particle direction [0-1].
  81446. */
  81447. directionRandomizer: number;
  81448. /**
  81449. * Creates a new instance CylinderParticleEmitter
  81450. * @param radius the radius of the emission cylinder (1 by default)
  81451. * @param height the height of the emission cylinder (1 by default)
  81452. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81453. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81454. */
  81455. constructor(
  81456. /**
  81457. * The radius of the emission cylinder.
  81458. */
  81459. radius?: number,
  81460. /**
  81461. * The height of the emission cylinder.
  81462. */
  81463. height?: number,
  81464. /**
  81465. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81466. */
  81467. radiusRange?: number,
  81468. /**
  81469. * How much to randomize the particle direction [0-1].
  81470. */
  81471. directionRandomizer?: number);
  81472. /**
  81473. * Called by the particle System when the direction is computed for the created particle.
  81474. * @param worldMatrix is the world matrix of the particle system
  81475. * @param directionToUpdate is the direction vector to update with the result
  81476. * @param particle is the particle we are computed the direction for
  81477. */
  81478. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81479. /**
  81480. * Called by the particle System when the position is computed for the created particle.
  81481. * @param worldMatrix is the world matrix of the particle system
  81482. * @param positionToUpdate is the position vector to update with the result
  81483. * @param particle is the particle we are computed the position for
  81484. */
  81485. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81486. /**
  81487. * Clones the current emitter and returns a copy of it
  81488. * @returns the new emitter
  81489. */
  81490. clone(): CylinderParticleEmitter;
  81491. /**
  81492. * Called by the GPUParticleSystem to setup the update shader
  81493. * @param effect defines the update shader
  81494. */
  81495. applyToShader(effect: Effect): void;
  81496. /**
  81497. * Returns a string to use to update the GPU particles update shader
  81498. * @returns a string containng the defines string
  81499. */
  81500. getEffectDefines(): string;
  81501. /**
  81502. * Returns the string "CylinderParticleEmitter"
  81503. * @returns a string containing the class name
  81504. */
  81505. getClassName(): string;
  81506. /**
  81507. * Serializes the particle system to a JSON object.
  81508. * @returns the JSON object
  81509. */
  81510. serialize(): any;
  81511. /**
  81512. * Parse properties from a JSON object
  81513. * @param serializationObject defines the JSON object
  81514. */
  81515. parse(serializationObject: any): void;
  81516. }
  81517. /**
  81518. * Particle emitter emitting particles from the inside of a cylinder.
  81519. * It emits the particles randomly between two vectors.
  81520. */
  81521. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81522. /**
  81523. * The min limit of the emission direction.
  81524. */
  81525. direction1: Vector3;
  81526. /**
  81527. * The max limit of the emission direction.
  81528. */
  81529. direction2: Vector3;
  81530. /**
  81531. * Creates a new instance CylinderDirectedParticleEmitter
  81532. * @param radius the radius of the emission cylinder (1 by default)
  81533. * @param height the height of the emission cylinder (1 by default)
  81534. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81535. * @param direction1 the min limit of the emission direction (up vector by default)
  81536. * @param direction2 the max limit of the emission direction (up vector by default)
  81537. */
  81538. constructor(radius?: number, height?: number, radiusRange?: number,
  81539. /**
  81540. * The min limit of the emission direction.
  81541. */
  81542. direction1?: Vector3,
  81543. /**
  81544. * The max limit of the emission direction.
  81545. */
  81546. direction2?: Vector3);
  81547. /**
  81548. * Called by the particle System when the direction is computed for the created particle.
  81549. * @param worldMatrix is the world matrix of the particle system
  81550. * @param directionToUpdate is the direction vector to update with the result
  81551. * @param particle is the particle we are computed the direction for
  81552. */
  81553. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81554. /**
  81555. * Clones the current emitter and returns a copy of it
  81556. * @returns the new emitter
  81557. */
  81558. clone(): CylinderDirectedParticleEmitter;
  81559. /**
  81560. * Called by the GPUParticleSystem to setup the update shader
  81561. * @param effect defines the update shader
  81562. */
  81563. applyToShader(effect: Effect): void;
  81564. /**
  81565. * Returns a string to use to update the GPU particles update shader
  81566. * @returns a string containng the defines string
  81567. */
  81568. getEffectDefines(): string;
  81569. /**
  81570. * Returns the string "CylinderDirectedParticleEmitter"
  81571. * @returns a string containing the class name
  81572. */
  81573. getClassName(): string;
  81574. /**
  81575. * Serializes the particle system to a JSON object.
  81576. * @returns the JSON object
  81577. */
  81578. serialize(): any;
  81579. /**
  81580. * Parse properties from a JSON object
  81581. * @param serializationObject defines the JSON object
  81582. */
  81583. parse(serializationObject: any): void;
  81584. }
  81585. }
  81586. declare module BABYLON {
  81587. /**
  81588. * Particle emitter emitting particles from the inside of a hemisphere.
  81589. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81590. */
  81591. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81592. /**
  81593. * The radius of the emission hemisphere.
  81594. */
  81595. radius: number;
  81596. /**
  81597. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81598. */
  81599. radiusRange: number;
  81600. /**
  81601. * How much to randomize the particle direction [0-1].
  81602. */
  81603. directionRandomizer: number;
  81604. /**
  81605. * Creates a new instance HemisphericParticleEmitter
  81606. * @param radius the radius of the emission hemisphere (1 by default)
  81607. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81608. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81609. */
  81610. constructor(
  81611. /**
  81612. * The radius of the emission hemisphere.
  81613. */
  81614. radius?: number,
  81615. /**
  81616. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81617. */
  81618. radiusRange?: number,
  81619. /**
  81620. * How much to randomize the particle direction [0-1].
  81621. */
  81622. directionRandomizer?: number);
  81623. /**
  81624. * Called by the particle System when the direction is computed for the created particle.
  81625. * @param worldMatrix is the world matrix of the particle system
  81626. * @param directionToUpdate is the direction vector to update with the result
  81627. * @param particle is the particle we are computed the direction for
  81628. */
  81629. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81630. /**
  81631. * Called by the particle System when the position is computed for the created particle.
  81632. * @param worldMatrix is the world matrix of the particle system
  81633. * @param positionToUpdate is the position vector to update with the result
  81634. * @param particle is the particle we are computed the position for
  81635. */
  81636. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81637. /**
  81638. * Clones the current emitter and returns a copy of it
  81639. * @returns the new emitter
  81640. */
  81641. clone(): HemisphericParticleEmitter;
  81642. /**
  81643. * Called by the GPUParticleSystem to setup the update shader
  81644. * @param effect defines the update shader
  81645. */
  81646. applyToShader(effect: Effect): void;
  81647. /**
  81648. * Returns a string to use to update the GPU particles update shader
  81649. * @returns a string containng the defines string
  81650. */
  81651. getEffectDefines(): string;
  81652. /**
  81653. * Returns the string "HemisphericParticleEmitter"
  81654. * @returns a string containing the class name
  81655. */
  81656. getClassName(): string;
  81657. /**
  81658. * Serializes the particle system to a JSON object.
  81659. * @returns the JSON object
  81660. */
  81661. serialize(): any;
  81662. /**
  81663. * Parse properties from a JSON object
  81664. * @param serializationObject defines the JSON object
  81665. */
  81666. parse(serializationObject: any): void;
  81667. }
  81668. }
  81669. declare module BABYLON {
  81670. /**
  81671. * Particle emitter emitting particles from a point.
  81672. * It emits the particles randomly between 2 given directions.
  81673. */
  81674. export class PointParticleEmitter implements IParticleEmitterType {
  81675. /**
  81676. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81677. */
  81678. direction1: Vector3;
  81679. /**
  81680. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81681. */
  81682. direction2: Vector3;
  81683. /**
  81684. * Creates a new instance PointParticleEmitter
  81685. */
  81686. constructor();
  81687. /**
  81688. * Called by the particle System when the direction is computed for the created particle.
  81689. * @param worldMatrix is the world matrix of the particle system
  81690. * @param directionToUpdate is the direction vector to update with the result
  81691. * @param particle is the particle we are computed the direction for
  81692. */
  81693. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81694. /**
  81695. * Called by the particle System when the position is computed for the created particle.
  81696. * @param worldMatrix is the world matrix of the particle system
  81697. * @param positionToUpdate is the position vector to update with the result
  81698. * @param particle is the particle we are computed the position for
  81699. */
  81700. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81701. /**
  81702. * Clones the current emitter and returns a copy of it
  81703. * @returns the new emitter
  81704. */
  81705. clone(): PointParticleEmitter;
  81706. /**
  81707. * Called by the GPUParticleSystem to setup the update shader
  81708. * @param effect defines the update shader
  81709. */
  81710. applyToShader(effect: Effect): void;
  81711. /**
  81712. * Returns a string to use to update the GPU particles update shader
  81713. * @returns a string containng the defines string
  81714. */
  81715. getEffectDefines(): string;
  81716. /**
  81717. * Returns the string "PointParticleEmitter"
  81718. * @returns a string containing the class name
  81719. */
  81720. getClassName(): string;
  81721. /**
  81722. * Serializes the particle system to a JSON object.
  81723. * @returns the JSON object
  81724. */
  81725. serialize(): any;
  81726. /**
  81727. * Parse properties from a JSON object
  81728. * @param serializationObject defines the JSON object
  81729. */
  81730. parse(serializationObject: any): void;
  81731. }
  81732. }
  81733. declare module BABYLON {
  81734. /**
  81735. * Particle emitter emitting particles from the inside of a sphere.
  81736. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81737. */
  81738. export class SphereParticleEmitter implements IParticleEmitterType {
  81739. /**
  81740. * The radius of the emission sphere.
  81741. */
  81742. radius: number;
  81743. /**
  81744. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81745. */
  81746. radiusRange: number;
  81747. /**
  81748. * How much to randomize the particle direction [0-1].
  81749. */
  81750. directionRandomizer: number;
  81751. /**
  81752. * Creates a new instance SphereParticleEmitter
  81753. * @param radius the radius of the emission sphere (1 by default)
  81754. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81755. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81756. */
  81757. constructor(
  81758. /**
  81759. * The radius of the emission sphere.
  81760. */
  81761. radius?: number,
  81762. /**
  81763. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81764. */
  81765. radiusRange?: number,
  81766. /**
  81767. * How much to randomize the particle direction [0-1].
  81768. */
  81769. directionRandomizer?: number);
  81770. /**
  81771. * Called by the particle System when the direction is computed for the created particle.
  81772. * @param worldMatrix is the world matrix of the particle system
  81773. * @param directionToUpdate is the direction vector to update with the result
  81774. * @param particle is the particle we are computed the direction for
  81775. */
  81776. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81777. /**
  81778. * Called by the particle System when the position is computed for the created particle.
  81779. * @param worldMatrix is the world matrix of the particle system
  81780. * @param positionToUpdate is the position vector to update with the result
  81781. * @param particle is the particle we are computed the position for
  81782. */
  81783. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81784. /**
  81785. * Clones the current emitter and returns a copy of it
  81786. * @returns the new emitter
  81787. */
  81788. clone(): SphereParticleEmitter;
  81789. /**
  81790. * Called by the GPUParticleSystem to setup the update shader
  81791. * @param effect defines the update shader
  81792. */
  81793. applyToShader(effect: Effect): void;
  81794. /**
  81795. * Returns a string to use to update the GPU particles update shader
  81796. * @returns a string containng the defines string
  81797. */
  81798. getEffectDefines(): string;
  81799. /**
  81800. * Returns the string "SphereParticleEmitter"
  81801. * @returns a string containing the class name
  81802. */
  81803. getClassName(): string;
  81804. /**
  81805. * Serializes the particle system to a JSON object.
  81806. * @returns the JSON object
  81807. */
  81808. serialize(): any;
  81809. /**
  81810. * Parse properties from a JSON object
  81811. * @param serializationObject defines the JSON object
  81812. */
  81813. parse(serializationObject: any): void;
  81814. }
  81815. /**
  81816. * Particle emitter emitting particles from the inside of a sphere.
  81817. * It emits the particles randomly between two vectors.
  81818. */
  81819. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81820. /**
  81821. * The min limit of the emission direction.
  81822. */
  81823. direction1: Vector3;
  81824. /**
  81825. * The max limit of the emission direction.
  81826. */
  81827. direction2: Vector3;
  81828. /**
  81829. * Creates a new instance SphereDirectedParticleEmitter
  81830. * @param radius the radius of the emission sphere (1 by default)
  81831. * @param direction1 the min limit of the emission direction (up vector by default)
  81832. * @param direction2 the max limit of the emission direction (up vector by default)
  81833. */
  81834. constructor(radius?: number,
  81835. /**
  81836. * The min limit of the emission direction.
  81837. */
  81838. direction1?: Vector3,
  81839. /**
  81840. * The max limit of the emission direction.
  81841. */
  81842. direction2?: Vector3);
  81843. /**
  81844. * Called by the particle System when the direction is computed for the created particle.
  81845. * @param worldMatrix is the world matrix of the particle system
  81846. * @param directionToUpdate is the direction vector to update with the result
  81847. * @param particle is the particle we are computed the direction for
  81848. */
  81849. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81850. /**
  81851. * Clones the current emitter and returns a copy of it
  81852. * @returns the new emitter
  81853. */
  81854. clone(): SphereDirectedParticleEmitter;
  81855. /**
  81856. * Called by the GPUParticleSystem to setup the update shader
  81857. * @param effect defines the update shader
  81858. */
  81859. applyToShader(effect: Effect): void;
  81860. /**
  81861. * Returns a string to use to update the GPU particles update shader
  81862. * @returns a string containng the defines string
  81863. */
  81864. getEffectDefines(): string;
  81865. /**
  81866. * Returns the string "SphereDirectedParticleEmitter"
  81867. * @returns a string containing the class name
  81868. */
  81869. getClassName(): string;
  81870. /**
  81871. * Serializes the particle system to a JSON object.
  81872. * @returns the JSON object
  81873. */
  81874. serialize(): any;
  81875. /**
  81876. * Parse properties from a JSON object
  81877. * @param serializationObject defines the JSON object
  81878. */
  81879. parse(serializationObject: any): void;
  81880. }
  81881. }
  81882. declare module BABYLON {
  81883. /**
  81884. * Interface representing a particle system in Babylon.js.
  81885. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81886. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81887. */
  81888. export interface IParticleSystem {
  81889. /**
  81890. * List of animations used by the particle system.
  81891. */
  81892. animations: Animation[];
  81893. /**
  81894. * The id of the Particle system.
  81895. */
  81896. id: string;
  81897. /**
  81898. * The name of the Particle system.
  81899. */
  81900. name: string;
  81901. /**
  81902. * The emitter represents the Mesh or position we are attaching the particle system to.
  81903. */
  81904. emitter: Nullable<AbstractMesh | Vector3>;
  81905. /**
  81906. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81907. */
  81908. isBillboardBased: boolean;
  81909. /**
  81910. * The rendering group used by the Particle system to chose when to render.
  81911. */
  81912. renderingGroupId: number;
  81913. /**
  81914. * The layer mask we are rendering the particles through.
  81915. */
  81916. layerMask: number;
  81917. /**
  81918. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81919. */
  81920. updateSpeed: number;
  81921. /**
  81922. * The amount of time the particle system is running (depends of the overall update speed).
  81923. */
  81924. targetStopDuration: number;
  81925. /**
  81926. * The texture used to render each particle. (this can be a spritesheet)
  81927. */
  81928. particleTexture: Nullable<Texture>;
  81929. /**
  81930. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81931. */
  81932. blendMode: number;
  81933. /**
  81934. * Minimum life time of emitting particles.
  81935. */
  81936. minLifeTime: number;
  81937. /**
  81938. * Maximum life time of emitting particles.
  81939. */
  81940. maxLifeTime: number;
  81941. /**
  81942. * Minimum Size of emitting particles.
  81943. */
  81944. minSize: number;
  81945. /**
  81946. * Maximum Size of emitting particles.
  81947. */
  81948. maxSize: number;
  81949. /**
  81950. * Minimum scale of emitting particles on X axis.
  81951. */
  81952. minScaleX: number;
  81953. /**
  81954. * Maximum scale of emitting particles on X axis.
  81955. */
  81956. maxScaleX: number;
  81957. /**
  81958. * Minimum scale of emitting particles on Y axis.
  81959. */
  81960. minScaleY: number;
  81961. /**
  81962. * Maximum scale of emitting particles on Y axis.
  81963. */
  81964. maxScaleY: number;
  81965. /**
  81966. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81967. */
  81968. color1: Color4;
  81969. /**
  81970. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81971. */
  81972. color2: Color4;
  81973. /**
  81974. * Color the particle will have at the end of its lifetime.
  81975. */
  81976. colorDead: Color4;
  81977. /**
  81978. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81979. */
  81980. emitRate: number;
  81981. /**
  81982. * You can use gravity if you want to give an orientation to your particles.
  81983. */
  81984. gravity: Vector3;
  81985. /**
  81986. * Minimum power of emitting particles.
  81987. */
  81988. minEmitPower: number;
  81989. /**
  81990. * Maximum power of emitting particles.
  81991. */
  81992. maxEmitPower: number;
  81993. /**
  81994. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81995. */
  81996. minAngularSpeed: number;
  81997. /**
  81998. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81999. */
  82000. maxAngularSpeed: number;
  82001. /**
  82002. * Gets or sets the minimal initial rotation in radians.
  82003. */
  82004. minInitialRotation: number;
  82005. /**
  82006. * Gets or sets the maximal initial rotation in radians.
  82007. */
  82008. maxInitialRotation: number;
  82009. /**
  82010. * The particle emitter type defines the emitter used by the particle system.
  82011. * It can be for example box, sphere, or cone...
  82012. */
  82013. particleEmitterType: Nullable<IParticleEmitterType>;
  82014. /**
  82015. * Defines the delay in milliseconds before starting the system (0 by default)
  82016. */
  82017. startDelay: number;
  82018. /**
  82019. * 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
  82020. */
  82021. preWarmCycles: number;
  82022. /**
  82023. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82024. */
  82025. preWarmStepOffset: number;
  82026. /**
  82027. * 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)
  82028. */
  82029. spriteCellChangeSpeed: number;
  82030. /**
  82031. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82032. */
  82033. startSpriteCellID: number;
  82034. /**
  82035. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82036. */
  82037. endSpriteCellID: number;
  82038. /**
  82039. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82040. */
  82041. spriteCellWidth: number;
  82042. /**
  82043. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82044. */
  82045. spriteCellHeight: number;
  82046. /**
  82047. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82048. */
  82049. spriteRandomStartCell: boolean;
  82050. /**
  82051. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82052. */
  82053. isAnimationSheetEnabled: boolean;
  82054. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82055. translationPivot: Vector2;
  82056. /**
  82057. * Gets or sets a texture used to add random noise to particle positions
  82058. */
  82059. noiseTexture: Nullable<BaseTexture>;
  82060. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82061. noiseStrength: Vector3;
  82062. /**
  82063. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82064. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82065. */
  82066. billboardMode: number;
  82067. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82068. limitVelocityDamping: number;
  82069. /**
  82070. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82071. */
  82072. beginAnimationOnStart: boolean;
  82073. /**
  82074. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82075. */
  82076. beginAnimationFrom: number;
  82077. /**
  82078. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82079. */
  82080. beginAnimationTo: number;
  82081. /**
  82082. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82083. */
  82084. beginAnimationLoop: boolean;
  82085. /**
  82086. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82087. */
  82088. disposeOnStop: boolean;
  82089. /**
  82090. * Gets the maximum number of particles active at the same time.
  82091. * @returns The max number of active particles.
  82092. */
  82093. getCapacity(): number;
  82094. /**
  82095. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82096. * @returns True if it has been started, otherwise false.
  82097. */
  82098. isStarted(): boolean;
  82099. /**
  82100. * Animates the particle system for this frame.
  82101. */
  82102. animate(): void;
  82103. /**
  82104. * Renders the particle system in its current state.
  82105. * @returns the current number of particles
  82106. */
  82107. render(): number;
  82108. /**
  82109. * Dispose the particle system and frees its associated resources.
  82110. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82111. */
  82112. dispose(disposeTexture?: boolean): void;
  82113. /**
  82114. * Clones the particle system.
  82115. * @param name The name of the cloned object
  82116. * @param newEmitter The new emitter to use
  82117. * @returns the cloned particle system
  82118. */
  82119. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82120. /**
  82121. * Serializes the particle system to a JSON object.
  82122. * @returns the JSON object
  82123. */
  82124. serialize(): any;
  82125. /**
  82126. * Rebuild the particle system
  82127. */
  82128. rebuild(): void;
  82129. /**
  82130. * Starts the particle system and begins to emit
  82131. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82132. */
  82133. start(delay?: number): void;
  82134. /**
  82135. * Stops the particle system.
  82136. */
  82137. stop(): void;
  82138. /**
  82139. * Remove all active particles
  82140. */
  82141. reset(): void;
  82142. /**
  82143. * Is this system ready to be used/rendered
  82144. * @return true if the system is ready
  82145. */
  82146. isReady(): boolean;
  82147. /**
  82148. * Adds a new color gradient
  82149. * @param gradient defines the gradient to use (between 0 and 1)
  82150. * @param color1 defines the color to affect to the specified gradient
  82151. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82152. * @returns the current particle system
  82153. */
  82154. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82155. /**
  82156. * Remove a specific color gradient
  82157. * @param gradient defines the gradient to remove
  82158. * @returns the current particle system
  82159. */
  82160. removeColorGradient(gradient: number): IParticleSystem;
  82161. /**
  82162. * Adds a new size gradient
  82163. * @param gradient defines the gradient to use (between 0 and 1)
  82164. * @param factor defines the size factor to affect to the specified gradient
  82165. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82166. * @returns the current particle system
  82167. */
  82168. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82169. /**
  82170. * Remove a specific size gradient
  82171. * @param gradient defines the gradient to remove
  82172. * @returns the current particle system
  82173. */
  82174. removeSizeGradient(gradient: number): IParticleSystem;
  82175. /**
  82176. * Gets the current list of color gradients.
  82177. * You must use addColorGradient and removeColorGradient to udpate this list
  82178. * @returns the list of color gradients
  82179. */
  82180. getColorGradients(): Nullable<Array<ColorGradient>>;
  82181. /**
  82182. * Gets the current list of size gradients.
  82183. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82184. * @returns the list of size gradients
  82185. */
  82186. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82187. /**
  82188. * Gets the current list of angular speed gradients.
  82189. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82190. * @returns the list of angular speed gradients
  82191. */
  82192. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82193. /**
  82194. * Adds a new angular speed gradient
  82195. * @param gradient defines the gradient to use (between 0 and 1)
  82196. * @param factor defines the angular speed to affect to the specified gradient
  82197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82198. * @returns the current particle system
  82199. */
  82200. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82201. /**
  82202. * Remove a specific angular speed gradient
  82203. * @param gradient defines the gradient to remove
  82204. * @returns the current particle system
  82205. */
  82206. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82207. /**
  82208. * Gets the current list of velocity gradients.
  82209. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82210. * @returns the list of velocity gradients
  82211. */
  82212. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82213. /**
  82214. * Adds a new velocity gradient
  82215. * @param gradient defines the gradient to use (between 0 and 1)
  82216. * @param factor defines the velocity to affect to the specified gradient
  82217. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82218. * @returns the current particle system
  82219. */
  82220. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82221. /**
  82222. * Remove a specific velocity gradient
  82223. * @param gradient defines the gradient to remove
  82224. * @returns the current particle system
  82225. */
  82226. removeVelocityGradient(gradient: number): IParticleSystem;
  82227. /**
  82228. * Gets the current list of limit velocity gradients.
  82229. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82230. * @returns the list of limit velocity gradients
  82231. */
  82232. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82233. /**
  82234. * Adds a new limit velocity gradient
  82235. * @param gradient defines the gradient to use (between 0 and 1)
  82236. * @param factor defines the limit velocity to affect to the specified gradient
  82237. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82238. * @returns the current particle system
  82239. */
  82240. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82241. /**
  82242. * Remove a specific limit velocity gradient
  82243. * @param gradient defines the gradient to remove
  82244. * @returns the current particle system
  82245. */
  82246. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82247. /**
  82248. * Adds a new drag gradient
  82249. * @param gradient defines the gradient to use (between 0 and 1)
  82250. * @param factor defines the drag to affect to the specified gradient
  82251. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82252. * @returns the current particle system
  82253. */
  82254. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82255. /**
  82256. * Remove a specific drag gradient
  82257. * @param gradient defines the gradient to remove
  82258. * @returns the current particle system
  82259. */
  82260. removeDragGradient(gradient: number): IParticleSystem;
  82261. /**
  82262. * Gets the current list of drag gradients.
  82263. * You must use addDragGradient and removeDragGradient to udpate this list
  82264. * @returns the list of drag gradients
  82265. */
  82266. getDragGradients(): Nullable<Array<FactorGradient>>;
  82267. /**
  82268. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82269. * @param gradient defines the gradient to use (between 0 and 1)
  82270. * @param factor defines the emit rate to affect to the specified gradient
  82271. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82272. * @returns the current particle system
  82273. */
  82274. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82275. /**
  82276. * Remove a specific emit rate gradient
  82277. * @param gradient defines the gradient to remove
  82278. * @returns the current particle system
  82279. */
  82280. removeEmitRateGradient(gradient: number): IParticleSystem;
  82281. /**
  82282. * Gets the current list of emit rate gradients.
  82283. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82284. * @returns the list of emit rate gradients
  82285. */
  82286. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82287. /**
  82288. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82289. * @param gradient defines the gradient to use (between 0 and 1)
  82290. * @param factor defines the start size to affect to the specified gradient
  82291. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82292. * @returns the current particle system
  82293. */
  82294. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82295. /**
  82296. * Remove a specific start size gradient
  82297. * @param gradient defines the gradient to remove
  82298. * @returns the current particle system
  82299. */
  82300. removeStartSizeGradient(gradient: number): IParticleSystem;
  82301. /**
  82302. * Gets the current list of start size gradients.
  82303. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82304. * @returns the list of start size gradients
  82305. */
  82306. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82307. /**
  82308. * Adds a new life time gradient
  82309. * @param gradient defines the gradient to use (between 0 and 1)
  82310. * @param factor defines the life time factor to affect to the specified gradient
  82311. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82312. * @returns the current particle system
  82313. */
  82314. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82315. /**
  82316. * Remove a specific life time gradient
  82317. * @param gradient defines the gradient to remove
  82318. * @returns the current particle system
  82319. */
  82320. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82321. /**
  82322. * Gets the current list of life time gradients.
  82323. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82324. * @returns the list of life time gradients
  82325. */
  82326. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82327. /**
  82328. * Gets the current list of color gradients.
  82329. * You must use addColorGradient and removeColorGradient to udpate this list
  82330. * @returns the list of color gradients
  82331. */
  82332. getColorGradients(): Nullable<Array<ColorGradient>>;
  82333. /**
  82334. * Adds a new ramp gradient used to remap particle colors
  82335. * @param gradient defines the gradient to use (between 0 and 1)
  82336. * @param color defines the color to affect to the specified gradient
  82337. * @returns the current particle system
  82338. */
  82339. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82340. /**
  82341. * Gets the current list of ramp gradients.
  82342. * You must use addRampGradient and removeRampGradient to udpate this list
  82343. * @returns the list of ramp gradients
  82344. */
  82345. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82346. /** Gets or sets a boolean indicating that ramp gradients must be used
  82347. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82348. */
  82349. useRampGradients: boolean;
  82350. /**
  82351. * Adds a new color remap gradient
  82352. * @param gradient defines the gradient to use (between 0 and 1)
  82353. * @param min defines the color remap minimal range
  82354. * @param max defines the color remap maximal range
  82355. * @returns the current particle system
  82356. */
  82357. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82358. /**
  82359. * Gets the current list of color remap gradients.
  82360. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82361. * @returns the list of color remap gradients
  82362. */
  82363. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82364. /**
  82365. * Adds a new alpha remap gradient
  82366. * @param gradient defines the gradient to use (between 0 and 1)
  82367. * @param min defines the alpha remap minimal range
  82368. * @param max defines the alpha remap maximal range
  82369. * @returns the current particle system
  82370. */
  82371. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82372. /**
  82373. * Gets the current list of alpha remap gradients.
  82374. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82375. * @returns the list of alpha remap gradients
  82376. */
  82377. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82378. /**
  82379. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82380. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82381. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82382. * @returns the emitter
  82383. */
  82384. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82385. /**
  82386. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82387. * @param radius The radius of the hemisphere to emit from
  82388. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82389. * @returns the emitter
  82390. */
  82391. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82392. /**
  82393. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82394. * @param radius The radius of the sphere to emit from
  82395. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82396. * @returns the emitter
  82397. */
  82398. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82399. /**
  82400. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82401. * @param radius The radius of the sphere to emit from
  82402. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82403. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82404. * @returns the emitter
  82405. */
  82406. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82407. /**
  82408. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82409. * @param radius The radius of the emission cylinder
  82410. * @param height The height of the emission cylinder
  82411. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82412. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82413. * @returns the emitter
  82414. */
  82415. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82416. /**
  82417. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82418. * @param radius The radius of the cylinder to emit from
  82419. * @param height The height of the emission cylinder
  82420. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82421. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82422. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82423. * @returns the emitter
  82424. */
  82425. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82426. /**
  82427. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82428. * @param radius The radius of the cone to emit from
  82429. * @param angle The base angle of the cone
  82430. * @returns the emitter
  82431. */
  82432. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82433. /**
  82434. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82435. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82436. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82437. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82438. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82439. * @returns the emitter
  82440. */
  82441. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82442. /**
  82443. * Get hosting scene
  82444. * @returns the scene
  82445. */
  82446. getScene(): Scene;
  82447. }
  82448. }
  82449. declare module BABYLON {
  82450. /**
  82451. * Creates an instance based on a source mesh.
  82452. */
  82453. export class InstancedMesh extends AbstractMesh {
  82454. private _sourceMesh;
  82455. private _currentLOD;
  82456. /** @hidden */
  82457. _indexInSourceMeshInstanceArray: number;
  82458. constructor(name: string, source: Mesh);
  82459. /**
  82460. * Returns the string "InstancedMesh".
  82461. */
  82462. getClassName(): string;
  82463. /** Gets the list of lights affecting that mesh */
  82464. readonly lightSources: Light[];
  82465. _resyncLightSources(): void;
  82466. _resyncLighSource(light: Light): void;
  82467. _removeLightSource(light: Light): void;
  82468. /**
  82469. * If the source mesh receives shadows
  82470. */
  82471. readonly receiveShadows: boolean;
  82472. /**
  82473. * The material of the source mesh
  82474. */
  82475. readonly material: Nullable<Material>;
  82476. /**
  82477. * Visibility of the source mesh
  82478. */
  82479. readonly visibility: number;
  82480. /**
  82481. * Skeleton of the source mesh
  82482. */
  82483. readonly skeleton: Nullable<Skeleton>;
  82484. /**
  82485. * Rendering ground id of the source mesh
  82486. */
  82487. renderingGroupId: number;
  82488. /**
  82489. * Returns the total number of vertices (integer).
  82490. */
  82491. getTotalVertices(): number;
  82492. /**
  82493. * Returns a positive integer : the total number of indices in this mesh geometry.
  82494. * @returns the numner of indices or zero if the mesh has no geometry.
  82495. */
  82496. getTotalIndices(): number;
  82497. /**
  82498. * The source mesh of the instance
  82499. */
  82500. readonly sourceMesh: Mesh;
  82501. /**
  82502. * Is this node ready to be used/rendered
  82503. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82504. * @return {boolean} is it ready
  82505. */
  82506. isReady(completeCheck?: boolean): boolean;
  82507. /**
  82508. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82509. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82510. * @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.
  82511. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82512. */
  82513. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82514. /**
  82515. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82516. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82517. * The `data` are either a numeric array either a Float32Array.
  82518. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82519. * 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).
  82520. * Note that a new underlying VertexBuffer object is created each call.
  82521. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82522. *
  82523. * Possible `kind` values :
  82524. * - VertexBuffer.PositionKind
  82525. * - VertexBuffer.UVKind
  82526. * - VertexBuffer.UV2Kind
  82527. * - VertexBuffer.UV3Kind
  82528. * - VertexBuffer.UV4Kind
  82529. * - VertexBuffer.UV5Kind
  82530. * - VertexBuffer.UV6Kind
  82531. * - VertexBuffer.ColorKind
  82532. * - VertexBuffer.MatricesIndicesKind
  82533. * - VertexBuffer.MatricesIndicesExtraKind
  82534. * - VertexBuffer.MatricesWeightsKind
  82535. * - VertexBuffer.MatricesWeightsExtraKind
  82536. *
  82537. * Returns the Mesh.
  82538. */
  82539. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82540. /**
  82541. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82542. * If the mesh has no geometry, it is simply returned as it is.
  82543. * The `data` are either a numeric array either a Float32Array.
  82544. * No new underlying VertexBuffer object is created.
  82545. * 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.
  82546. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82547. *
  82548. * Possible `kind` values :
  82549. * - VertexBuffer.PositionKind
  82550. * - VertexBuffer.UVKind
  82551. * - VertexBuffer.UV2Kind
  82552. * - VertexBuffer.UV3Kind
  82553. * - VertexBuffer.UV4Kind
  82554. * - VertexBuffer.UV5Kind
  82555. * - VertexBuffer.UV6Kind
  82556. * - VertexBuffer.ColorKind
  82557. * - VertexBuffer.MatricesIndicesKind
  82558. * - VertexBuffer.MatricesIndicesExtraKind
  82559. * - VertexBuffer.MatricesWeightsKind
  82560. * - VertexBuffer.MatricesWeightsExtraKind
  82561. *
  82562. * Returns the Mesh.
  82563. */
  82564. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82565. /**
  82566. * Sets the mesh indices.
  82567. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82568. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82569. * This method creates a new index buffer each call.
  82570. * Returns the Mesh.
  82571. */
  82572. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82573. /**
  82574. * Boolean : True if the mesh owns the requested kind of data.
  82575. */
  82576. isVerticesDataPresent(kind: string): boolean;
  82577. /**
  82578. * Returns an array of indices (IndicesArray).
  82579. */
  82580. getIndices(): Nullable<IndicesArray>;
  82581. readonly _positions: Nullable<Vector3[]>;
  82582. /**
  82583. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82584. * This means the mesh underlying bounding box and sphere are recomputed.
  82585. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82586. * @returns the current mesh
  82587. */
  82588. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82589. /** @hidden */
  82590. _preActivate(): InstancedMesh;
  82591. /** @hidden */
  82592. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82593. /** @hidden */
  82594. _postActivate(): void;
  82595. getWorldMatrix(): Matrix;
  82596. readonly isAnInstance: boolean;
  82597. /**
  82598. * Returns the current associated LOD AbstractMesh.
  82599. */
  82600. getLOD(camera: Camera): AbstractMesh;
  82601. /** @hidden */
  82602. _syncSubMeshes(): InstancedMesh;
  82603. /** @hidden */
  82604. _generatePointsArray(): boolean;
  82605. /**
  82606. * Creates a new InstancedMesh from the current mesh.
  82607. * - name (string) : the cloned mesh name
  82608. * - newParent (optional Node) : the optional Node to parent the clone to.
  82609. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82610. *
  82611. * Returns the clone.
  82612. */
  82613. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82614. /**
  82615. * Disposes the InstancedMesh.
  82616. * Returns nothing.
  82617. */
  82618. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82619. }
  82620. }
  82621. declare module BABYLON {
  82622. /**
  82623. * Defines the options associated with the creation of a shader material.
  82624. */
  82625. export interface IShaderMaterialOptions {
  82626. /**
  82627. * Does the material work in alpha blend mode
  82628. */
  82629. needAlphaBlending: boolean;
  82630. /**
  82631. * Does the material work in alpha test mode
  82632. */
  82633. needAlphaTesting: boolean;
  82634. /**
  82635. * The list of attribute names used in the shader
  82636. */
  82637. attributes: string[];
  82638. /**
  82639. * The list of unifrom names used in the shader
  82640. */
  82641. uniforms: string[];
  82642. /**
  82643. * The list of UBO names used in the shader
  82644. */
  82645. uniformBuffers: string[];
  82646. /**
  82647. * The list of sampler names used in the shader
  82648. */
  82649. samplers: string[];
  82650. /**
  82651. * The list of defines used in the shader
  82652. */
  82653. defines: string[];
  82654. }
  82655. /**
  82656. * 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.
  82657. *
  82658. * This returned material effects how the mesh will look based on the code in the shaders.
  82659. *
  82660. * @see http://doc.babylonjs.com/how_to/shader_material
  82661. */
  82662. export class ShaderMaterial extends Material {
  82663. private _shaderPath;
  82664. private _options;
  82665. private _textures;
  82666. private _textureArrays;
  82667. private _floats;
  82668. private _ints;
  82669. private _floatsArrays;
  82670. private _colors3;
  82671. private _colors3Arrays;
  82672. private _colors4;
  82673. private _colors4Arrays;
  82674. private _vectors2;
  82675. private _vectors3;
  82676. private _vectors4;
  82677. private _matrices;
  82678. private _matrices3x3;
  82679. private _matrices2x2;
  82680. private _vectors2Arrays;
  82681. private _vectors3Arrays;
  82682. private _vectors4Arrays;
  82683. private _cachedWorldViewMatrix;
  82684. private _cachedWorldViewProjectionMatrix;
  82685. private _renderId;
  82686. /**
  82687. * Instantiate a new shader material.
  82688. * 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.
  82689. * This returned material effects how the mesh will look based on the code in the shaders.
  82690. * @see http://doc.babylonjs.com/how_to/shader_material
  82691. * @param name Define the name of the material in the scene
  82692. * @param scene Define the scene the material belongs to
  82693. * @param shaderPath Defines the route to the shader code in one of three ways:
  82694. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82695. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82696. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82697. * @param options Define the options used to create the shader
  82698. */
  82699. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82700. /**
  82701. * Gets the options used to compile the shader.
  82702. * They can be modified to trigger a new compilation
  82703. */
  82704. readonly options: IShaderMaterialOptions;
  82705. /**
  82706. * Gets the current class name of the material e.g. "ShaderMaterial"
  82707. * Mainly use in serialization.
  82708. * @returns the class name
  82709. */
  82710. getClassName(): string;
  82711. /**
  82712. * Specifies if the material will require alpha blending
  82713. * @returns a boolean specifying if alpha blending is needed
  82714. */
  82715. needAlphaBlending(): boolean;
  82716. /**
  82717. * Specifies if this material should be rendered in alpha test mode
  82718. * @returns a boolean specifying if an alpha test is needed.
  82719. */
  82720. needAlphaTesting(): boolean;
  82721. private _checkUniform;
  82722. /**
  82723. * Set a texture in the shader.
  82724. * @param name Define the name of the uniform samplers as defined in the shader
  82725. * @param texture Define the texture to bind to this sampler
  82726. * @return the material itself allowing "fluent" like uniform updates
  82727. */
  82728. setTexture(name: string, texture: Texture): ShaderMaterial;
  82729. /**
  82730. * Set a texture array in the shader.
  82731. * @param name Define the name of the uniform sampler array as defined in the shader
  82732. * @param textures Define the list of textures to bind to this sampler
  82733. * @return the material itself allowing "fluent" like uniform updates
  82734. */
  82735. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82736. /**
  82737. * Set a float in the shader.
  82738. * @param name Define the name of the uniform as defined in the shader
  82739. * @param value Define the value to give to the uniform
  82740. * @return the material itself allowing "fluent" like uniform updates
  82741. */
  82742. setFloat(name: string, value: number): ShaderMaterial;
  82743. /**
  82744. * Set a int in the shader.
  82745. * @param name Define the name of the uniform as defined in the shader
  82746. * @param value Define the value to give to the uniform
  82747. * @return the material itself allowing "fluent" like uniform updates
  82748. */
  82749. setInt(name: string, value: number): ShaderMaterial;
  82750. /**
  82751. * Set an array of floats in the shader.
  82752. * @param name Define the name of the uniform as defined in the shader
  82753. * @param value Define the value to give to the uniform
  82754. * @return the material itself allowing "fluent" like uniform updates
  82755. */
  82756. setFloats(name: string, value: number[]): ShaderMaterial;
  82757. /**
  82758. * Set a vec3 in the shader from a Color3.
  82759. * @param name Define the name of the uniform as defined in the shader
  82760. * @param value Define the value to give to the uniform
  82761. * @return the material itself allowing "fluent" like uniform updates
  82762. */
  82763. setColor3(name: string, value: Color3): ShaderMaterial;
  82764. /**
  82765. * Set a vec3 array in the shader from a Color3 array.
  82766. * @param name Define the name of the uniform as defined in the shader
  82767. * @param value Define the value to give to the uniform
  82768. * @return the material itself allowing "fluent" like uniform updates
  82769. */
  82770. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82771. /**
  82772. * Set a vec4 in the shader from a Color4.
  82773. * @param name Define the name of the uniform as defined in the shader
  82774. * @param value Define the value to give to the uniform
  82775. * @return the material itself allowing "fluent" like uniform updates
  82776. */
  82777. setColor4(name: string, value: Color4): ShaderMaterial;
  82778. /**
  82779. * Set a vec4 array in the shader from a Color4 array.
  82780. * @param name Define the name of the uniform as defined in the shader
  82781. * @param value Define the value to give to the uniform
  82782. * @return the material itself allowing "fluent" like uniform updates
  82783. */
  82784. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82785. /**
  82786. * Set a vec2 in the shader from a Vector2.
  82787. * @param name Define the name of the uniform as defined in the shader
  82788. * @param value Define the value to give to the uniform
  82789. * @return the material itself allowing "fluent" like uniform updates
  82790. */
  82791. setVector2(name: string, value: Vector2): ShaderMaterial;
  82792. /**
  82793. * Set a vec3 in the shader from a Vector3.
  82794. * @param name Define the name of the uniform as defined in the shader
  82795. * @param value Define the value to give to the uniform
  82796. * @return the material itself allowing "fluent" like uniform updates
  82797. */
  82798. setVector3(name: string, value: Vector3): ShaderMaterial;
  82799. /**
  82800. * Set a vec4 in the shader from a Vector4.
  82801. * @param name Define the name of the uniform as defined in the shader
  82802. * @param value Define the value to give to the uniform
  82803. * @return the material itself allowing "fluent" like uniform updates
  82804. */
  82805. setVector4(name: string, value: Vector4): ShaderMaterial;
  82806. /**
  82807. * Set a mat4 in the shader from a Matrix.
  82808. * @param name Define the name of the uniform as defined in the shader
  82809. * @param value Define the value to give to the uniform
  82810. * @return the material itself allowing "fluent" like uniform updates
  82811. */
  82812. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82813. /**
  82814. * Set a mat3 in the shader from a Float32Array.
  82815. * @param name Define the name of the uniform as defined in the shader
  82816. * @param value Define the value to give to the uniform
  82817. * @return the material itself allowing "fluent" like uniform updates
  82818. */
  82819. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82820. /**
  82821. * Set a mat2 in the shader from a Float32Array.
  82822. * @param name Define the name of the uniform as defined in the shader
  82823. * @param value Define the value to give to the uniform
  82824. * @return the material itself allowing "fluent" like uniform updates
  82825. */
  82826. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82827. /**
  82828. * Set a vec2 array in the shader from a number array.
  82829. * @param name Define the name of the uniform as defined in the shader
  82830. * @param value Define the value to give to the uniform
  82831. * @return the material itself allowing "fluent" like uniform updates
  82832. */
  82833. setArray2(name: string, value: number[]): ShaderMaterial;
  82834. /**
  82835. * Set a vec3 array in the shader from a number array.
  82836. * @param name Define the name of the uniform as defined in the shader
  82837. * @param value Define the value to give to the uniform
  82838. * @return the material itself allowing "fluent" like uniform updates
  82839. */
  82840. setArray3(name: string, value: number[]): ShaderMaterial;
  82841. /**
  82842. * Set a vec4 array in the shader from a number array.
  82843. * @param name Define the name of the uniform as defined in the shader
  82844. * @param value Define the value to give to the uniform
  82845. * @return the material itself allowing "fluent" like uniform updates
  82846. */
  82847. setArray4(name: string, value: number[]): ShaderMaterial;
  82848. private _checkCache;
  82849. /**
  82850. * Specifies that the submesh is ready to be used
  82851. * @param mesh defines the mesh to check
  82852. * @param subMesh defines which submesh to check
  82853. * @param useInstances specifies that instances should be used
  82854. * @returns a boolean indicating that the submesh is ready or not
  82855. */
  82856. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82857. /**
  82858. * Checks if the material is ready to render the requested mesh
  82859. * @param mesh Define the mesh to render
  82860. * @param useInstances Define whether or not the material is used with instances
  82861. * @returns true if ready, otherwise false
  82862. */
  82863. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82864. /**
  82865. * Binds the world matrix to the material
  82866. * @param world defines the world transformation matrix
  82867. */
  82868. bindOnlyWorldMatrix(world: Matrix): void;
  82869. /**
  82870. * Binds the material to the mesh
  82871. * @param world defines the world transformation matrix
  82872. * @param mesh defines the mesh to bind the material to
  82873. */
  82874. bind(world: Matrix, mesh?: Mesh): void;
  82875. /**
  82876. * Gets the active textures from the material
  82877. * @returns an array of textures
  82878. */
  82879. getActiveTextures(): BaseTexture[];
  82880. /**
  82881. * Specifies if the material uses a texture
  82882. * @param texture defines the texture to check against the material
  82883. * @returns a boolean specifying if the material uses the texture
  82884. */
  82885. hasTexture(texture: BaseTexture): boolean;
  82886. /**
  82887. * Makes a duplicate of the material, and gives it a new name
  82888. * @param name defines the new name for the duplicated material
  82889. * @returns the cloned material
  82890. */
  82891. clone(name: string): ShaderMaterial;
  82892. /**
  82893. * Disposes the material
  82894. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82895. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82896. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82897. */
  82898. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82899. /**
  82900. * Serializes this material in a JSON representation
  82901. * @returns the serialized material object
  82902. */
  82903. serialize(): any;
  82904. /**
  82905. * Creates a shader material from parsed shader material data
  82906. * @param source defines the JSON represnetation of the material
  82907. * @param scene defines the hosting scene
  82908. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82909. * @returns a new material
  82910. */
  82911. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82912. }
  82913. }
  82914. declare module BABYLON {
  82915. /** @hidden */
  82916. export var colorPixelShader: {
  82917. name: string;
  82918. shader: string;
  82919. };
  82920. }
  82921. declare module BABYLON {
  82922. /** @hidden */
  82923. export var colorVertexShader: {
  82924. name: string;
  82925. shader: string;
  82926. };
  82927. }
  82928. declare module BABYLON {
  82929. /**
  82930. * Line mesh
  82931. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82932. */
  82933. export class LinesMesh extends Mesh {
  82934. /**
  82935. * If vertex color should be applied to the mesh
  82936. */
  82937. readonly useVertexColor?: boolean | undefined;
  82938. /**
  82939. * If vertex alpha should be applied to the mesh
  82940. */
  82941. readonly useVertexAlpha?: boolean | undefined;
  82942. /**
  82943. * Color of the line (Default: White)
  82944. */
  82945. color: Color3;
  82946. /**
  82947. * Alpha of the line (Default: 1)
  82948. */
  82949. alpha: number;
  82950. /**
  82951. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82952. * This margin is expressed in world space coordinates, so its value may vary.
  82953. * Default value is 0.1
  82954. */
  82955. intersectionThreshold: number;
  82956. private _colorShader;
  82957. private color4;
  82958. /**
  82959. * Creates a new LinesMesh
  82960. * @param name defines the name
  82961. * @param scene defines the hosting scene
  82962. * @param parent defines the parent mesh if any
  82963. * @param source defines the optional source LinesMesh used to clone data from
  82964. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82965. * When false, achieved by calling a clone(), also passing False.
  82966. * This will make creation of children, recursive.
  82967. * @param useVertexColor defines if this LinesMesh supports vertex color
  82968. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82969. */
  82970. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82971. /**
  82972. * If vertex color should be applied to the mesh
  82973. */
  82974. useVertexColor?: boolean | undefined,
  82975. /**
  82976. * If vertex alpha should be applied to the mesh
  82977. */
  82978. useVertexAlpha?: boolean | undefined);
  82979. private _addClipPlaneDefine;
  82980. private _removeClipPlaneDefine;
  82981. isReady(): boolean;
  82982. /**
  82983. * Returns the string "LineMesh"
  82984. */
  82985. getClassName(): string;
  82986. /**
  82987. * @hidden
  82988. */
  82989. /**
  82990. * @hidden
  82991. */
  82992. material: Material;
  82993. /**
  82994. * @hidden
  82995. */
  82996. readonly checkCollisions: boolean;
  82997. /** @hidden */
  82998. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82999. /** @hidden */
  83000. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83001. /**
  83002. * Disposes of the line mesh
  83003. * @param doNotRecurse If children should be disposed
  83004. */
  83005. dispose(doNotRecurse?: boolean): void;
  83006. /**
  83007. * Returns a new LineMesh object cloned from the current one.
  83008. */
  83009. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83010. /**
  83011. * Creates a new InstancedLinesMesh object from the mesh model.
  83012. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83013. * @param name defines the name of the new instance
  83014. * @returns a new InstancedLinesMesh
  83015. */
  83016. createInstance(name: string): InstancedLinesMesh;
  83017. }
  83018. /**
  83019. * Creates an instance based on a source LinesMesh
  83020. */
  83021. export class InstancedLinesMesh extends InstancedMesh {
  83022. /**
  83023. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83024. * This margin is expressed in world space coordinates, so its value may vary.
  83025. * Initilized with the intersectionThreshold value of the source LinesMesh
  83026. */
  83027. intersectionThreshold: number;
  83028. constructor(name: string, source: LinesMesh);
  83029. /**
  83030. * Returns the string "InstancedLinesMesh".
  83031. */
  83032. getClassName(): string;
  83033. }
  83034. }
  83035. declare module BABYLON {
  83036. /** @hidden */
  83037. export var linePixelShader: {
  83038. name: string;
  83039. shader: string;
  83040. };
  83041. }
  83042. declare module BABYLON {
  83043. /** @hidden */
  83044. export var lineVertexShader: {
  83045. name: string;
  83046. shader: string;
  83047. };
  83048. }
  83049. declare module BABYLON {
  83050. interface AbstractMesh {
  83051. /**
  83052. * Gets the edgesRenderer associated with the mesh
  83053. */
  83054. edgesRenderer: Nullable<EdgesRenderer>;
  83055. }
  83056. interface LinesMesh {
  83057. /**
  83058. * Enables the edge rendering mode on the mesh.
  83059. * This mode makes the mesh edges visible
  83060. * @param epsilon defines the maximal distance between two angles to detect a face
  83061. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83062. * @returns the currentAbstractMesh
  83063. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83064. */
  83065. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83066. }
  83067. interface InstancedLinesMesh {
  83068. /**
  83069. * Enables the edge rendering mode on the mesh.
  83070. * This mode makes the mesh edges visible
  83071. * @param epsilon defines the maximal distance between two angles to detect a face
  83072. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83073. * @returns the current InstancedLinesMesh
  83074. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83075. */
  83076. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83077. }
  83078. /**
  83079. * Defines the minimum contract an Edges renderer should follow.
  83080. */
  83081. export interface IEdgesRenderer extends IDisposable {
  83082. /**
  83083. * Gets or sets a boolean indicating if the edgesRenderer is active
  83084. */
  83085. isEnabled: boolean;
  83086. /**
  83087. * Renders the edges of the attached mesh,
  83088. */
  83089. render(): void;
  83090. /**
  83091. * Checks wether or not the edges renderer is ready to render.
  83092. * @return true if ready, otherwise false.
  83093. */
  83094. isReady(): boolean;
  83095. }
  83096. /**
  83097. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83098. */
  83099. export class EdgesRenderer implements IEdgesRenderer {
  83100. /**
  83101. * Define the size of the edges with an orthographic camera
  83102. */
  83103. edgesWidthScalerForOrthographic: number;
  83104. /**
  83105. * Define the size of the edges with a perspective camera
  83106. */
  83107. edgesWidthScalerForPerspective: number;
  83108. protected _source: AbstractMesh;
  83109. protected _linesPositions: number[];
  83110. protected _linesNormals: number[];
  83111. protected _linesIndices: number[];
  83112. protected _epsilon: number;
  83113. protected _indicesCount: number;
  83114. protected _lineShader: ShaderMaterial;
  83115. protected _ib: DataBuffer;
  83116. protected _buffers: {
  83117. [key: string]: Nullable<VertexBuffer>;
  83118. };
  83119. protected _checkVerticesInsteadOfIndices: boolean;
  83120. private _meshRebuildObserver;
  83121. private _meshDisposeObserver;
  83122. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83123. isEnabled: boolean;
  83124. /**
  83125. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83126. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83127. * @param source Mesh used to create edges
  83128. * @param epsilon sum of angles in adjacency to check for edge
  83129. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83130. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83131. */
  83132. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83133. protected _prepareRessources(): void;
  83134. /** @hidden */
  83135. _rebuild(): void;
  83136. /**
  83137. * Releases the required resources for the edges renderer
  83138. */
  83139. dispose(): void;
  83140. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83141. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83142. /**
  83143. * Checks if the pair of p0 and p1 is en edge
  83144. * @param faceIndex
  83145. * @param edge
  83146. * @param faceNormals
  83147. * @param p0
  83148. * @param p1
  83149. * @private
  83150. */
  83151. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83152. /**
  83153. * push line into the position, normal and index buffer
  83154. * @protected
  83155. */
  83156. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83157. /**
  83158. * Generates lines edges from adjacencjes
  83159. * @private
  83160. */
  83161. _generateEdgesLines(): void;
  83162. /**
  83163. * Checks wether or not the edges renderer is ready to render.
  83164. * @return true if ready, otherwise false.
  83165. */
  83166. isReady(): boolean;
  83167. /**
  83168. * Renders the edges of the attached mesh,
  83169. */
  83170. render(): void;
  83171. }
  83172. /**
  83173. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83174. */
  83175. export class LineEdgesRenderer extends EdgesRenderer {
  83176. /**
  83177. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83178. * @param source LineMesh used to generate edges
  83179. * @param epsilon not important (specified angle for edge detection)
  83180. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83181. */
  83182. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83183. /**
  83184. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83185. */
  83186. _generateEdgesLines(): void;
  83187. }
  83188. }
  83189. declare module BABYLON {
  83190. /**
  83191. * This represents the object necessary to create a rendering group.
  83192. * This is exclusively used and created by the rendering manager.
  83193. * To modify the behavior, you use the available helpers in your scene or meshes.
  83194. * @hidden
  83195. */
  83196. export class RenderingGroup {
  83197. index: number;
  83198. private static _zeroVector;
  83199. private _scene;
  83200. private _opaqueSubMeshes;
  83201. private _transparentSubMeshes;
  83202. private _alphaTestSubMeshes;
  83203. private _depthOnlySubMeshes;
  83204. private _particleSystems;
  83205. private _spriteManagers;
  83206. private _opaqueSortCompareFn;
  83207. private _alphaTestSortCompareFn;
  83208. private _transparentSortCompareFn;
  83209. private _renderOpaque;
  83210. private _renderAlphaTest;
  83211. private _renderTransparent;
  83212. /** @hidden */
  83213. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83214. onBeforeTransparentRendering: () => void;
  83215. /**
  83216. * Set the opaque sort comparison function.
  83217. * If null the sub meshes will be render in the order they were created
  83218. */
  83219. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83220. /**
  83221. * Set the alpha test sort comparison function.
  83222. * If null the sub meshes will be render in the order they were created
  83223. */
  83224. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83225. /**
  83226. * Set the transparent sort comparison function.
  83227. * If null the sub meshes will be render in the order they were created
  83228. */
  83229. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83230. /**
  83231. * Creates a new rendering group.
  83232. * @param index The rendering group index
  83233. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83234. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83235. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83236. */
  83237. 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>);
  83238. /**
  83239. * Render all the sub meshes contained in the group.
  83240. * @param customRenderFunction Used to override the default render behaviour of the group.
  83241. * @returns true if rendered some submeshes.
  83242. */
  83243. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83244. /**
  83245. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83246. * @param subMeshes The submeshes to render
  83247. */
  83248. private renderOpaqueSorted;
  83249. /**
  83250. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83251. * @param subMeshes The submeshes to render
  83252. */
  83253. private renderAlphaTestSorted;
  83254. /**
  83255. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83256. * @param subMeshes The submeshes to render
  83257. */
  83258. private renderTransparentSorted;
  83259. /**
  83260. * Renders the submeshes in a specified order.
  83261. * @param subMeshes The submeshes to sort before render
  83262. * @param sortCompareFn The comparison function use to sort
  83263. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83264. * @param transparent Specifies to activate blending if true
  83265. */
  83266. private static renderSorted;
  83267. /**
  83268. * Renders the submeshes in the order they were dispatched (no sort applied).
  83269. * @param subMeshes The submeshes to render
  83270. */
  83271. private static renderUnsorted;
  83272. /**
  83273. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83274. * are rendered back to front if in the same alpha index.
  83275. *
  83276. * @param a The first submesh
  83277. * @param b The second submesh
  83278. * @returns The result of the comparison
  83279. */
  83280. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83281. /**
  83282. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83283. * are rendered back to front.
  83284. *
  83285. * @param a The first submesh
  83286. * @param b The second submesh
  83287. * @returns The result of the comparison
  83288. */
  83289. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83290. /**
  83291. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83292. * are rendered front to back (prevent overdraw).
  83293. *
  83294. * @param a The first submesh
  83295. * @param b The second submesh
  83296. * @returns The result of the comparison
  83297. */
  83298. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83299. /**
  83300. * Resets the different lists of submeshes to prepare a new frame.
  83301. */
  83302. prepare(): void;
  83303. dispose(): void;
  83304. /**
  83305. * Inserts the submesh in its correct queue depending on its material.
  83306. * @param subMesh The submesh to dispatch
  83307. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83308. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83309. */
  83310. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83311. dispatchSprites(spriteManager: ISpriteManager): void;
  83312. dispatchParticles(particleSystem: IParticleSystem): void;
  83313. private _renderParticles;
  83314. private _renderSprites;
  83315. }
  83316. }
  83317. declare module BABYLON {
  83318. /**
  83319. * Interface describing the different options available in the rendering manager
  83320. * regarding Auto Clear between groups.
  83321. */
  83322. export interface IRenderingManagerAutoClearSetup {
  83323. /**
  83324. * Defines whether or not autoclear is enable.
  83325. */
  83326. autoClear: boolean;
  83327. /**
  83328. * Defines whether or not to autoclear the depth buffer.
  83329. */
  83330. depth: boolean;
  83331. /**
  83332. * Defines whether or not to autoclear the stencil buffer.
  83333. */
  83334. stencil: boolean;
  83335. }
  83336. /**
  83337. * This class is used by the onRenderingGroupObservable
  83338. */
  83339. export class RenderingGroupInfo {
  83340. /**
  83341. * The Scene that being rendered
  83342. */
  83343. scene: Scene;
  83344. /**
  83345. * The camera currently used for the rendering pass
  83346. */
  83347. camera: Nullable<Camera>;
  83348. /**
  83349. * The ID of the renderingGroup being processed
  83350. */
  83351. renderingGroupId: number;
  83352. }
  83353. /**
  83354. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83355. * It is enable to manage the different groups as well as the different necessary sort functions.
  83356. * This should not be used directly aside of the few static configurations
  83357. */
  83358. export class RenderingManager {
  83359. /**
  83360. * The max id used for rendering groups (not included)
  83361. */
  83362. static MAX_RENDERINGGROUPS: number;
  83363. /**
  83364. * The min id used for rendering groups (included)
  83365. */
  83366. static MIN_RENDERINGGROUPS: number;
  83367. /**
  83368. * Used to globally prevent autoclearing scenes.
  83369. */
  83370. static AUTOCLEAR: boolean;
  83371. /**
  83372. * @hidden
  83373. */
  83374. _useSceneAutoClearSetup: boolean;
  83375. private _scene;
  83376. private _renderingGroups;
  83377. private _depthStencilBufferAlreadyCleaned;
  83378. private _autoClearDepthStencil;
  83379. private _customOpaqueSortCompareFn;
  83380. private _customAlphaTestSortCompareFn;
  83381. private _customTransparentSortCompareFn;
  83382. private _renderingGroupInfo;
  83383. /**
  83384. * Instantiates a new rendering group for a particular scene
  83385. * @param scene Defines the scene the groups belongs to
  83386. */
  83387. constructor(scene: Scene);
  83388. private _clearDepthStencilBuffer;
  83389. /**
  83390. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83391. * @hidden
  83392. */
  83393. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83394. /**
  83395. * Resets the different information of the group to prepare a new frame
  83396. * @hidden
  83397. */
  83398. reset(): void;
  83399. /**
  83400. * Dispose and release the group and its associated resources.
  83401. * @hidden
  83402. */
  83403. dispose(): void;
  83404. /**
  83405. * Clear the info related to rendering groups preventing retention points during dispose.
  83406. */
  83407. freeRenderingGroups(): void;
  83408. private _prepareRenderingGroup;
  83409. /**
  83410. * Add a sprite manager to the rendering manager in order to render it this frame.
  83411. * @param spriteManager Define the sprite manager to render
  83412. */
  83413. dispatchSprites(spriteManager: ISpriteManager): void;
  83414. /**
  83415. * Add a particle system to the rendering manager in order to render it this frame.
  83416. * @param particleSystem Define the particle system to render
  83417. */
  83418. dispatchParticles(particleSystem: IParticleSystem): void;
  83419. /**
  83420. * Add a submesh to the manager in order to render it this frame
  83421. * @param subMesh The submesh to dispatch
  83422. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83423. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83424. */
  83425. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83426. /**
  83427. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83428. * This allowed control for front to back rendering or reversly depending of the special needs.
  83429. *
  83430. * @param renderingGroupId The rendering group id corresponding to its index
  83431. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83432. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83433. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83434. */
  83435. 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;
  83436. /**
  83437. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83438. *
  83439. * @param renderingGroupId The rendering group id corresponding to its index
  83440. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83441. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83442. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83443. */
  83444. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83445. /**
  83446. * Gets the current auto clear configuration for one rendering group of the rendering
  83447. * manager.
  83448. * @param index the rendering group index to get the information for
  83449. * @returns The auto clear setup for the requested rendering group
  83450. */
  83451. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83452. }
  83453. }
  83454. declare module BABYLON {
  83455. /**
  83456. * This Helps creating a texture that will be created from a camera in your scene.
  83457. * It is basically a dynamic texture that could be used to create special effects for instance.
  83458. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83459. */
  83460. export class RenderTargetTexture extends Texture {
  83461. isCube: boolean;
  83462. /**
  83463. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83464. */
  83465. static readonly REFRESHRATE_RENDER_ONCE: number;
  83466. /**
  83467. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83468. */
  83469. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83470. /**
  83471. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83472. * the central point of your effect and can save a lot of performances.
  83473. */
  83474. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83475. /**
  83476. * Use this predicate to dynamically define the list of mesh you want to render.
  83477. * If set, the renderList property will be overwritten.
  83478. */
  83479. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83480. private _renderList;
  83481. /**
  83482. * Use this list to define the list of mesh you want to render.
  83483. */
  83484. renderList: Nullable<Array<AbstractMesh>>;
  83485. private _hookArray;
  83486. /**
  83487. * Define if particles should be rendered in your texture.
  83488. */
  83489. renderParticles: boolean;
  83490. /**
  83491. * Define if sprites should be rendered in your texture.
  83492. */
  83493. renderSprites: boolean;
  83494. /**
  83495. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83496. */
  83497. coordinatesMode: number;
  83498. /**
  83499. * Define the camera used to render the texture.
  83500. */
  83501. activeCamera: Nullable<Camera>;
  83502. /**
  83503. * Override the render function of the texture with your own one.
  83504. */
  83505. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83506. /**
  83507. * Define if camera post processes should be use while rendering the texture.
  83508. */
  83509. useCameraPostProcesses: boolean;
  83510. /**
  83511. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83512. */
  83513. ignoreCameraViewport: boolean;
  83514. private _postProcessManager;
  83515. private _postProcesses;
  83516. private _resizeObserver;
  83517. /**
  83518. * An event triggered when the texture is unbind.
  83519. */
  83520. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83521. /**
  83522. * An event triggered when the texture is unbind.
  83523. */
  83524. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83525. private _onAfterUnbindObserver;
  83526. /**
  83527. * Set a after unbind callback in the texture.
  83528. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83529. */
  83530. onAfterUnbind: () => void;
  83531. /**
  83532. * An event triggered before rendering the texture
  83533. */
  83534. onBeforeRenderObservable: Observable<number>;
  83535. private _onBeforeRenderObserver;
  83536. /**
  83537. * Set a before render callback in the texture.
  83538. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83539. */
  83540. onBeforeRender: (faceIndex: number) => void;
  83541. /**
  83542. * An event triggered after rendering the texture
  83543. */
  83544. onAfterRenderObservable: Observable<number>;
  83545. private _onAfterRenderObserver;
  83546. /**
  83547. * Set a after render callback in the texture.
  83548. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83549. */
  83550. onAfterRender: (faceIndex: number) => void;
  83551. /**
  83552. * An event triggered after the texture clear
  83553. */
  83554. onClearObservable: Observable<Engine>;
  83555. private _onClearObserver;
  83556. /**
  83557. * Set a clear callback in the texture.
  83558. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83559. */
  83560. onClear: (Engine: Engine) => void;
  83561. /**
  83562. * An event triggered when the texture is resized.
  83563. */
  83564. onResizeObservable: Observable<RenderTargetTexture>;
  83565. /**
  83566. * Define the clear color of the Render Target if it should be different from the scene.
  83567. */
  83568. clearColor: Color4;
  83569. protected _size: number | {
  83570. width: number;
  83571. height: number;
  83572. };
  83573. protected _initialSizeParameter: number | {
  83574. width: number;
  83575. height: number;
  83576. } | {
  83577. ratio: number;
  83578. };
  83579. protected _sizeRatio: Nullable<number>;
  83580. /** @hidden */
  83581. _generateMipMaps: boolean;
  83582. protected _renderingManager: RenderingManager;
  83583. /** @hidden */
  83584. _waitingRenderList: string[];
  83585. protected _doNotChangeAspectRatio: boolean;
  83586. protected _currentRefreshId: number;
  83587. protected _refreshRate: number;
  83588. protected _textureMatrix: Matrix;
  83589. protected _samples: number;
  83590. protected _renderTargetOptions: RenderTargetCreationOptions;
  83591. /**
  83592. * Gets render target creation options that were used.
  83593. */
  83594. readonly renderTargetOptions: RenderTargetCreationOptions;
  83595. protected _engine: Engine;
  83596. protected _onRatioRescale(): void;
  83597. /**
  83598. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83599. * It must define where the camera used to render the texture is set
  83600. */
  83601. boundingBoxPosition: Vector3;
  83602. private _boundingBoxSize;
  83603. /**
  83604. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83605. * When defined, the cubemap will switch to local mode
  83606. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83607. * @example https://www.babylonjs-playground.com/#RNASML
  83608. */
  83609. boundingBoxSize: Vector3;
  83610. /**
  83611. * In case the RTT has been created with a depth texture, get the associated
  83612. * depth texture.
  83613. * Otherwise, return null.
  83614. */
  83615. depthStencilTexture: Nullable<InternalTexture>;
  83616. /**
  83617. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83618. * or used a shadow, depth texture...
  83619. * @param name The friendly name of the texture
  83620. * @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)
  83621. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83622. * @param generateMipMaps True if mip maps need to be generated after render.
  83623. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83624. * @param type The type of the buffer in the RTT (int, half float, float...)
  83625. * @param isCube True if a cube texture needs to be created
  83626. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83627. * @param generateDepthBuffer True to generate a depth buffer
  83628. * @param generateStencilBuffer True to generate a stencil buffer
  83629. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83630. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83631. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83632. */
  83633. constructor(name: string, size: number | {
  83634. width: number;
  83635. height: number;
  83636. } | {
  83637. ratio: number;
  83638. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83639. /**
  83640. * Creates a depth stencil texture.
  83641. * This is only available in WebGL 2 or with the depth texture extension available.
  83642. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83643. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83644. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83645. */
  83646. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83647. private _processSizeParameter;
  83648. /**
  83649. * Define the number of samples to use in case of MSAA.
  83650. * It defaults to one meaning no MSAA has been enabled.
  83651. */
  83652. samples: number;
  83653. /**
  83654. * Resets the refresh counter of the texture and start bak from scratch.
  83655. * Could be useful to regenerate the texture if it is setup to render only once.
  83656. */
  83657. resetRefreshCounter(): void;
  83658. /**
  83659. * Define the refresh rate of the texture or the rendering frequency.
  83660. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83661. */
  83662. refreshRate: number;
  83663. /**
  83664. * Adds a post process to the render target rendering passes.
  83665. * @param postProcess define the post process to add
  83666. */
  83667. addPostProcess(postProcess: PostProcess): void;
  83668. /**
  83669. * Clear all the post processes attached to the render target
  83670. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83671. */
  83672. clearPostProcesses(dispose?: boolean): void;
  83673. /**
  83674. * Remove one of the post process from the list of attached post processes to the texture
  83675. * @param postProcess define the post process to remove from the list
  83676. */
  83677. removePostProcess(postProcess: PostProcess): void;
  83678. /** @hidden */
  83679. _shouldRender(): boolean;
  83680. /**
  83681. * Gets the actual render size of the texture.
  83682. * @returns the width of the render size
  83683. */
  83684. getRenderSize(): number;
  83685. /**
  83686. * Gets the actual render width of the texture.
  83687. * @returns the width of the render size
  83688. */
  83689. getRenderWidth(): number;
  83690. /**
  83691. * Gets the actual render height of the texture.
  83692. * @returns the height of the render size
  83693. */
  83694. getRenderHeight(): number;
  83695. /**
  83696. * Get if the texture can be rescaled or not.
  83697. */
  83698. readonly canRescale: boolean;
  83699. /**
  83700. * Resize the texture using a ratio.
  83701. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83702. */
  83703. scale(ratio: number): void;
  83704. /**
  83705. * Get the texture reflection matrix used to rotate/transform the reflection.
  83706. * @returns the reflection matrix
  83707. */
  83708. getReflectionTextureMatrix(): Matrix;
  83709. /**
  83710. * Resize the texture to a new desired size.
  83711. * Be carrefull as it will recreate all the data in the new texture.
  83712. * @param size Define the new size. It can be:
  83713. * - a number for squared texture,
  83714. * - an object containing { width: number, height: number }
  83715. * - or an object containing a ratio { ratio: number }
  83716. */
  83717. resize(size: number | {
  83718. width: number;
  83719. height: number;
  83720. } | {
  83721. ratio: number;
  83722. }): void;
  83723. /**
  83724. * Renders all the objects from the render list into the texture.
  83725. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83726. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83727. */
  83728. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83729. private _bestReflectionRenderTargetDimension;
  83730. /**
  83731. * @hidden
  83732. * @param faceIndex face index to bind to if this is a cubetexture
  83733. */
  83734. _bindFrameBuffer(faceIndex?: number): void;
  83735. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83736. private renderToTarget;
  83737. /**
  83738. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83739. * This allowed control for front to back rendering or reversly depending of the special needs.
  83740. *
  83741. * @param renderingGroupId The rendering group id corresponding to its index
  83742. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83743. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83744. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83745. */
  83746. 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;
  83747. /**
  83748. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83749. *
  83750. * @param renderingGroupId The rendering group id corresponding to its index
  83751. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83752. */
  83753. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83754. /**
  83755. * Clones the texture.
  83756. * @returns the cloned texture
  83757. */
  83758. clone(): RenderTargetTexture;
  83759. /**
  83760. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83761. * @returns The JSON representation of the texture
  83762. */
  83763. serialize(): any;
  83764. /**
  83765. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83766. */
  83767. disposeFramebufferObjects(): void;
  83768. /**
  83769. * Dispose the texture and release its associated resources.
  83770. */
  83771. dispose(): void;
  83772. /** @hidden */
  83773. _rebuild(): void;
  83774. /**
  83775. * Clear the info related to rendering groups preventing retention point in material dispose.
  83776. */
  83777. freeRenderingGroups(): void;
  83778. /**
  83779. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83780. * @returns the view count
  83781. */
  83782. getViewCount(): number;
  83783. }
  83784. }
  83785. declare module BABYLON {
  83786. /**
  83787. * Base class for the main features of a material in Babylon.js
  83788. */
  83789. export class Material implements IAnimatable {
  83790. /**
  83791. * Returns the triangle fill mode
  83792. */
  83793. static readonly TriangleFillMode: number;
  83794. /**
  83795. * Returns the wireframe mode
  83796. */
  83797. static readonly WireFrameFillMode: number;
  83798. /**
  83799. * Returns the point fill mode
  83800. */
  83801. static readonly PointFillMode: number;
  83802. /**
  83803. * Returns the point list draw mode
  83804. */
  83805. static readonly PointListDrawMode: number;
  83806. /**
  83807. * Returns the line list draw mode
  83808. */
  83809. static readonly LineListDrawMode: number;
  83810. /**
  83811. * Returns the line loop draw mode
  83812. */
  83813. static readonly LineLoopDrawMode: number;
  83814. /**
  83815. * Returns the line strip draw mode
  83816. */
  83817. static readonly LineStripDrawMode: number;
  83818. /**
  83819. * Returns the triangle strip draw mode
  83820. */
  83821. static readonly TriangleStripDrawMode: number;
  83822. /**
  83823. * Returns the triangle fan draw mode
  83824. */
  83825. static readonly TriangleFanDrawMode: number;
  83826. /**
  83827. * Stores the clock-wise side orientation
  83828. */
  83829. static readonly ClockWiseSideOrientation: number;
  83830. /**
  83831. * Stores the counter clock-wise side orientation
  83832. */
  83833. static readonly CounterClockWiseSideOrientation: number;
  83834. /**
  83835. * The dirty texture flag value
  83836. */
  83837. static readonly TextureDirtyFlag: number;
  83838. /**
  83839. * The dirty light flag value
  83840. */
  83841. static readonly LightDirtyFlag: number;
  83842. /**
  83843. * The dirty fresnel flag value
  83844. */
  83845. static readonly FresnelDirtyFlag: number;
  83846. /**
  83847. * The dirty attribute flag value
  83848. */
  83849. static readonly AttributesDirtyFlag: number;
  83850. /**
  83851. * The dirty misc flag value
  83852. */
  83853. static readonly MiscDirtyFlag: number;
  83854. /**
  83855. * The all dirty flag value
  83856. */
  83857. static readonly AllDirtyFlag: number;
  83858. /**
  83859. * The ID of the material
  83860. */
  83861. id: string;
  83862. /**
  83863. * Gets or sets the unique id of the material
  83864. */
  83865. uniqueId: number;
  83866. /**
  83867. * The name of the material
  83868. */
  83869. name: string;
  83870. /**
  83871. * Gets or sets user defined metadata
  83872. */
  83873. metadata: any;
  83874. /**
  83875. * For internal use only. Please do not use.
  83876. */
  83877. reservedDataStore: any;
  83878. /**
  83879. * Specifies if the ready state should be checked on each call
  83880. */
  83881. checkReadyOnEveryCall: boolean;
  83882. /**
  83883. * Specifies if the ready state should be checked once
  83884. */
  83885. checkReadyOnlyOnce: boolean;
  83886. /**
  83887. * The state of the material
  83888. */
  83889. state: string;
  83890. /**
  83891. * The alpha value of the material
  83892. */
  83893. protected _alpha: number;
  83894. /**
  83895. * List of inspectable custom properties (used by the Inspector)
  83896. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83897. */
  83898. inspectableCustomProperties: IInspectable[];
  83899. /**
  83900. * Sets the alpha value of the material
  83901. */
  83902. /**
  83903. * Gets the alpha value of the material
  83904. */
  83905. alpha: number;
  83906. /**
  83907. * Specifies if back face culling is enabled
  83908. */
  83909. protected _backFaceCulling: boolean;
  83910. /**
  83911. * Sets the back-face culling state
  83912. */
  83913. /**
  83914. * Gets the back-face culling state
  83915. */
  83916. backFaceCulling: boolean;
  83917. /**
  83918. * Stores the value for side orientation
  83919. */
  83920. sideOrientation: number;
  83921. /**
  83922. * Callback triggered when the material is compiled
  83923. */
  83924. onCompiled: Nullable<(effect: Effect) => void>;
  83925. /**
  83926. * Callback triggered when an error occurs
  83927. */
  83928. onError: Nullable<(effect: Effect, errors: string) => void>;
  83929. /**
  83930. * Callback triggered to get the render target textures
  83931. */
  83932. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83933. /**
  83934. * Gets a boolean indicating that current material needs to register RTT
  83935. */
  83936. readonly hasRenderTargetTextures: boolean;
  83937. /**
  83938. * Specifies if the material should be serialized
  83939. */
  83940. doNotSerialize: boolean;
  83941. /**
  83942. * @hidden
  83943. */
  83944. _storeEffectOnSubMeshes: boolean;
  83945. /**
  83946. * Stores the animations for the material
  83947. */
  83948. animations: Nullable<Array<Animation>>;
  83949. /**
  83950. * An event triggered when the material is disposed
  83951. */
  83952. onDisposeObservable: Observable<Material>;
  83953. /**
  83954. * An observer which watches for dispose events
  83955. */
  83956. private _onDisposeObserver;
  83957. private _onUnBindObservable;
  83958. /**
  83959. * Called during a dispose event
  83960. */
  83961. onDispose: () => void;
  83962. private _onBindObservable;
  83963. /**
  83964. * An event triggered when the material is bound
  83965. */
  83966. readonly onBindObservable: Observable<AbstractMesh>;
  83967. /**
  83968. * An observer which watches for bind events
  83969. */
  83970. private _onBindObserver;
  83971. /**
  83972. * Called during a bind event
  83973. */
  83974. onBind: (Mesh: AbstractMesh) => void;
  83975. /**
  83976. * An event triggered when the material is unbound
  83977. */
  83978. readonly onUnBindObservable: Observable<Material>;
  83979. /**
  83980. * Stores the value of the alpha mode
  83981. */
  83982. private _alphaMode;
  83983. /**
  83984. * Sets the value of the alpha mode.
  83985. *
  83986. * | Value | Type | Description |
  83987. * | --- | --- | --- |
  83988. * | 0 | ALPHA_DISABLE | |
  83989. * | 1 | ALPHA_ADD | |
  83990. * | 2 | ALPHA_COMBINE | |
  83991. * | 3 | ALPHA_SUBTRACT | |
  83992. * | 4 | ALPHA_MULTIPLY | |
  83993. * | 5 | ALPHA_MAXIMIZED | |
  83994. * | 6 | ALPHA_ONEONE | |
  83995. * | 7 | ALPHA_PREMULTIPLIED | |
  83996. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83997. * | 9 | ALPHA_INTERPOLATE | |
  83998. * | 10 | ALPHA_SCREENMODE | |
  83999. *
  84000. */
  84001. /**
  84002. * Gets the value of the alpha mode
  84003. */
  84004. alphaMode: number;
  84005. /**
  84006. * Stores the state of the need depth pre-pass value
  84007. */
  84008. private _needDepthPrePass;
  84009. /**
  84010. * Sets the need depth pre-pass value
  84011. */
  84012. /**
  84013. * Gets the depth pre-pass value
  84014. */
  84015. needDepthPrePass: boolean;
  84016. /**
  84017. * Specifies if depth writing should be disabled
  84018. */
  84019. disableDepthWrite: boolean;
  84020. /**
  84021. * Specifies if depth writing should be forced
  84022. */
  84023. forceDepthWrite: boolean;
  84024. /**
  84025. * Specifies if there should be a separate pass for culling
  84026. */
  84027. separateCullingPass: boolean;
  84028. /**
  84029. * Stores the state specifing if fog should be enabled
  84030. */
  84031. private _fogEnabled;
  84032. /**
  84033. * Sets the state for enabling fog
  84034. */
  84035. /**
  84036. * Gets the value of the fog enabled state
  84037. */
  84038. fogEnabled: boolean;
  84039. /**
  84040. * Stores the size of points
  84041. */
  84042. pointSize: number;
  84043. /**
  84044. * Stores the z offset value
  84045. */
  84046. zOffset: number;
  84047. /**
  84048. * Gets a value specifying if wireframe mode is enabled
  84049. */
  84050. /**
  84051. * Sets the state of wireframe mode
  84052. */
  84053. wireframe: boolean;
  84054. /**
  84055. * Gets the value specifying if point clouds are enabled
  84056. */
  84057. /**
  84058. * Sets the state of point cloud mode
  84059. */
  84060. pointsCloud: boolean;
  84061. /**
  84062. * Gets the material fill mode
  84063. */
  84064. /**
  84065. * Sets the material fill mode
  84066. */
  84067. fillMode: number;
  84068. /**
  84069. * @hidden
  84070. * Stores the effects for the material
  84071. */
  84072. _effect: Nullable<Effect>;
  84073. /**
  84074. * @hidden
  84075. * Specifies if the material was previously ready
  84076. */
  84077. _wasPreviouslyReady: boolean;
  84078. /**
  84079. * Specifies if uniform buffers should be used
  84080. */
  84081. private _useUBO;
  84082. /**
  84083. * Stores a reference to the scene
  84084. */
  84085. private _scene;
  84086. /**
  84087. * Stores the fill mode state
  84088. */
  84089. private _fillMode;
  84090. /**
  84091. * Specifies if the depth write state should be cached
  84092. */
  84093. private _cachedDepthWriteState;
  84094. /**
  84095. * Stores the uniform buffer
  84096. */
  84097. protected _uniformBuffer: UniformBuffer;
  84098. /** @hidden */
  84099. _indexInSceneMaterialArray: number;
  84100. /** @hidden */
  84101. meshMap: Nullable<{
  84102. [id: string]: AbstractMesh | undefined;
  84103. }>;
  84104. /**
  84105. * Creates a material instance
  84106. * @param name defines the name of the material
  84107. * @param scene defines the scene to reference
  84108. * @param doNotAdd specifies if the material should be added to the scene
  84109. */
  84110. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84111. /**
  84112. * Returns a string representation of the current material
  84113. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84114. * @returns a string with material information
  84115. */
  84116. toString(fullDetails?: boolean): string;
  84117. /**
  84118. * Gets the class name of the material
  84119. * @returns a string with the class name of the material
  84120. */
  84121. getClassName(): string;
  84122. /**
  84123. * Specifies if updates for the material been locked
  84124. */
  84125. readonly isFrozen: boolean;
  84126. /**
  84127. * Locks updates for the material
  84128. */
  84129. freeze(): void;
  84130. /**
  84131. * Unlocks updates for the material
  84132. */
  84133. unfreeze(): void;
  84134. /**
  84135. * Specifies if the material is ready to be used
  84136. * @param mesh defines the mesh to check
  84137. * @param useInstances specifies if instances should be used
  84138. * @returns a boolean indicating if the material is ready to be used
  84139. */
  84140. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84141. /**
  84142. * Specifies that the submesh is ready to be used
  84143. * @param mesh defines the mesh to check
  84144. * @param subMesh defines which submesh to check
  84145. * @param useInstances specifies that instances should be used
  84146. * @returns a boolean indicating that the submesh is ready or not
  84147. */
  84148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84149. /**
  84150. * Returns the material effect
  84151. * @returns the effect associated with the material
  84152. */
  84153. getEffect(): Nullable<Effect>;
  84154. /**
  84155. * Returns the current scene
  84156. * @returns a Scene
  84157. */
  84158. getScene(): Scene;
  84159. /**
  84160. * Specifies if the material will require alpha blending
  84161. * @returns a boolean specifying if alpha blending is needed
  84162. */
  84163. needAlphaBlending(): boolean;
  84164. /**
  84165. * Specifies if the mesh will require alpha blending
  84166. * @param mesh defines the mesh to check
  84167. * @returns a boolean specifying if alpha blending is needed for the mesh
  84168. */
  84169. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84170. /**
  84171. * Specifies if this material should be rendered in alpha test mode
  84172. * @returns a boolean specifying if an alpha test is needed.
  84173. */
  84174. needAlphaTesting(): boolean;
  84175. /**
  84176. * Gets the texture used for the alpha test
  84177. * @returns the texture to use for alpha testing
  84178. */
  84179. getAlphaTestTexture(): Nullable<BaseTexture>;
  84180. /**
  84181. * Marks the material to indicate that it needs to be re-calculated
  84182. */
  84183. markDirty(): void;
  84184. /** @hidden */
  84185. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84186. /**
  84187. * Binds the material to the mesh
  84188. * @param world defines the world transformation matrix
  84189. * @param mesh defines the mesh to bind the material to
  84190. */
  84191. bind(world: Matrix, mesh?: Mesh): void;
  84192. /**
  84193. * Binds the submesh to the material
  84194. * @param world defines the world transformation matrix
  84195. * @param mesh defines the mesh containing the submesh
  84196. * @param subMesh defines the submesh to bind the material to
  84197. */
  84198. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84199. /**
  84200. * Binds the world matrix to the material
  84201. * @param world defines the world transformation matrix
  84202. */
  84203. bindOnlyWorldMatrix(world: Matrix): void;
  84204. /**
  84205. * Binds the scene's uniform buffer to the effect.
  84206. * @param effect defines the effect to bind to the scene uniform buffer
  84207. * @param sceneUbo defines the uniform buffer storing scene data
  84208. */
  84209. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84210. /**
  84211. * Binds the view matrix to the effect
  84212. * @param effect defines the effect to bind the view matrix to
  84213. */
  84214. bindView(effect: Effect): void;
  84215. /**
  84216. * Binds the view projection matrix to the effect
  84217. * @param effect defines the effect to bind the view projection matrix to
  84218. */
  84219. bindViewProjection(effect: Effect): void;
  84220. /**
  84221. * Specifies if material alpha testing should be turned on for the mesh
  84222. * @param mesh defines the mesh to check
  84223. */
  84224. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84225. /**
  84226. * Processes to execute after binding the material to a mesh
  84227. * @param mesh defines the rendered mesh
  84228. */
  84229. protected _afterBind(mesh?: Mesh): void;
  84230. /**
  84231. * Unbinds the material from the mesh
  84232. */
  84233. unbind(): void;
  84234. /**
  84235. * Gets the active textures from the material
  84236. * @returns an array of textures
  84237. */
  84238. getActiveTextures(): BaseTexture[];
  84239. /**
  84240. * Specifies if the material uses a texture
  84241. * @param texture defines the texture to check against the material
  84242. * @returns a boolean specifying if the material uses the texture
  84243. */
  84244. hasTexture(texture: BaseTexture): boolean;
  84245. /**
  84246. * Makes a duplicate of the material, and gives it a new name
  84247. * @param name defines the new name for the duplicated material
  84248. * @returns the cloned material
  84249. */
  84250. clone(name: string): Nullable<Material>;
  84251. /**
  84252. * Gets the meshes bound to the material
  84253. * @returns an array of meshes bound to the material
  84254. */
  84255. getBindedMeshes(): AbstractMesh[];
  84256. /**
  84257. * Force shader compilation
  84258. * @param mesh defines the mesh associated with this material
  84259. * @param onCompiled defines a function to execute once the material is compiled
  84260. * @param options defines the options to configure the compilation
  84261. */
  84262. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84263. clipPlane: boolean;
  84264. }>): void;
  84265. /**
  84266. * Force shader compilation
  84267. * @param mesh defines the mesh that will use this material
  84268. * @param options defines additional options for compiling the shaders
  84269. * @returns a promise that resolves when the compilation completes
  84270. */
  84271. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84272. clipPlane: boolean;
  84273. }>): Promise<void>;
  84274. private static readonly _AllDirtyCallBack;
  84275. private static readonly _ImageProcessingDirtyCallBack;
  84276. private static readonly _TextureDirtyCallBack;
  84277. private static readonly _FresnelDirtyCallBack;
  84278. private static readonly _MiscDirtyCallBack;
  84279. private static readonly _LightsDirtyCallBack;
  84280. private static readonly _AttributeDirtyCallBack;
  84281. private static _FresnelAndMiscDirtyCallBack;
  84282. private static _TextureAndMiscDirtyCallBack;
  84283. private static readonly _DirtyCallbackArray;
  84284. private static readonly _RunDirtyCallBacks;
  84285. /**
  84286. * Marks a define in the material to indicate that it needs to be re-computed
  84287. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84288. */
  84289. markAsDirty(flag: number): void;
  84290. /**
  84291. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84292. * @param func defines a function which checks material defines against the submeshes
  84293. */
  84294. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84295. /**
  84296. * Indicates that we need to re-calculated for all submeshes
  84297. */
  84298. protected _markAllSubMeshesAsAllDirty(): void;
  84299. /**
  84300. * Indicates that image processing needs to be re-calculated for all submeshes
  84301. */
  84302. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84303. /**
  84304. * Indicates that textures need to be re-calculated for all submeshes
  84305. */
  84306. protected _markAllSubMeshesAsTexturesDirty(): void;
  84307. /**
  84308. * Indicates that fresnel needs to be re-calculated for all submeshes
  84309. */
  84310. protected _markAllSubMeshesAsFresnelDirty(): void;
  84311. /**
  84312. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84313. */
  84314. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84315. /**
  84316. * Indicates that lights need to be re-calculated for all submeshes
  84317. */
  84318. protected _markAllSubMeshesAsLightsDirty(): void;
  84319. /**
  84320. * Indicates that attributes need to be re-calculated for all submeshes
  84321. */
  84322. protected _markAllSubMeshesAsAttributesDirty(): void;
  84323. /**
  84324. * Indicates that misc needs to be re-calculated for all submeshes
  84325. */
  84326. protected _markAllSubMeshesAsMiscDirty(): void;
  84327. /**
  84328. * Indicates that textures and misc need to be re-calculated for all submeshes
  84329. */
  84330. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84331. /**
  84332. * Disposes the material
  84333. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84334. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84335. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84336. */
  84337. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84338. /** @hidden */
  84339. private releaseVertexArrayObject;
  84340. /**
  84341. * Serializes this material
  84342. * @returns the serialized material object
  84343. */
  84344. serialize(): any;
  84345. /**
  84346. * Creates a material from parsed material data
  84347. * @param parsedMaterial defines parsed material data
  84348. * @param scene defines the hosting scene
  84349. * @param rootUrl defines the root URL to use to load textures
  84350. * @returns a new material
  84351. */
  84352. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84353. }
  84354. }
  84355. declare module BABYLON {
  84356. /**
  84357. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84358. * separate meshes. This can be use to improve performances.
  84359. * @see http://doc.babylonjs.com/how_to/multi_materials
  84360. */
  84361. export class MultiMaterial extends Material {
  84362. private _subMaterials;
  84363. /**
  84364. * Gets or Sets the list of Materials used within the multi material.
  84365. * They need to be ordered according to the submeshes order in the associated mesh
  84366. */
  84367. subMaterials: Nullable<Material>[];
  84368. /**
  84369. * Function used to align with Node.getChildren()
  84370. * @returns the list of Materials used within the multi material
  84371. */
  84372. getChildren(): Nullable<Material>[];
  84373. /**
  84374. * Instantiates a new Multi Material
  84375. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84376. * separate meshes. This can be use to improve performances.
  84377. * @see http://doc.babylonjs.com/how_to/multi_materials
  84378. * @param name Define the name in the scene
  84379. * @param scene Define the scene the material belongs to
  84380. */
  84381. constructor(name: string, scene: Scene);
  84382. private _hookArray;
  84383. /**
  84384. * Get one of the submaterial by its index in the submaterials array
  84385. * @param index The index to look the sub material at
  84386. * @returns The Material if the index has been defined
  84387. */
  84388. getSubMaterial(index: number): Nullable<Material>;
  84389. /**
  84390. * Get the list of active textures for the whole sub materials list.
  84391. * @returns All the textures that will be used during the rendering
  84392. */
  84393. getActiveTextures(): BaseTexture[];
  84394. /**
  84395. * Gets the current class name of the material e.g. "MultiMaterial"
  84396. * Mainly use in serialization.
  84397. * @returns the class name
  84398. */
  84399. getClassName(): string;
  84400. /**
  84401. * Checks if the material is ready to render the requested sub mesh
  84402. * @param mesh Define the mesh the submesh belongs to
  84403. * @param subMesh Define the sub mesh to look readyness for
  84404. * @param useInstances Define whether or not the material is used with instances
  84405. * @returns true if ready, otherwise false
  84406. */
  84407. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84408. /**
  84409. * Clones the current material and its related sub materials
  84410. * @param name Define the name of the newly cloned material
  84411. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84412. * @returns the cloned material
  84413. */
  84414. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84415. /**
  84416. * Serializes the materials into a JSON representation.
  84417. * @returns the JSON representation
  84418. */
  84419. serialize(): any;
  84420. /**
  84421. * Dispose the material and release its associated resources
  84422. * @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)
  84423. * @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)
  84424. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  84425. */
  84426. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84427. /**
  84428. * Creates a MultiMaterial from parsed MultiMaterial data.
  84429. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84430. * @param scene defines the hosting scene
  84431. * @returns a new MultiMaterial
  84432. */
  84433. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84434. }
  84435. }
  84436. declare module BABYLON {
  84437. /**
  84438. * Base class for submeshes
  84439. */
  84440. export class BaseSubMesh {
  84441. /** @hidden */
  84442. _materialDefines: Nullable<MaterialDefines>;
  84443. /** @hidden */
  84444. _materialEffect: Nullable<Effect>;
  84445. /**
  84446. * Gets associated effect
  84447. */
  84448. readonly effect: Nullable<Effect>;
  84449. /**
  84450. * Sets associated effect (effect used to render this submesh)
  84451. * @param effect defines the effect to associate with
  84452. * @param defines defines the set of defines used to compile this effect
  84453. */
  84454. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84455. }
  84456. /**
  84457. * Defines a subdivision inside a mesh
  84458. */
  84459. export class SubMesh extends BaseSubMesh implements ICullable {
  84460. /** the material index to use */
  84461. materialIndex: number;
  84462. /** vertex index start */
  84463. verticesStart: number;
  84464. /** vertices count */
  84465. verticesCount: number;
  84466. /** index start */
  84467. indexStart: number;
  84468. /** indices count */
  84469. indexCount: number;
  84470. /** @hidden */
  84471. _linesIndexCount: number;
  84472. private _mesh;
  84473. private _renderingMesh;
  84474. private _boundingInfo;
  84475. private _linesIndexBuffer;
  84476. /** @hidden */
  84477. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84478. /** @hidden */
  84479. _trianglePlanes: Plane[];
  84480. /** @hidden */
  84481. _lastColliderTransformMatrix: Nullable<Matrix>;
  84482. /** @hidden */
  84483. _renderId: number;
  84484. /** @hidden */
  84485. _alphaIndex: number;
  84486. /** @hidden */
  84487. _distanceToCamera: number;
  84488. /** @hidden */
  84489. _id: number;
  84490. private _currentMaterial;
  84491. /**
  84492. * Add a new submesh to a mesh
  84493. * @param materialIndex defines the material index to use
  84494. * @param verticesStart defines vertex index start
  84495. * @param verticesCount defines vertices count
  84496. * @param indexStart defines index start
  84497. * @param indexCount defines indices count
  84498. * @param mesh defines the parent mesh
  84499. * @param renderingMesh defines an optional rendering mesh
  84500. * @param createBoundingBox defines if bounding box should be created for this submesh
  84501. * @returns the new submesh
  84502. */
  84503. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84504. /**
  84505. * Creates a new submesh
  84506. * @param materialIndex defines the material index to use
  84507. * @param verticesStart defines vertex index start
  84508. * @param verticesCount defines vertices count
  84509. * @param indexStart defines index start
  84510. * @param indexCount defines indices count
  84511. * @param mesh defines the parent mesh
  84512. * @param renderingMesh defines an optional rendering mesh
  84513. * @param createBoundingBox defines if bounding box should be created for this submesh
  84514. */
  84515. constructor(
  84516. /** the material index to use */
  84517. materialIndex: number,
  84518. /** vertex index start */
  84519. verticesStart: number,
  84520. /** vertices count */
  84521. verticesCount: number,
  84522. /** index start */
  84523. indexStart: number,
  84524. /** indices count */
  84525. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84526. /**
  84527. * Returns true if this submesh covers the entire parent mesh
  84528. * @ignorenaming
  84529. */
  84530. readonly IsGlobal: boolean;
  84531. /**
  84532. * Returns the submesh BoudingInfo object
  84533. * @returns current bounding info (or mesh's one if the submesh is global)
  84534. */
  84535. getBoundingInfo(): BoundingInfo;
  84536. /**
  84537. * Sets the submesh BoundingInfo
  84538. * @param boundingInfo defines the new bounding info to use
  84539. * @returns the SubMesh
  84540. */
  84541. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84542. /**
  84543. * Returns the mesh of the current submesh
  84544. * @return the parent mesh
  84545. */
  84546. getMesh(): AbstractMesh;
  84547. /**
  84548. * Returns the rendering mesh of the submesh
  84549. * @returns the rendering mesh (could be different from parent mesh)
  84550. */
  84551. getRenderingMesh(): Mesh;
  84552. /**
  84553. * Returns the submesh material
  84554. * @returns null or the current material
  84555. */
  84556. getMaterial(): Nullable<Material>;
  84557. /**
  84558. * Sets a new updated BoundingInfo object to the submesh
  84559. * @param data defines an optional position array to use to determine the bounding info
  84560. * @returns the SubMesh
  84561. */
  84562. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84563. /** @hidden */
  84564. _checkCollision(collider: Collider): boolean;
  84565. /**
  84566. * Updates the submesh BoundingInfo
  84567. * @param world defines the world matrix to use to update the bounding info
  84568. * @returns the submesh
  84569. */
  84570. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84571. /**
  84572. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84573. * @param frustumPlanes defines the frustum planes
  84574. * @returns true if the submesh is intersecting with the frustum
  84575. */
  84576. isInFrustum(frustumPlanes: Plane[]): boolean;
  84577. /**
  84578. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84579. * @param frustumPlanes defines the frustum planes
  84580. * @returns true if the submesh is inside the frustum
  84581. */
  84582. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84583. /**
  84584. * Renders the submesh
  84585. * @param enableAlphaMode defines if alpha needs to be used
  84586. * @returns the submesh
  84587. */
  84588. render(enableAlphaMode: boolean): SubMesh;
  84589. /**
  84590. * @hidden
  84591. */
  84592. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84593. /**
  84594. * Checks if the submesh intersects with a ray
  84595. * @param ray defines the ray to test
  84596. * @returns true is the passed ray intersects the submesh bounding box
  84597. */
  84598. canIntersects(ray: Ray): boolean;
  84599. /**
  84600. * Intersects current submesh with a ray
  84601. * @param ray defines the ray to test
  84602. * @param positions defines mesh's positions array
  84603. * @param indices defines mesh's indices array
  84604. * @param fastCheck defines if only bounding info should be used
  84605. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84606. * @returns intersection info or null if no intersection
  84607. */
  84608. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84609. /** @hidden */
  84610. private _intersectLines;
  84611. /** @hidden */
  84612. private _intersectUnIndexedLines;
  84613. /** @hidden */
  84614. private _intersectTriangles;
  84615. /** @hidden */
  84616. private _intersectUnIndexedTriangles;
  84617. /** @hidden */
  84618. _rebuild(): void;
  84619. /**
  84620. * Creates a new submesh from the passed mesh
  84621. * @param newMesh defines the new hosting mesh
  84622. * @param newRenderingMesh defines an optional rendering mesh
  84623. * @returns the new submesh
  84624. */
  84625. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84626. /**
  84627. * Release associated resources
  84628. */
  84629. dispose(): void;
  84630. /**
  84631. * Gets the class name
  84632. * @returns the string "SubMesh".
  84633. */
  84634. getClassName(): string;
  84635. /**
  84636. * Creates a new submesh from indices data
  84637. * @param materialIndex the index of the main mesh material
  84638. * @param startIndex the index where to start the copy in the mesh indices array
  84639. * @param indexCount the number of indices to copy then from the startIndex
  84640. * @param mesh the main mesh to create the submesh from
  84641. * @param renderingMesh the optional rendering mesh
  84642. * @returns a new submesh
  84643. */
  84644. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84645. }
  84646. }
  84647. declare module BABYLON {
  84648. /**
  84649. * Class used to represent data loading progression
  84650. */
  84651. export class SceneLoaderFlags {
  84652. private static _ForceFullSceneLoadingForIncremental;
  84653. private static _ShowLoadingScreen;
  84654. private static _CleanBoneMatrixWeights;
  84655. private static _loggingLevel;
  84656. /**
  84657. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84658. */
  84659. static ForceFullSceneLoadingForIncremental: boolean;
  84660. /**
  84661. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84662. */
  84663. static ShowLoadingScreen: boolean;
  84664. /**
  84665. * Defines the current logging level (while loading the scene)
  84666. * @ignorenaming
  84667. */
  84668. static loggingLevel: number;
  84669. /**
  84670. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84671. */
  84672. static CleanBoneMatrixWeights: boolean;
  84673. }
  84674. }
  84675. declare module BABYLON {
  84676. /**
  84677. * Class used to store geometry data (vertex buffers + index buffer)
  84678. */
  84679. export class Geometry implements IGetSetVerticesData {
  84680. /**
  84681. * Gets or sets the ID of the geometry
  84682. */
  84683. id: string;
  84684. /**
  84685. * Gets or sets the unique ID of the geometry
  84686. */
  84687. uniqueId: number;
  84688. /**
  84689. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84690. */
  84691. delayLoadState: number;
  84692. /**
  84693. * Gets the file containing the data to load when running in delay load state
  84694. */
  84695. delayLoadingFile: Nullable<string>;
  84696. /**
  84697. * Callback called when the geometry is updated
  84698. */
  84699. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84700. private _scene;
  84701. private _engine;
  84702. private _meshes;
  84703. private _totalVertices;
  84704. /** @hidden */
  84705. _indices: IndicesArray;
  84706. /** @hidden */
  84707. _vertexBuffers: {
  84708. [key: string]: VertexBuffer;
  84709. };
  84710. private _isDisposed;
  84711. private _extend;
  84712. private _boundingBias;
  84713. /** @hidden */
  84714. _delayInfo: Array<string>;
  84715. private _indexBuffer;
  84716. private _indexBufferIsUpdatable;
  84717. /** @hidden */
  84718. _boundingInfo: Nullable<BoundingInfo>;
  84719. /** @hidden */
  84720. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84721. /** @hidden */
  84722. _softwareSkinningFrameId: number;
  84723. private _vertexArrayObjects;
  84724. private _updatable;
  84725. /** @hidden */
  84726. _positions: Nullable<Vector3[]>;
  84727. /**
  84728. * 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
  84729. */
  84730. /**
  84731. * 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
  84732. */
  84733. boundingBias: Vector2;
  84734. /**
  84735. * Static function used to attach a new empty geometry to a mesh
  84736. * @param mesh defines the mesh to attach the geometry to
  84737. * @returns the new Geometry
  84738. */
  84739. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84740. /**
  84741. * Creates a new geometry
  84742. * @param id defines the unique ID
  84743. * @param scene defines the hosting scene
  84744. * @param vertexData defines the VertexData used to get geometry data
  84745. * @param updatable defines if geometry must be updatable (false by default)
  84746. * @param mesh defines the mesh that will be associated with the geometry
  84747. */
  84748. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84749. /**
  84750. * Gets the current extend of the geometry
  84751. */
  84752. readonly extend: {
  84753. minimum: Vector3;
  84754. maximum: Vector3;
  84755. };
  84756. /**
  84757. * Gets the hosting scene
  84758. * @returns the hosting Scene
  84759. */
  84760. getScene(): Scene;
  84761. /**
  84762. * Gets the hosting engine
  84763. * @returns the hosting Engine
  84764. */
  84765. getEngine(): Engine;
  84766. /**
  84767. * Defines if the geometry is ready to use
  84768. * @returns true if the geometry is ready to be used
  84769. */
  84770. isReady(): boolean;
  84771. /**
  84772. * Gets a value indicating that the geometry should not be serialized
  84773. */
  84774. readonly doNotSerialize: boolean;
  84775. /** @hidden */
  84776. _rebuild(): void;
  84777. /**
  84778. * Affects all geometry data in one call
  84779. * @param vertexData defines the geometry data
  84780. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84781. */
  84782. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84783. /**
  84784. * Set specific vertex data
  84785. * @param kind defines the data kind (Position, normal, etc...)
  84786. * @param data defines the vertex data to use
  84787. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84788. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84789. */
  84790. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84791. /**
  84792. * Removes a specific vertex data
  84793. * @param kind defines the data kind (Position, normal, etc...)
  84794. */
  84795. removeVerticesData(kind: string): void;
  84796. /**
  84797. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84798. * @param buffer defines the vertex buffer to use
  84799. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84800. */
  84801. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84802. /**
  84803. * Update a specific vertex buffer
  84804. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84805. * It will do nothing if the buffer is not updatable
  84806. * @param kind defines the data kind (Position, normal, etc...)
  84807. * @param data defines the data to use
  84808. * @param offset defines the offset in the target buffer where to store the data
  84809. * @param useBytes set to true if the offset is in bytes
  84810. */
  84811. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84812. /**
  84813. * Update a specific vertex buffer
  84814. * This function will create a new buffer if the current one is not updatable
  84815. * @param kind defines the data kind (Position, normal, etc...)
  84816. * @param data defines the data to use
  84817. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84818. */
  84819. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84820. private _updateBoundingInfo;
  84821. /** @hidden */
  84822. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84823. /**
  84824. * Gets total number of vertices
  84825. * @returns the total number of vertices
  84826. */
  84827. getTotalVertices(): number;
  84828. /**
  84829. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84830. * @param kind defines the data kind (Position, normal, etc...)
  84831. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84832. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84833. * @returns a float array containing vertex data
  84834. */
  84835. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84836. /**
  84837. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84838. * @param kind defines the data kind (Position, normal, etc...)
  84839. * @returns true if the vertex buffer with the specified kind is updatable
  84840. */
  84841. isVertexBufferUpdatable(kind: string): boolean;
  84842. /**
  84843. * Gets a specific vertex buffer
  84844. * @param kind defines the data kind (Position, normal, etc...)
  84845. * @returns a VertexBuffer
  84846. */
  84847. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84848. /**
  84849. * Returns all vertex buffers
  84850. * @return an object holding all vertex buffers indexed by kind
  84851. */
  84852. getVertexBuffers(): Nullable<{
  84853. [key: string]: VertexBuffer;
  84854. }>;
  84855. /**
  84856. * Gets a boolean indicating if specific vertex buffer is present
  84857. * @param kind defines the data kind (Position, normal, etc...)
  84858. * @returns true if data is present
  84859. */
  84860. isVerticesDataPresent(kind: string): boolean;
  84861. /**
  84862. * Gets a list of all attached data kinds (Position, normal, etc...)
  84863. * @returns a list of string containing all kinds
  84864. */
  84865. getVerticesDataKinds(): string[];
  84866. /**
  84867. * Update index buffer
  84868. * @param indices defines the indices to store in the index buffer
  84869. * @param offset defines the offset in the target buffer where to store the data
  84870. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  84871. */
  84872. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84873. /**
  84874. * Creates a new index buffer
  84875. * @param indices defines the indices to store in the index buffer
  84876. * @param totalVertices defines the total number of vertices (could be null)
  84877. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84878. */
  84879. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84880. /**
  84881. * Return the total number of indices
  84882. * @returns the total number of indices
  84883. */
  84884. getTotalIndices(): number;
  84885. /**
  84886. * Gets the index buffer array
  84887. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84888. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84889. * @returns the index buffer array
  84890. */
  84891. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84892. /**
  84893. * Gets the index buffer
  84894. * @return the index buffer
  84895. */
  84896. getIndexBuffer(): Nullable<DataBuffer>;
  84897. /** @hidden */
  84898. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84899. /**
  84900. * Release the associated resources for a specific mesh
  84901. * @param mesh defines the source mesh
  84902. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84903. */
  84904. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84905. /**
  84906. * Apply current geometry to a given mesh
  84907. * @param mesh defines the mesh to apply geometry to
  84908. */
  84909. applyToMesh(mesh: Mesh): void;
  84910. private _updateExtend;
  84911. private _applyToMesh;
  84912. private notifyUpdate;
  84913. /**
  84914. * Load the geometry if it was flagged as delay loaded
  84915. * @param scene defines the hosting scene
  84916. * @param onLoaded defines a callback called when the geometry is loaded
  84917. */
  84918. load(scene: Scene, onLoaded?: () => void): void;
  84919. private _queueLoad;
  84920. /**
  84921. * Invert the geometry to move from a right handed system to a left handed one.
  84922. */
  84923. toLeftHanded(): void;
  84924. /** @hidden */
  84925. _resetPointsArrayCache(): void;
  84926. /** @hidden */
  84927. _generatePointsArray(): boolean;
  84928. /**
  84929. * Gets a value indicating if the geometry is disposed
  84930. * @returns true if the geometry was disposed
  84931. */
  84932. isDisposed(): boolean;
  84933. private _disposeVertexArrayObjects;
  84934. /**
  84935. * Free all associated resources
  84936. */
  84937. dispose(): void;
  84938. /**
  84939. * Clone the current geometry into a new geometry
  84940. * @param id defines the unique ID of the new geometry
  84941. * @returns a new geometry object
  84942. */
  84943. copy(id: string): Geometry;
  84944. /**
  84945. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84946. * @return a JSON representation of the current geometry data (without the vertices data)
  84947. */
  84948. serialize(): any;
  84949. private toNumberArray;
  84950. /**
  84951. * Serialize all vertices data into a JSON oject
  84952. * @returns a JSON representation of the current geometry data
  84953. */
  84954. serializeVerticeData(): any;
  84955. /**
  84956. * Extracts a clone of a mesh geometry
  84957. * @param mesh defines the source mesh
  84958. * @param id defines the unique ID of the new geometry object
  84959. * @returns the new geometry object
  84960. */
  84961. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84962. /**
  84963. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84964. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84965. * Be aware Math.random() could cause collisions, but:
  84966. * "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"
  84967. * @returns a string containing a new GUID
  84968. */
  84969. static RandomId(): string;
  84970. /** @hidden */
  84971. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84972. private static _CleanMatricesWeights;
  84973. /**
  84974. * Create a new geometry from persisted data (Using .babylon file format)
  84975. * @param parsedVertexData defines the persisted data
  84976. * @param scene defines the hosting scene
  84977. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84978. * @returns the new geometry object
  84979. */
  84980. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84981. }
  84982. }
  84983. declare module BABYLON {
  84984. /**
  84985. * Define an interface for all classes that will get and set the data on vertices
  84986. */
  84987. export interface IGetSetVerticesData {
  84988. /**
  84989. * Gets a boolean indicating if specific vertex data is present
  84990. * @param kind defines the vertex data kind to use
  84991. * @returns true is data kind is present
  84992. */
  84993. isVerticesDataPresent(kind: string): boolean;
  84994. /**
  84995. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84996. * @param kind defines the data kind (Position, normal, etc...)
  84997. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84998. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84999. * @returns a float array containing vertex data
  85000. */
  85001. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85002. /**
  85003. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85004. * @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.
  85005. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85006. * @returns the indices array or an empty array if the mesh has no geometry
  85007. */
  85008. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85009. /**
  85010. * Set specific vertex data
  85011. * @param kind defines the data kind (Position, normal, etc...)
  85012. * @param data defines the vertex data to use
  85013. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85014. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85015. */
  85016. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85017. /**
  85018. * Update a specific associated vertex buffer
  85019. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85020. * - VertexBuffer.PositionKind
  85021. * - VertexBuffer.UVKind
  85022. * - VertexBuffer.UV2Kind
  85023. * - VertexBuffer.UV3Kind
  85024. * - VertexBuffer.UV4Kind
  85025. * - VertexBuffer.UV5Kind
  85026. * - VertexBuffer.UV6Kind
  85027. * - VertexBuffer.ColorKind
  85028. * - VertexBuffer.MatricesIndicesKind
  85029. * - VertexBuffer.MatricesIndicesExtraKind
  85030. * - VertexBuffer.MatricesWeightsKind
  85031. * - VertexBuffer.MatricesWeightsExtraKind
  85032. * @param data defines the data source
  85033. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85034. * @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)
  85035. */
  85036. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85037. /**
  85038. * Creates a new index buffer
  85039. * @param indices defines the indices to store in the index buffer
  85040. * @param totalVertices defines the total number of vertices (could be null)
  85041. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85042. */
  85043. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85044. }
  85045. /**
  85046. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85047. */
  85048. export class VertexData {
  85049. /**
  85050. * Mesh side orientation : usually the external or front surface
  85051. */
  85052. static readonly FRONTSIDE: number;
  85053. /**
  85054. * Mesh side orientation : usually the internal or back surface
  85055. */
  85056. static readonly BACKSIDE: number;
  85057. /**
  85058. * Mesh side orientation : both internal and external or front and back surfaces
  85059. */
  85060. static readonly DOUBLESIDE: number;
  85061. /**
  85062. * Mesh side orientation : by default, `FRONTSIDE`
  85063. */
  85064. static readonly DEFAULTSIDE: number;
  85065. /**
  85066. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85067. */
  85068. positions: Nullable<FloatArray>;
  85069. /**
  85070. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85071. */
  85072. normals: Nullable<FloatArray>;
  85073. /**
  85074. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85075. */
  85076. tangents: Nullable<FloatArray>;
  85077. /**
  85078. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85079. */
  85080. uvs: Nullable<FloatArray>;
  85081. /**
  85082. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85083. */
  85084. uvs2: Nullable<FloatArray>;
  85085. /**
  85086. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85087. */
  85088. uvs3: Nullable<FloatArray>;
  85089. /**
  85090. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85091. */
  85092. uvs4: Nullable<FloatArray>;
  85093. /**
  85094. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85095. */
  85096. uvs5: Nullable<FloatArray>;
  85097. /**
  85098. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85099. */
  85100. uvs6: Nullable<FloatArray>;
  85101. /**
  85102. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85103. */
  85104. colors: Nullable<FloatArray>;
  85105. /**
  85106. * 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).
  85107. */
  85108. matricesIndices: Nullable<FloatArray>;
  85109. /**
  85110. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85111. */
  85112. matricesWeights: Nullable<FloatArray>;
  85113. /**
  85114. * An array extending the number of possible indices
  85115. */
  85116. matricesIndicesExtra: Nullable<FloatArray>;
  85117. /**
  85118. * An array extending the number of possible weights when the number of indices is extended
  85119. */
  85120. matricesWeightsExtra: Nullable<FloatArray>;
  85121. /**
  85122. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85123. */
  85124. indices: Nullable<IndicesArray>;
  85125. /**
  85126. * Uses the passed data array to set the set the values for the specified kind of data
  85127. * @param data a linear array of floating numbers
  85128. * @param kind the type of data that is being set, eg positions, colors etc
  85129. */
  85130. set(data: FloatArray, kind: string): void;
  85131. /**
  85132. * Associates the vertexData to the passed Mesh.
  85133. * Sets it as updatable or not (default `false`)
  85134. * @param mesh the mesh the vertexData is applied to
  85135. * @param updatable when used and having the value true allows new data to update the vertexData
  85136. * @returns the VertexData
  85137. */
  85138. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85139. /**
  85140. * Associates the vertexData to the passed Geometry.
  85141. * Sets it as updatable or not (default `false`)
  85142. * @param geometry the geometry the vertexData is applied to
  85143. * @param updatable when used and having the value true allows new data to update the vertexData
  85144. * @returns VertexData
  85145. */
  85146. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85147. /**
  85148. * Updates the associated mesh
  85149. * @param mesh the mesh to be updated
  85150. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85151. * @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
  85152. * @returns VertexData
  85153. */
  85154. updateMesh(mesh: Mesh): VertexData;
  85155. /**
  85156. * Updates the associated geometry
  85157. * @param geometry the geometry to be updated
  85158. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85159. * @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
  85160. * @returns VertexData.
  85161. */
  85162. updateGeometry(geometry: Geometry): VertexData;
  85163. private _applyTo;
  85164. private _update;
  85165. /**
  85166. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85167. * @param matrix the transforming matrix
  85168. * @returns the VertexData
  85169. */
  85170. transform(matrix: Matrix): VertexData;
  85171. /**
  85172. * Merges the passed VertexData into the current one
  85173. * @param other the VertexData to be merged into the current one
  85174. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85175. * @returns the modified VertexData
  85176. */
  85177. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85178. private _mergeElement;
  85179. private _validate;
  85180. /**
  85181. * Serializes the VertexData
  85182. * @returns a serialized object
  85183. */
  85184. serialize(): any;
  85185. /**
  85186. * Extracts the vertexData from a mesh
  85187. * @param mesh the mesh from which to extract the VertexData
  85188. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85189. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85190. * @returns the object VertexData associated to the passed mesh
  85191. */
  85192. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85193. /**
  85194. * Extracts the vertexData from the geometry
  85195. * @param geometry the geometry from which to extract the VertexData
  85196. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85197. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85198. * @returns the object VertexData associated to the passed mesh
  85199. */
  85200. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85201. private static _ExtractFrom;
  85202. /**
  85203. * Creates the VertexData for a Ribbon
  85204. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85205. * * pathArray array of paths, each of which an array of successive Vector3
  85206. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85207. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85208. * * 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
  85209. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85210. * * 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)
  85211. * * 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)
  85212. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85213. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85214. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85215. * @returns the VertexData of the ribbon
  85216. */
  85217. static CreateRibbon(options: {
  85218. pathArray: Vector3[][];
  85219. closeArray?: boolean;
  85220. closePath?: boolean;
  85221. offset?: number;
  85222. sideOrientation?: number;
  85223. frontUVs?: Vector4;
  85224. backUVs?: Vector4;
  85225. invertUV?: boolean;
  85226. uvs?: Vector2[];
  85227. colors?: Color4[];
  85228. }): VertexData;
  85229. /**
  85230. * Creates the VertexData for a box
  85231. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85232. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85233. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85234. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85235. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85236. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85237. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85238. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85239. * * 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)
  85240. * * 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)
  85241. * @returns the VertexData of the box
  85242. */
  85243. static CreateBox(options: {
  85244. size?: number;
  85245. width?: number;
  85246. height?: number;
  85247. depth?: number;
  85248. faceUV?: Vector4[];
  85249. faceColors?: Color4[];
  85250. sideOrientation?: number;
  85251. frontUVs?: Vector4;
  85252. backUVs?: Vector4;
  85253. }): VertexData;
  85254. /**
  85255. * Creates the VertexData for a tiled box
  85256. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85257. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85258. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85259. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85260. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85261. * @returns the VertexData of the box
  85262. */
  85263. static CreateTiledBox(options: {
  85264. pattern?: number;
  85265. width?: number;
  85266. height?: number;
  85267. depth?: number;
  85268. tileSize?: number;
  85269. tileWidth?: number;
  85270. tileHeight?: number;
  85271. alignHorizontal?: number;
  85272. alignVertical?: number;
  85273. faceUV?: Vector4[];
  85274. faceColors?: Color4[];
  85275. sideOrientation?: number;
  85276. }): VertexData;
  85277. /**
  85278. * Creates the VertexData for a tiled plane
  85279. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85280. * * pattern a limited pattern arrangement depending on the number
  85281. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85282. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85283. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85284. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85285. * * 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)
  85286. * * 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)
  85287. * @returns the VertexData of the tiled plane
  85288. */
  85289. static CreateTiledPlane(options: {
  85290. pattern?: number;
  85291. tileSize?: number;
  85292. tileWidth?: number;
  85293. tileHeight?: number;
  85294. size?: number;
  85295. width?: number;
  85296. height?: number;
  85297. alignHorizontal?: number;
  85298. alignVertical?: number;
  85299. sideOrientation?: number;
  85300. frontUVs?: Vector4;
  85301. backUVs?: Vector4;
  85302. }): VertexData;
  85303. /**
  85304. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85305. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85306. * * segments sets the number of horizontal strips optional, default 32
  85307. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85308. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85309. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85310. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85311. * * 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
  85312. * * 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
  85313. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85314. * * 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)
  85315. * * 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)
  85316. * @returns the VertexData of the ellipsoid
  85317. */
  85318. static CreateSphere(options: {
  85319. segments?: number;
  85320. diameter?: number;
  85321. diameterX?: number;
  85322. diameterY?: number;
  85323. diameterZ?: number;
  85324. arc?: number;
  85325. slice?: number;
  85326. sideOrientation?: number;
  85327. frontUVs?: Vector4;
  85328. backUVs?: Vector4;
  85329. }): VertexData;
  85330. /**
  85331. * Creates the VertexData for a cylinder, cone or prism
  85332. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85333. * * height sets the height (y direction) of the cylinder, optional, default 2
  85334. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85335. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85336. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85337. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85338. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85339. * * 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
  85340. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85341. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85342. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85343. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85344. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85345. * * 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)
  85346. * * 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)
  85347. * @returns the VertexData of the cylinder, cone or prism
  85348. */
  85349. static CreateCylinder(options: {
  85350. height?: number;
  85351. diameterTop?: number;
  85352. diameterBottom?: number;
  85353. diameter?: number;
  85354. tessellation?: number;
  85355. subdivisions?: number;
  85356. arc?: number;
  85357. faceColors?: Color4[];
  85358. faceUV?: Vector4[];
  85359. hasRings?: boolean;
  85360. enclose?: boolean;
  85361. sideOrientation?: number;
  85362. frontUVs?: Vector4;
  85363. backUVs?: Vector4;
  85364. }): VertexData;
  85365. /**
  85366. * Creates the VertexData for a torus
  85367. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85368. * * diameter the diameter of the torus, optional default 1
  85369. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85370. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85371. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85372. * * 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)
  85373. * * 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)
  85374. * @returns the VertexData of the torus
  85375. */
  85376. static CreateTorus(options: {
  85377. diameter?: number;
  85378. thickness?: number;
  85379. tessellation?: number;
  85380. sideOrientation?: number;
  85381. frontUVs?: Vector4;
  85382. backUVs?: Vector4;
  85383. }): VertexData;
  85384. /**
  85385. * Creates the VertexData of the LineSystem
  85386. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85387. * - lines an array of lines, each line being an array of successive Vector3
  85388. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85389. * @returns the VertexData of the LineSystem
  85390. */
  85391. static CreateLineSystem(options: {
  85392. lines: Vector3[][];
  85393. colors?: Nullable<Color4[][]>;
  85394. }): VertexData;
  85395. /**
  85396. * Create the VertexData for a DashedLines
  85397. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85398. * - points an array successive Vector3
  85399. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85400. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85401. * - dashNb the intended total number of dashes, optional, default 200
  85402. * @returns the VertexData for the DashedLines
  85403. */
  85404. static CreateDashedLines(options: {
  85405. points: Vector3[];
  85406. dashSize?: number;
  85407. gapSize?: number;
  85408. dashNb?: number;
  85409. }): VertexData;
  85410. /**
  85411. * Creates the VertexData for a Ground
  85412. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85413. * - width the width (x direction) of the ground, optional, default 1
  85414. * - height the height (z direction) of the ground, optional, default 1
  85415. * - subdivisions the number of subdivisions per side, optional, default 1
  85416. * @returns the VertexData of the Ground
  85417. */
  85418. static CreateGround(options: {
  85419. width?: number;
  85420. height?: number;
  85421. subdivisions?: number;
  85422. subdivisionsX?: number;
  85423. subdivisionsY?: number;
  85424. }): VertexData;
  85425. /**
  85426. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85427. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85428. * * xmin the ground minimum X coordinate, optional, default -1
  85429. * * zmin the ground minimum Z coordinate, optional, default -1
  85430. * * xmax the ground maximum X coordinate, optional, default 1
  85431. * * zmax the ground maximum Z coordinate, optional, default 1
  85432. * * 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}
  85433. * * 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}
  85434. * @returns the VertexData of the TiledGround
  85435. */
  85436. static CreateTiledGround(options: {
  85437. xmin: number;
  85438. zmin: number;
  85439. xmax: number;
  85440. zmax: number;
  85441. subdivisions?: {
  85442. w: number;
  85443. h: number;
  85444. };
  85445. precision?: {
  85446. w: number;
  85447. h: number;
  85448. };
  85449. }): VertexData;
  85450. /**
  85451. * Creates the VertexData of the Ground designed from a heightmap
  85452. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85453. * * width the width (x direction) of the ground
  85454. * * height the height (z direction) of the ground
  85455. * * subdivisions the number of subdivisions per side
  85456. * * minHeight the minimum altitude on the ground, optional, default 0
  85457. * * maxHeight the maximum altitude on the ground, optional default 1
  85458. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85459. * * buffer the array holding the image color data
  85460. * * bufferWidth the width of image
  85461. * * bufferHeight the height of image
  85462. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85463. * @returns the VertexData of the Ground designed from a heightmap
  85464. */
  85465. static CreateGroundFromHeightMap(options: {
  85466. width: number;
  85467. height: number;
  85468. subdivisions: number;
  85469. minHeight: number;
  85470. maxHeight: number;
  85471. colorFilter: Color3;
  85472. buffer: Uint8Array;
  85473. bufferWidth: number;
  85474. bufferHeight: number;
  85475. alphaFilter: number;
  85476. }): VertexData;
  85477. /**
  85478. * Creates the VertexData for a Plane
  85479. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85480. * * size sets the width and height of the plane to the value of size, optional default 1
  85481. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85482. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85483. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85484. * * 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)
  85485. * * 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)
  85486. * @returns the VertexData of the box
  85487. */
  85488. static CreatePlane(options: {
  85489. size?: number;
  85490. width?: number;
  85491. height?: number;
  85492. sideOrientation?: number;
  85493. frontUVs?: Vector4;
  85494. backUVs?: Vector4;
  85495. }): VertexData;
  85496. /**
  85497. * Creates the VertexData of the Disc or regular Polygon
  85498. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85499. * * radius the radius of the disc, optional default 0.5
  85500. * * tessellation the number of polygon sides, optional, default 64
  85501. * * 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
  85502. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85503. * * 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)
  85504. * * 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)
  85505. * @returns the VertexData of the box
  85506. */
  85507. static CreateDisc(options: {
  85508. radius?: number;
  85509. tessellation?: number;
  85510. arc?: number;
  85511. sideOrientation?: number;
  85512. frontUVs?: Vector4;
  85513. backUVs?: Vector4;
  85514. }): VertexData;
  85515. /**
  85516. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85517. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85518. * @param polygon a mesh built from polygonTriangulation.build()
  85519. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85520. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85521. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85522. * @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)
  85523. * @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)
  85524. * @returns the VertexData of the Polygon
  85525. */
  85526. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85527. /**
  85528. * Creates the VertexData of the IcoSphere
  85529. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85530. * * radius the radius of the IcoSphere, optional default 1
  85531. * * radiusX allows stretching in the x direction, optional, default radius
  85532. * * radiusY allows stretching in the y direction, optional, default radius
  85533. * * radiusZ allows stretching in the z direction, optional, default radius
  85534. * * flat when true creates a flat shaded mesh, optional, default true
  85535. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85536. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85537. * * 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)
  85538. * * 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)
  85539. * @returns the VertexData of the IcoSphere
  85540. */
  85541. static CreateIcoSphere(options: {
  85542. radius?: number;
  85543. radiusX?: number;
  85544. radiusY?: number;
  85545. radiusZ?: number;
  85546. flat?: boolean;
  85547. subdivisions?: number;
  85548. sideOrientation?: number;
  85549. frontUVs?: Vector4;
  85550. backUVs?: Vector4;
  85551. }): VertexData;
  85552. /**
  85553. * Creates the VertexData for a Polyhedron
  85554. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85555. * * type provided types are:
  85556. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85557. * * 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)
  85558. * * size the size of the IcoSphere, optional default 1
  85559. * * sizeX allows stretching in the x direction, optional, default size
  85560. * * sizeY allows stretching in the y direction, optional, default size
  85561. * * sizeZ allows stretching in the z direction, optional, default size
  85562. * * 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
  85563. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85564. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85565. * * flat when true creates a flat shaded mesh, optional, default true
  85566. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85567. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85568. * * 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)
  85569. * * 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)
  85570. * @returns the VertexData of the Polyhedron
  85571. */
  85572. static CreatePolyhedron(options: {
  85573. type?: number;
  85574. size?: number;
  85575. sizeX?: number;
  85576. sizeY?: number;
  85577. sizeZ?: number;
  85578. custom?: any;
  85579. faceUV?: Vector4[];
  85580. faceColors?: Color4[];
  85581. flat?: boolean;
  85582. sideOrientation?: number;
  85583. frontUVs?: Vector4;
  85584. backUVs?: Vector4;
  85585. }): VertexData;
  85586. /**
  85587. * Creates the VertexData for a TorusKnot
  85588. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85589. * * radius the radius of the torus knot, optional, default 2
  85590. * * tube the thickness of the tube, optional, default 0.5
  85591. * * radialSegments the number of sides on each tube segments, optional, default 32
  85592. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85593. * * p the number of windings around the z axis, optional, default 2
  85594. * * q the number of windings around the x axis, optional, default 3
  85595. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85596. * * 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)
  85597. * * 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)
  85598. * @returns the VertexData of the Torus Knot
  85599. */
  85600. static CreateTorusKnot(options: {
  85601. radius?: number;
  85602. tube?: number;
  85603. radialSegments?: number;
  85604. tubularSegments?: number;
  85605. p?: number;
  85606. q?: number;
  85607. sideOrientation?: number;
  85608. frontUVs?: Vector4;
  85609. backUVs?: Vector4;
  85610. }): VertexData;
  85611. /**
  85612. * Compute normals for given positions and indices
  85613. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85614. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85615. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85616. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85617. * * facetNormals : optional array of facet normals (vector3)
  85618. * * facetPositions : optional array of facet positions (vector3)
  85619. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85620. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85621. * * bInfo : optional bounding info, required for facetPartitioning computation
  85622. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85623. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85624. * * useRightHandedSystem: optional boolean to for right handed system computation
  85625. * * depthSort : optional boolean to enable the facet depth sort computation
  85626. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85627. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85628. */
  85629. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85630. facetNormals?: any;
  85631. facetPositions?: any;
  85632. facetPartitioning?: any;
  85633. ratio?: number;
  85634. bInfo?: any;
  85635. bbSize?: Vector3;
  85636. subDiv?: any;
  85637. useRightHandedSystem?: boolean;
  85638. depthSort?: boolean;
  85639. distanceTo?: Vector3;
  85640. depthSortedFacets?: any;
  85641. }): void;
  85642. /** @hidden */
  85643. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85644. /**
  85645. * Applies VertexData created from the imported parameters to the geometry
  85646. * @param parsedVertexData the parsed data from an imported file
  85647. * @param geometry the geometry to apply the VertexData to
  85648. */
  85649. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85650. }
  85651. }
  85652. declare module BABYLON {
  85653. /**
  85654. * Defines a target to use with MorphTargetManager
  85655. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85656. */
  85657. export class MorphTarget implements IAnimatable {
  85658. /** defines the name of the target */
  85659. name: string;
  85660. /**
  85661. * Gets or sets the list of animations
  85662. */
  85663. animations: Animation[];
  85664. private _scene;
  85665. private _positions;
  85666. private _normals;
  85667. private _tangents;
  85668. private _uvs;
  85669. private _influence;
  85670. /**
  85671. * Observable raised when the influence changes
  85672. */
  85673. onInfluenceChanged: Observable<boolean>;
  85674. /** @hidden */
  85675. _onDataLayoutChanged: Observable<void>;
  85676. /**
  85677. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85678. */
  85679. influence: number;
  85680. /**
  85681. * Gets or sets the id of the morph Target
  85682. */
  85683. id: string;
  85684. private _animationPropertiesOverride;
  85685. /**
  85686. * Gets or sets the animation properties override
  85687. */
  85688. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85689. /**
  85690. * Creates a new MorphTarget
  85691. * @param name defines the name of the target
  85692. * @param influence defines the influence to use
  85693. * @param scene defines the scene the morphtarget belongs to
  85694. */
  85695. constructor(
  85696. /** defines the name of the target */
  85697. name: string, influence?: number, scene?: Nullable<Scene>);
  85698. /**
  85699. * Gets a boolean defining if the target contains position data
  85700. */
  85701. readonly hasPositions: boolean;
  85702. /**
  85703. * Gets a boolean defining if the target contains normal data
  85704. */
  85705. readonly hasNormals: boolean;
  85706. /**
  85707. * Gets a boolean defining if the target contains tangent data
  85708. */
  85709. readonly hasTangents: boolean;
  85710. /**
  85711. * Gets a boolean defining if the target contains texture coordinates data
  85712. */
  85713. readonly hasUVs: boolean;
  85714. /**
  85715. * Affects position data to this target
  85716. * @param data defines the position data to use
  85717. */
  85718. setPositions(data: Nullable<FloatArray>): void;
  85719. /**
  85720. * Gets the position data stored in this target
  85721. * @returns a FloatArray containing the position data (or null if not present)
  85722. */
  85723. getPositions(): Nullable<FloatArray>;
  85724. /**
  85725. * Affects normal data to this target
  85726. * @param data defines the normal data to use
  85727. */
  85728. setNormals(data: Nullable<FloatArray>): void;
  85729. /**
  85730. * Gets the normal data stored in this target
  85731. * @returns a FloatArray containing the normal data (or null if not present)
  85732. */
  85733. getNormals(): Nullable<FloatArray>;
  85734. /**
  85735. * Affects tangent data to this target
  85736. * @param data defines the tangent data to use
  85737. */
  85738. setTangents(data: Nullable<FloatArray>): void;
  85739. /**
  85740. * Gets the tangent data stored in this target
  85741. * @returns a FloatArray containing the tangent data (or null if not present)
  85742. */
  85743. getTangents(): Nullable<FloatArray>;
  85744. /**
  85745. * Affects texture coordinates data to this target
  85746. * @param data defines the texture coordinates data to use
  85747. */
  85748. setUVs(data: Nullable<FloatArray>): void;
  85749. /**
  85750. * Gets the texture coordinates data stored in this target
  85751. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85752. */
  85753. getUVs(): Nullable<FloatArray>;
  85754. /**
  85755. * Serializes the current target into a Serialization object
  85756. * @returns the serialized object
  85757. */
  85758. serialize(): any;
  85759. /**
  85760. * Returns the string "MorphTarget"
  85761. * @returns "MorphTarget"
  85762. */
  85763. getClassName(): string;
  85764. /**
  85765. * Creates a new target from serialized data
  85766. * @param serializationObject defines the serialized data to use
  85767. * @returns a new MorphTarget
  85768. */
  85769. static Parse(serializationObject: any): MorphTarget;
  85770. /**
  85771. * Creates a MorphTarget from mesh data
  85772. * @param mesh defines the source mesh
  85773. * @param name defines the name to use for the new target
  85774. * @param influence defines the influence to attach to the target
  85775. * @returns a new MorphTarget
  85776. */
  85777. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85778. }
  85779. }
  85780. declare module BABYLON {
  85781. /**
  85782. * This class is used to deform meshes using morphing between different targets
  85783. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85784. */
  85785. export class MorphTargetManager {
  85786. private _targets;
  85787. private _targetInfluenceChangedObservers;
  85788. private _targetDataLayoutChangedObservers;
  85789. private _activeTargets;
  85790. private _scene;
  85791. private _influences;
  85792. private _supportsNormals;
  85793. private _supportsTangents;
  85794. private _supportsUVs;
  85795. private _vertexCount;
  85796. private _uniqueId;
  85797. private _tempInfluences;
  85798. /**
  85799. * Gets or sets a boolean indicating if normals must be morphed
  85800. */
  85801. enableNormalMorphing: boolean;
  85802. /**
  85803. * Gets or sets a boolean indicating if tangents must be morphed
  85804. */
  85805. enableTangentMorphing: boolean;
  85806. /**
  85807. * Gets or sets a boolean indicating if UV must be morphed
  85808. */
  85809. enableUVMorphing: boolean;
  85810. /**
  85811. * Creates a new MorphTargetManager
  85812. * @param scene defines the current scene
  85813. */
  85814. constructor(scene?: Nullable<Scene>);
  85815. /**
  85816. * Gets the unique ID of this manager
  85817. */
  85818. readonly uniqueId: number;
  85819. /**
  85820. * Gets the number of vertices handled by this manager
  85821. */
  85822. readonly vertexCount: number;
  85823. /**
  85824. * Gets a boolean indicating if this manager supports morphing of normals
  85825. */
  85826. readonly supportsNormals: boolean;
  85827. /**
  85828. * Gets a boolean indicating if this manager supports morphing of tangents
  85829. */
  85830. readonly supportsTangents: boolean;
  85831. /**
  85832. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85833. */
  85834. readonly supportsUVs: boolean;
  85835. /**
  85836. * Gets the number of targets stored in this manager
  85837. */
  85838. readonly numTargets: number;
  85839. /**
  85840. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85841. */
  85842. readonly numInfluencers: number;
  85843. /**
  85844. * Gets the list of influences (one per target)
  85845. */
  85846. readonly influences: Float32Array;
  85847. /**
  85848. * Gets the active target at specified index. An active target is a target with an influence > 0
  85849. * @param index defines the index to check
  85850. * @returns the requested target
  85851. */
  85852. getActiveTarget(index: number): MorphTarget;
  85853. /**
  85854. * Gets the target at specified index
  85855. * @param index defines the index to check
  85856. * @returns the requested target
  85857. */
  85858. getTarget(index: number): MorphTarget;
  85859. /**
  85860. * Add a new target to this manager
  85861. * @param target defines the target to add
  85862. */
  85863. addTarget(target: MorphTarget): void;
  85864. /**
  85865. * Removes a target from the manager
  85866. * @param target defines the target to remove
  85867. */
  85868. removeTarget(target: MorphTarget): void;
  85869. /**
  85870. * Serializes the current manager into a Serialization object
  85871. * @returns the serialized object
  85872. */
  85873. serialize(): any;
  85874. private _syncActiveTargets;
  85875. /**
  85876. * Syncrhonize the targets with all the meshes using this morph target manager
  85877. */
  85878. synchronize(): void;
  85879. /**
  85880. * Creates a new MorphTargetManager from serialized data
  85881. * @param serializationObject defines the serialized data
  85882. * @param scene defines the hosting scene
  85883. * @returns the new MorphTargetManager
  85884. */
  85885. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85886. }
  85887. }
  85888. declare module BABYLON {
  85889. /**
  85890. * Class used to represent a specific level of detail of a mesh
  85891. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85892. */
  85893. export class MeshLODLevel {
  85894. /** Defines the distance where this level should star being displayed */
  85895. distance: number;
  85896. /** Defines the mesh to use to render this level */
  85897. mesh: Nullable<Mesh>;
  85898. /**
  85899. * Creates a new LOD level
  85900. * @param distance defines the distance where this level should star being displayed
  85901. * @param mesh defines the mesh to use to render this level
  85902. */
  85903. constructor(
  85904. /** Defines the distance where this level should star being displayed */
  85905. distance: number,
  85906. /** Defines the mesh to use to render this level */
  85907. mesh: Nullable<Mesh>);
  85908. }
  85909. }
  85910. declare module BABYLON {
  85911. /**
  85912. * Mesh representing the gorund
  85913. */
  85914. export class GroundMesh extends Mesh {
  85915. /** If octree should be generated */
  85916. generateOctree: boolean;
  85917. private _heightQuads;
  85918. /** @hidden */
  85919. _subdivisionsX: number;
  85920. /** @hidden */
  85921. _subdivisionsY: number;
  85922. /** @hidden */
  85923. _width: number;
  85924. /** @hidden */
  85925. _height: number;
  85926. /** @hidden */
  85927. _minX: number;
  85928. /** @hidden */
  85929. _maxX: number;
  85930. /** @hidden */
  85931. _minZ: number;
  85932. /** @hidden */
  85933. _maxZ: number;
  85934. constructor(name: string, scene: Scene);
  85935. /**
  85936. * "GroundMesh"
  85937. * @returns "GroundMesh"
  85938. */
  85939. getClassName(): string;
  85940. /**
  85941. * The minimum of x and y subdivisions
  85942. */
  85943. readonly subdivisions: number;
  85944. /**
  85945. * X subdivisions
  85946. */
  85947. readonly subdivisionsX: number;
  85948. /**
  85949. * Y subdivisions
  85950. */
  85951. readonly subdivisionsY: number;
  85952. /**
  85953. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85954. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85955. * @param chunksCount the number of subdivisions for x and y
  85956. * @param octreeBlocksSize (Default: 32)
  85957. */
  85958. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85959. /**
  85960. * Returns a height (y) value in the Worl system :
  85961. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85962. * @param x x coordinate
  85963. * @param z z coordinate
  85964. * @returns the ground y position if (x, z) are outside the ground surface.
  85965. */
  85966. getHeightAtCoordinates(x: number, z: number): number;
  85967. /**
  85968. * Returns a normalized vector (Vector3) orthogonal to the ground
  85969. * at the ground coordinates (x, z) expressed in the World system.
  85970. * @param x x coordinate
  85971. * @param z z coordinate
  85972. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85973. */
  85974. getNormalAtCoordinates(x: number, z: number): Vector3;
  85975. /**
  85976. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85977. * at the ground coordinates (x, z) expressed in the World system.
  85978. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85979. * @param x x coordinate
  85980. * @param z z coordinate
  85981. * @param ref vector to store the result
  85982. * @returns the GroundMesh.
  85983. */
  85984. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85985. /**
  85986. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85987. * if the ground has been updated.
  85988. * This can be used in the render loop.
  85989. * @returns the GroundMesh.
  85990. */
  85991. updateCoordinateHeights(): GroundMesh;
  85992. private _getFacetAt;
  85993. private _initHeightQuads;
  85994. private _computeHeightQuads;
  85995. /**
  85996. * Serializes this ground mesh
  85997. * @param serializationObject object to write serialization to
  85998. */
  85999. serialize(serializationObject: any): void;
  86000. /**
  86001. * Parses a serialized ground mesh
  86002. * @param parsedMesh the serialized mesh
  86003. * @param scene the scene to create the ground mesh in
  86004. * @returns the created ground mesh
  86005. */
  86006. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86007. }
  86008. }
  86009. declare module BABYLON {
  86010. /**
  86011. * Interface for Physics-Joint data
  86012. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86013. */
  86014. export interface PhysicsJointData {
  86015. /**
  86016. * The main pivot of the joint
  86017. */
  86018. mainPivot?: Vector3;
  86019. /**
  86020. * The connected pivot of the joint
  86021. */
  86022. connectedPivot?: Vector3;
  86023. /**
  86024. * The main axis of the joint
  86025. */
  86026. mainAxis?: Vector3;
  86027. /**
  86028. * The connected axis of the joint
  86029. */
  86030. connectedAxis?: Vector3;
  86031. /**
  86032. * The collision of the joint
  86033. */
  86034. collision?: boolean;
  86035. /**
  86036. * Native Oimo/Cannon/Energy data
  86037. */
  86038. nativeParams?: any;
  86039. }
  86040. /**
  86041. * This is a holder class for the physics joint created by the physics plugin
  86042. * It holds a set of functions to control the underlying joint
  86043. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86044. */
  86045. export class PhysicsJoint {
  86046. /**
  86047. * The type of the physics joint
  86048. */
  86049. type: number;
  86050. /**
  86051. * The data for the physics joint
  86052. */
  86053. jointData: PhysicsJointData;
  86054. private _physicsJoint;
  86055. protected _physicsPlugin: IPhysicsEnginePlugin;
  86056. /**
  86057. * Initializes the physics joint
  86058. * @param type The type of the physics joint
  86059. * @param jointData The data for the physics joint
  86060. */
  86061. constructor(
  86062. /**
  86063. * The type of the physics joint
  86064. */
  86065. type: number,
  86066. /**
  86067. * The data for the physics joint
  86068. */
  86069. jointData: PhysicsJointData);
  86070. /**
  86071. * Gets the physics joint
  86072. */
  86073. /**
  86074. * Sets the physics joint
  86075. */
  86076. physicsJoint: any;
  86077. /**
  86078. * Sets the physics plugin
  86079. */
  86080. physicsPlugin: IPhysicsEnginePlugin;
  86081. /**
  86082. * Execute a function that is physics-plugin specific.
  86083. * @param {Function} func the function that will be executed.
  86084. * It accepts two parameters: the physics world and the physics joint
  86085. */
  86086. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86087. /**
  86088. * Distance-Joint type
  86089. */
  86090. static DistanceJoint: number;
  86091. /**
  86092. * Hinge-Joint type
  86093. */
  86094. static HingeJoint: number;
  86095. /**
  86096. * Ball-and-Socket joint type
  86097. */
  86098. static BallAndSocketJoint: number;
  86099. /**
  86100. * Wheel-Joint type
  86101. */
  86102. static WheelJoint: number;
  86103. /**
  86104. * Slider-Joint type
  86105. */
  86106. static SliderJoint: number;
  86107. /**
  86108. * Prismatic-Joint type
  86109. */
  86110. static PrismaticJoint: number;
  86111. /**
  86112. * Universal-Joint type
  86113. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86114. */
  86115. static UniversalJoint: number;
  86116. /**
  86117. * Hinge-Joint 2 type
  86118. */
  86119. static Hinge2Joint: number;
  86120. /**
  86121. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86122. */
  86123. static PointToPointJoint: number;
  86124. /**
  86125. * Spring-Joint type
  86126. */
  86127. static SpringJoint: number;
  86128. /**
  86129. * Lock-Joint type
  86130. */
  86131. static LockJoint: number;
  86132. }
  86133. /**
  86134. * A class representing a physics distance joint
  86135. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86136. */
  86137. export class DistanceJoint extends PhysicsJoint {
  86138. /**
  86139. *
  86140. * @param jointData The data for the Distance-Joint
  86141. */
  86142. constructor(jointData: DistanceJointData);
  86143. /**
  86144. * Update the predefined distance.
  86145. * @param maxDistance The maximum preferred distance
  86146. * @param minDistance The minimum preferred distance
  86147. */
  86148. updateDistance(maxDistance: number, minDistance?: number): void;
  86149. }
  86150. /**
  86151. * Represents a Motor-Enabled Joint
  86152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86153. */
  86154. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86155. /**
  86156. * Initializes the Motor-Enabled Joint
  86157. * @param type The type of the joint
  86158. * @param jointData The physica joint data for the joint
  86159. */
  86160. constructor(type: number, jointData: PhysicsJointData);
  86161. /**
  86162. * Set the motor values.
  86163. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86164. * @param force the force to apply
  86165. * @param maxForce max force for this motor.
  86166. */
  86167. setMotor(force?: number, maxForce?: number): void;
  86168. /**
  86169. * Set the motor's limits.
  86170. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86171. * @param upperLimit The upper limit of the motor
  86172. * @param lowerLimit The lower limit of the motor
  86173. */
  86174. setLimit(upperLimit: number, lowerLimit?: number): void;
  86175. }
  86176. /**
  86177. * This class represents a single physics Hinge-Joint
  86178. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86179. */
  86180. export class HingeJoint extends MotorEnabledJoint {
  86181. /**
  86182. * Initializes the Hinge-Joint
  86183. * @param jointData The joint data for the Hinge-Joint
  86184. */
  86185. constructor(jointData: PhysicsJointData);
  86186. /**
  86187. * Set the motor values.
  86188. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86189. * @param {number} force the force to apply
  86190. * @param {number} maxForce max force for this motor.
  86191. */
  86192. setMotor(force?: number, maxForce?: number): void;
  86193. /**
  86194. * Set the motor's limits.
  86195. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86196. * @param upperLimit The upper limit of the motor
  86197. * @param lowerLimit The lower limit of the motor
  86198. */
  86199. setLimit(upperLimit: number, lowerLimit?: number): void;
  86200. }
  86201. /**
  86202. * This class represents a dual hinge physics joint (same as wheel joint)
  86203. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86204. */
  86205. export class Hinge2Joint extends MotorEnabledJoint {
  86206. /**
  86207. * Initializes the Hinge2-Joint
  86208. * @param jointData The joint data for the Hinge2-Joint
  86209. */
  86210. constructor(jointData: PhysicsJointData);
  86211. /**
  86212. * Set the motor values.
  86213. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86214. * @param {number} targetSpeed the speed the motor is to reach
  86215. * @param {number} maxForce max force for this motor.
  86216. * @param {motorIndex} the motor's index, 0 or 1.
  86217. */
  86218. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86219. /**
  86220. * Set the motor limits.
  86221. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86222. * @param {number} upperLimit the upper limit
  86223. * @param {number} lowerLimit lower limit
  86224. * @param {motorIndex} the motor's index, 0 or 1.
  86225. */
  86226. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86227. }
  86228. /**
  86229. * Interface for a motor enabled joint
  86230. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86231. */
  86232. export interface IMotorEnabledJoint {
  86233. /**
  86234. * Physics joint
  86235. */
  86236. physicsJoint: any;
  86237. /**
  86238. * Sets the motor of the motor-enabled joint
  86239. * @param force The force of the motor
  86240. * @param maxForce The maximum force of the motor
  86241. * @param motorIndex The index of the motor
  86242. */
  86243. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86244. /**
  86245. * Sets the limit of the motor
  86246. * @param upperLimit The upper limit of the motor
  86247. * @param lowerLimit The lower limit of the motor
  86248. * @param motorIndex The index of the motor
  86249. */
  86250. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86251. }
  86252. /**
  86253. * Joint data for a Distance-Joint
  86254. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86255. */
  86256. export interface DistanceJointData extends PhysicsJointData {
  86257. /**
  86258. * Max distance the 2 joint objects can be apart
  86259. */
  86260. maxDistance: number;
  86261. }
  86262. /**
  86263. * Joint data from a spring joint
  86264. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86265. */
  86266. export interface SpringJointData extends PhysicsJointData {
  86267. /**
  86268. * Length of the spring
  86269. */
  86270. length: number;
  86271. /**
  86272. * Stiffness of the spring
  86273. */
  86274. stiffness: number;
  86275. /**
  86276. * Damping of the spring
  86277. */
  86278. damping: number;
  86279. /** this callback will be called when applying the force to the impostors. */
  86280. forceApplicationCallback: () => void;
  86281. }
  86282. }
  86283. declare module BABYLON {
  86284. /**
  86285. * Holds the data for the raycast result
  86286. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86287. */
  86288. export class PhysicsRaycastResult {
  86289. private _hasHit;
  86290. private _hitDistance;
  86291. private _hitNormalWorld;
  86292. private _hitPointWorld;
  86293. private _rayFromWorld;
  86294. private _rayToWorld;
  86295. /**
  86296. * Gets if there was a hit
  86297. */
  86298. readonly hasHit: boolean;
  86299. /**
  86300. * Gets the distance from the hit
  86301. */
  86302. readonly hitDistance: number;
  86303. /**
  86304. * Gets the hit normal/direction in the world
  86305. */
  86306. readonly hitNormalWorld: Vector3;
  86307. /**
  86308. * Gets the hit point in the world
  86309. */
  86310. readonly hitPointWorld: Vector3;
  86311. /**
  86312. * Gets the ray "start point" of the ray in the world
  86313. */
  86314. readonly rayFromWorld: Vector3;
  86315. /**
  86316. * Gets the ray "end point" of the ray in the world
  86317. */
  86318. readonly rayToWorld: Vector3;
  86319. /**
  86320. * Sets the hit data (normal & point in world space)
  86321. * @param hitNormalWorld defines the normal in world space
  86322. * @param hitPointWorld defines the point in world space
  86323. */
  86324. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86325. /**
  86326. * Sets the distance from the start point to the hit point
  86327. * @param distance
  86328. */
  86329. setHitDistance(distance: number): void;
  86330. /**
  86331. * Calculates the distance manually
  86332. */
  86333. calculateHitDistance(): void;
  86334. /**
  86335. * Resets all the values to default
  86336. * @param from The from point on world space
  86337. * @param to The to point on world space
  86338. */
  86339. reset(from?: Vector3, to?: Vector3): void;
  86340. }
  86341. /**
  86342. * Interface for the size containing width and height
  86343. */
  86344. interface IXYZ {
  86345. /**
  86346. * X
  86347. */
  86348. x: number;
  86349. /**
  86350. * Y
  86351. */
  86352. y: number;
  86353. /**
  86354. * Z
  86355. */
  86356. z: number;
  86357. }
  86358. }
  86359. declare module BABYLON {
  86360. /**
  86361. * Interface used to describe a physics joint
  86362. */
  86363. export interface PhysicsImpostorJoint {
  86364. /** Defines the main impostor to which the joint is linked */
  86365. mainImpostor: PhysicsImpostor;
  86366. /** Defines the impostor that is connected to the main impostor using this joint */
  86367. connectedImpostor: PhysicsImpostor;
  86368. /** Defines the joint itself */
  86369. joint: PhysicsJoint;
  86370. }
  86371. /** @hidden */
  86372. export interface IPhysicsEnginePlugin {
  86373. world: any;
  86374. name: string;
  86375. setGravity(gravity: Vector3): void;
  86376. setTimeStep(timeStep: number): void;
  86377. getTimeStep(): number;
  86378. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86379. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86380. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86381. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86382. removePhysicsBody(impostor: PhysicsImpostor): void;
  86383. generateJoint(joint: PhysicsImpostorJoint): void;
  86384. removeJoint(joint: PhysicsImpostorJoint): void;
  86385. isSupported(): boolean;
  86386. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86387. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86388. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86389. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86390. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86391. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86392. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86393. getBodyMass(impostor: PhysicsImpostor): number;
  86394. getBodyFriction(impostor: PhysicsImpostor): number;
  86395. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86396. getBodyRestitution(impostor: PhysicsImpostor): number;
  86397. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86398. getBodyPressure?(impostor: PhysicsImpostor): number;
  86399. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86400. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86401. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86402. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86403. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86404. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86405. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86406. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86407. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86408. sleepBody(impostor: PhysicsImpostor): void;
  86409. wakeUpBody(impostor: PhysicsImpostor): void;
  86410. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86411. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86412. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86413. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86414. getRadius(impostor: PhysicsImpostor): number;
  86415. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86416. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86417. dispose(): void;
  86418. }
  86419. /**
  86420. * Interface used to define a physics engine
  86421. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86422. */
  86423. export interface IPhysicsEngine {
  86424. /**
  86425. * Gets the gravity vector used by the simulation
  86426. */
  86427. gravity: Vector3;
  86428. /**
  86429. * Sets the gravity vector used by the simulation
  86430. * @param gravity defines the gravity vector to use
  86431. */
  86432. setGravity(gravity: Vector3): void;
  86433. /**
  86434. * Set the time step of the physics engine.
  86435. * Default is 1/60.
  86436. * To slow it down, enter 1/600 for example.
  86437. * To speed it up, 1/30
  86438. * @param newTimeStep the new timestep to apply to this world.
  86439. */
  86440. setTimeStep(newTimeStep: number): void;
  86441. /**
  86442. * Get the time step of the physics engine.
  86443. * @returns the current time step
  86444. */
  86445. getTimeStep(): number;
  86446. /**
  86447. * Release all resources
  86448. */
  86449. dispose(): void;
  86450. /**
  86451. * Gets the name of the current physics plugin
  86452. * @returns the name of the plugin
  86453. */
  86454. getPhysicsPluginName(): string;
  86455. /**
  86456. * Adding a new impostor for the impostor tracking.
  86457. * This will be done by the impostor itself.
  86458. * @param impostor the impostor to add
  86459. */
  86460. addImpostor(impostor: PhysicsImpostor): void;
  86461. /**
  86462. * Remove an impostor from the engine.
  86463. * This impostor and its mesh will not longer be updated by the physics engine.
  86464. * @param impostor the impostor to remove
  86465. */
  86466. removeImpostor(impostor: PhysicsImpostor): void;
  86467. /**
  86468. * Add a joint to the physics engine
  86469. * @param mainImpostor defines the main impostor to which the joint is added.
  86470. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86471. * @param joint defines the joint that will connect both impostors.
  86472. */
  86473. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86474. /**
  86475. * Removes a joint from the simulation
  86476. * @param mainImpostor defines the impostor used with the joint
  86477. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86478. * @param joint defines the joint to remove
  86479. */
  86480. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86481. /**
  86482. * Gets the current plugin used to run the simulation
  86483. * @returns current plugin
  86484. */
  86485. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86486. /**
  86487. * Gets the list of physic impostors
  86488. * @returns an array of PhysicsImpostor
  86489. */
  86490. getImpostors(): Array<PhysicsImpostor>;
  86491. /**
  86492. * Gets the impostor for a physics enabled object
  86493. * @param object defines the object impersonated by the impostor
  86494. * @returns the PhysicsImpostor or null if not found
  86495. */
  86496. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86497. /**
  86498. * Gets the impostor for a physics body object
  86499. * @param body defines physics body used by the impostor
  86500. * @returns the PhysicsImpostor or null if not found
  86501. */
  86502. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86503. /**
  86504. * Does a raycast in the physics world
  86505. * @param from when should the ray start?
  86506. * @param to when should the ray end?
  86507. * @returns PhysicsRaycastResult
  86508. */
  86509. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86510. /**
  86511. * Called by the scene. No need to call it.
  86512. * @param delta defines the timespam between frames
  86513. */
  86514. _step(delta: number): void;
  86515. }
  86516. }
  86517. declare module BABYLON {
  86518. /**
  86519. * The interface for the physics imposter parameters
  86520. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86521. */
  86522. export interface PhysicsImpostorParameters {
  86523. /**
  86524. * The mass of the physics imposter
  86525. */
  86526. mass: number;
  86527. /**
  86528. * The friction of the physics imposter
  86529. */
  86530. friction?: number;
  86531. /**
  86532. * The coefficient of restitution of the physics imposter
  86533. */
  86534. restitution?: number;
  86535. /**
  86536. * The native options of the physics imposter
  86537. */
  86538. nativeOptions?: any;
  86539. /**
  86540. * Specifies if the parent should be ignored
  86541. */
  86542. ignoreParent?: boolean;
  86543. /**
  86544. * Specifies if bi-directional transformations should be disabled
  86545. */
  86546. disableBidirectionalTransformation?: boolean;
  86547. /**
  86548. * The pressure inside the physics imposter, soft object only
  86549. */
  86550. pressure?: number;
  86551. /**
  86552. * The stiffness the physics imposter, soft object only
  86553. */
  86554. stiffness?: number;
  86555. /**
  86556. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86557. */
  86558. velocityIterations?: number;
  86559. /**
  86560. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86561. */
  86562. positionIterations?: number;
  86563. /**
  86564. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86565. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86566. * Add to fix multiple points
  86567. */
  86568. fixedPoints?: number;
  86569. /**
  86570. * The collision margin around a soft object
  86571. */
  86572. margin?: number;
  86573. /**
  86574. * The collision margin around a soft object
  86575. */
  86576. damping?: number;
  86577. /**
  86578. * The path for a rope based on an extrusion
  86579. */
  86580. path?: any;
  86581. /**
  86582. * The shape of an extrusion used for a rope based on an extrusion
  86583. */
  86584. shape?: any;
  86585. }
  86586. /**
  86587. * Interface for a physics-enabled object
  86588. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86589. */
  86590. export interface IPhysicsEnabledObject {
  86591. /**
  86592. * The position of the physics-enabled object
  86593. */
  86594. position: Vector3;
  86595. /**
  86596. * The rotation of the physics-enabled object
  86597. */
  86598. rotationQuaternion: Nullable<Quaternion>;
  86599. /**
  86600. * The scale of the physics-enabled object
  86601. */
  86602. scaling: Vector3;
  86603. /**
  86604. * The rotation of the physics-enabled object
  86605. */
  86606. rotation?: Vector3;
  86607. /**
  86608. * The parent of the physics-enabled object
  86609. */
  86610. parent?: any;
  86611. /**
  86612. * The bounding info of the physics-enabled object
  86613. * @returns The bounding info of the physics-enabled object
  86614. */
  86615. getBoundingInfo(): BoundingInfo;
  86616. /**
  86617. * Computes the world matrix
  86618. * @param force Specifies if the world matrix should be computed by force
  86619. * @returns A world matrix
  86620. */
  86621. computeWorldMatrix(force: boolean): Matrix;
  86622. /**
  86623. * Gets the world matrix
  86624. * @returns A world matrix
  86625. */
  86626. getWorldMatrix?(): Matrix;
  86627. /**
  86628. * Gets the child meshes
  86629. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86630. * @returns An array of abstract meshes
  86631. */
  86632. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86633. /**
  86634. * Gets the vertex data
  86635. * @param kind The type of vertex data
  86636. * @returns A nullable array of numbers, or a float32 array
  86637. */
  86638. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86639. /**
  86640. * Gets the indices from the mesh
  86641. * @returns A nullable array of index arrays
  86642. */
  86643. getIndices?(): Nullable<IndicesArray>;
  86644. /**
  86645. * Gets the scene from the mesh
  86646. * @returns the indices array or null
  86647. */
  86648. getScene?(): Scene;
  86649. /**
  86650. * Gets the absolute position from the mesh
  86651. * @returns the absolute position
  86652. */
  86653. getAbsolutePosition(): Vector3;
  86654. /**
  86655. * Gets the absolute pivot point from the mesh
  86656. * @returns the absolute pivot point
  86657. */
  86658. getAbsolutePivotPoint(): Vector3;
  86659. /**
  86660. * Rotates the mesh
  86661. * @param axis The axis of rotation
  86662. * @param amount The amount of rotation
  86663. * @param space The space of the rotation
  86664. * @returns The rotation transform node
  86665. */
  86666. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86667. /**
  86668. * Translates the mesh
  86669. * @param axis The axis of translation
  86670. * @param distance The distance of translation
  86671. * @param space The space of the translation
  86672. * @returns The transform node
  86673. */
  86674. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86675. /**
  86676. * Sets the absolute position of the mesh
  86677. * @param absolutePosition The absolute position of the mesh
  86678. * @returns The transform node
  86679. */
  86680. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86681. /**
  86682. * Gets the class name of the mesh
  86683. * @returns The class name
  86684. */
  86685. getClassName(): string;
  86686. }
  86687. /**
  86688. * Represents a physics imposter
  86689. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86690. */
  86691. export class PhysicsImpostor {
  86692. /**
  86693. * The physics-enabled object used as the physics imposter
  86694. */
  86695. object: IPhysicsEnabledObject;
  86696. /**
  86697. * The type of the physics imposter
  86698. */
  86699. type: number;
  86700. private _options;
  86701. private _scene?;
  86702. /**
  86703. * The default object size of the imposter
  86704. */
  86705. static DEFAULT_OBJECT_SIZE: Vector3;
  86706. /**
  86707. * The identity quaternion of the imposter
  86708. */
  86709. static IDENTITY_QUATERNION: Quaternion;
  86710. /** @hidden */
  86711. _pluginData: any;
  86712. private _physicsEngine;
  86713. private _physicsBody;
  86714. private _bodyUpdateRequired;
  86715. private _onBeforePhysicsStepCallbacks;
  86716. private _onAfterPhysicsStepCallbacks;
  86717. /** @hidden */
  86718. _onPhysicsCollideCallbacks: Array<{
  86719. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86720. otherImpostors: Array<PhysicsImpostor>;
  86721. }>;
  86722. private _deltaPosition;
  86723. private _deltaRotation;
  86724. private _deltaRotationConjugated;
  86725. /** @hidden */
  86726. _isFromLine: boolean;
  86727. private _parent;
  86728. private _isDisposed;
  86729. private static _tmpVecs;
  86730. private static _tmpQuat;
  86731. /**
  86732. * Specifies if the physics imposter is disposed
  86733. */
  86734. readonly isDisposed: boolean;
  86735. /**
  86736. * Gets the mass of the physics imposter
  86737. */
  86738. mass: number;
  86739. /**
  86740. * Gets the coefficient of friction
  86741. */
  86742. /**
  86743. * Sets the coefficient of friction
  86744. */
  86745. friction: number;
  86746. /**
  86747. * Gets the coefficient of restitution
  86748. */
  86749. /**
  86750. * Sets the coefficient of restitution
  86751. */
  86752. restitution: number;
  86753. /**
  86754. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86755. */
  86756. /**
  86757. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86758. */
  86759. pressure: number;
  86760. /**
  86761. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86762. */
  86763. /**
  86764. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86765. */
  86766. stiffness: number;
  86767. /**
  86768. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86769. */
  86770. /**
  86771. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86772. */
  86773. velocityIterations: number;
  86774. /**
  86775. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86776. */
  86777. /**
  86778. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86779. */
  86780. positionIterations: number;
  86781. /**
  86782. * The unique id of the physics imposter
  86783. * set by the physics engine when adding this impostor to the array
  86784. */
  86785. uniqueId: number;
  86786. /**
  86787. * @hidden
  86788. */
  86789. soft: boolean;
  86790. /**
  86791. * @hidden
  86792. */
  86793. segments: number;
  86794. private _joints;
  86795. /**
  86796. * Initializes the physics imposter
  86797. * @param object The physics-enabled object used as the physics imposter
  86798. * @param type The type of the physics imposter
  86799. * @param _options The options for the physics imposter
  86800. * @param _scene The Babylon scene
  86801. */
  86802. constructor(
  86803. /**
  86804. * The physics-enabled object used as the physics imposter
  86805. */
  86806. object: IPhysicsEnabledObject,
  86807. /**
  86808. * The type of the physics imposter
  86809. */
  86810. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86811. /**
  86812. * This function will completly initialize this impostor.
  86813. * It will create a new body - but only if this mesh has no parent.
  86814. * If it has, this impostor will not be used other than to define the impostor
  86815. * of the child mesh.
  86816. * @hidden
  86817. */
  86818. _init(): void;
  86819. private _getPhysicsParent;
  86820. /**
  86821. * Should a new body be generated.
  86822. * @returns boolean specifying if body initialization is required
  86823. */
  86824. isBodyInitRequired(): boolean;
  86825. /**
  86826. * Sets the updated scaling
  86827. * @param updated Specifies if the scaling is updated
  86828. */
  86829. setScalingUpdated(): void;
  86830. /**
  86831. * Force a regeneration of this or the parent's impostor's body.
  86832. * Use under cautious - This will remove all joints already implemented.
  86833. */
  86834. forceUpdate(): void;
  86835. /**
  86836. * Gets the body that holds this impostor. Either its own, or its parent.
  86837. */
  86838. /**
  86839. * Set the physics body. Used mainly by the physics engine/plugin
  86840. */
  86841. physicsBody: any;
  86842. /**
  86843. * Get the parent of the physics imposter
  86844. * @returns Physics imposter or null
  86845. */
  86846. /**
  86847. * Sets the parent of the physics imposter
  86848. */
  86849. parent: Nullable<PhysicsImpostor>;
  86850. /**
  86851. * Resets the update flags
  86852. */
  86853. resetUpdateFlags(): void;
  86854. /**
  86855. * Gets the object extend size
  86856. * @returns the object extend size
  86857. */
  86858. getObjectExtendSize(): Vector3;
  86859. /**
  86860. * Gets the object center
  86861. * @returns The object center
  86862. */
  86863. getObjectCenter(): Vector3;
  86864. /**
  86865. * Get a specific parametes from the options parameter
  86866. * @param paramName The object parameter name
  86867. * @returns The object parameter
  86868. */
  86869. getParam(paramName: string): any;
  86870. /**
  86871. * Sets a specific parameter in the options given to the physics plugin
  86872. * @param paramName The parameter name
  86873. * @param value The value of the parameter
  86874. */
  86875. setParam(paramName: string, value: number): void;
  86876. /**
  86877. * Specifically change the body's mass option. Won't recreate the physics body object
  86878. * @param mass The mass of the physics imposter
  86879. */
  86880. setMass(mass: number): void;
  86881. /**
  86882. * Gets the linear velocity
  86883. * @returns linear velocity or null
  86884. */
  86885. getLinearVelocity(): Nullable<Vector3>;
  86886. /**
  86887. * Sets the linear velocity
  86888. * @param velocity linear velocity or null
  86889. */
  86890. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86891. /**
  86892. * Gets the angular velocity
  86893. * @returns angular velocity or null
  86894. */
  86895. getAngularVelocity(): Nullable<Vector3>;
  86896. /**
  86897. * Sets the angular velocity
  86898. * @param velocity The velocity or null
  86899. */
  86900. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86901. /**
  86902. * Execute a function with the physics plugin native code
  86903. * Provide a function the will have two variables - the world object and the physics body object
  86904. * @param func The function to execute with the physics plugin native code
  86905. */
  86906. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86907. /**
  86908. * Register a function that will be executed before the physics world is stepping forward
  86909. * @param func The function to execute before the physics world is stepped forward
  86910. */
  86911. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86912. /**
  86913. * Unregister a function that will be executed before the physics world is stepping forward
  86914. * @param func The function to execute before the physics world is stepped forward
  86915. */
  86916. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86917. /**
  86918. * Register a function that will be executed after the physics step
  86919. * @param func The function to execute after physics step
  86920. */
  86921. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86922. /**
  86923. * Unregisters a function that will be executed after the physics step
  86924. * @param func The function to execute after physics step
  86925. */
  86926. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86927. /**
  86928. * register a function that will be executed when this impostor collides against a different body
  86929. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86930. * @param func Callback that is executed on collision
  86931. */
  86932. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86933. /**
  86934. * Unregisters the physics imposter on contact
  86935. * @param collideAgainst The physics object to collide against
  86936. * @param func Callback to execute on collision
  86937. */
  86938. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86939. private _tmpQuat;
  86940. private _tmpQuat2;
  86941. /**
  86942. * Get the parent rotation
  86943. * @returns The parent rotation
  86944. */
  86945. getParentsRotation(): Quaternion;
  86946. /**
  86947. * this function is executed by the physics engine.
  86948. */
  86949. beforeStep: () => void;
  86950. /**
  86951. * this function is executed by the physics engine
  86952. */
  86953. afterStep: () => void;
  86954. /**
  86955. * Legacy collision detection event support
  86956. */
  86957. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86958. /**
  86959. * event and body object due to cannon's event-based architecture.
  86960. */
  86961. onCollide: (e: {
  86962. body: any;
  86963. }) => void;
  86964. /**
  86965. * Apply a force
  86966. * @param force The force to apply
  86967. * @param contactPoint The contact point for the force
  86968. * @returns The physics imposter
  86969. */
  86970. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86971. /**
  86972. * Apply an impulse
  86973. * @param force The impulse force
  86974. * @param contactPoint The contact point for the impulse force
  86975. * @returns The physics imposter
  86976. */
  86977. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86978. /**
  86979. * A help function to create a joint
  86980. * @param otherImpostor A physics imposter used to create a joint
  86981. * @param jointType The type of joint
  86982. * @param jointData The data for the joint
  86983. * @returns The physics imposter
  86984. */
  86985. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86986. /**
  86987. * Add a joint to this impostor with a different impostor
  86988. * @param otherImpostor A physics imposter used to add a joint
  86989. * @param joint The joint to add
  86990. * @returns The physics imposter
  86991. */
  86992. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86993. /**
  86994. * Add an anchor to a cloth impostor
  86995. * @param otherImpostor rigid impostor to anchor to
  86996. * @param width ratio across width from 0 to 1
  86997. * @param height ratio up height from 0 to 1
  86998. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86999. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87000. * @returns impostor the soft imposter
  87001. */
  87002. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87003. /**
  87004. * Add a hook to a rope impostor
  87005. * @param otherImpostor rigid impostor to anchor to
  87006. * @param length ratio across rope from 0 to 1
  87007. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87008. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87009. * @returns impostor the rope imposter
  87010. */
  87011. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87012. /**
  87013. * Will keep this body still, in a sleep mode.
  87014. * @returns the physics imposter
  87015. */
  87016. sleep(): PhysicsImpostor;
  87017. /**
  87018. * Wake the body up.
  87019. * @returns The physics imposter
  87020. */
  87021. wakeUp(): PhysicsImpostor;
  87022. /**
  87023. * Clones the physics imposter
  87024. * @param newObject The physics imposter clones to this physics-enabled object
  87025. * @returns A nullable physics imposter
  87026. */
  87027. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87028. /**
  87029. * Disposes the physics imposter
  87030. */
  87031. dispose(): void;
  87032. /**
  87033. * Sets the delta position
  87034. * @param position The delta position amount
  87035. */
  87036. setDeltaPosition(position: Vector3): void;
  87037. /**
  87038. * Sets the delta rotation
  87039. * @param rotation The delta rotation amount
  87040. */
  87041. setDeltaRotation(rotation: Quaternion): void;
  87042. /**
  87043. * Gets the box size of the physics imposter and stores the result in the input parameter
  87044. * @param result Stores the box size
  87045. * @returns The physics imposter
  87046. */
  87047. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87048. /**
  87049. * Gets the radius of the physics imposter
  87050. * @returns Radius of the physics imposter
  87051. */
  87052. getRadius(): number;
  87053. /**
  87054. * Sync a bone with this impostor
  87055. * @param bone The bone to sync to the impostor.
  87056. * @param boneMesh The mesh that the bone is influencing.
  87057. * @param jointPivot The pivot of the joint / bone in local space.
  87058. * @param distToJoint Optional distance from the impostor to the joint.
  87059. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87060. */
  87061. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87062. /**
  87063. * Sync impostor to a bone
  87064. * @param bone The bone that the impostor will be synced to.
  87065. * @param boneMesh The mesh that the bone is influencing.
  87066. * @param jointPivot The pivot of the joint / bone in local space.
  87067. * @param distToJoint Optional distance from the impostor to the joint.
  87068. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87069. * @param boneAxis Optional vector3 axis the bone is aligned with
  87070. */
  87071. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87072. /**
  87073. * No-Imposter type
  87074. */
  87075. static NoImpostor: number;
  87076. /**
  87077. * Sphere-Imposter type
  87078. */
  87079. static SphereImpostor: number;
  87080. /**
  87081. * Box-Imposter type
  87082. */
  87083. static BoxImpostor: number;
  87084. /**
  87085. * Plane-Imposter type
  87086. */
  87087. static PlaneImpostor: number;
  87088. /**
  87089. * Mesh-imposter type
  87090. */
  87091. static MeshImpostor: number;
  87092. /**
  87093. * Capsule-Impostor type (Ammo.js plugin only)
  87094. */
  87095. static CapsuleImpostor: number;
  87096. /**
  87097. * Cylinder-Imposter type
  87098. */
  87099. static CylinderImpostor: number;
  87100. /**
  87101. * Particle-Imposter type
  87102. */
  87103. static ParticleImpostor: number;
  87104. /**
  87105. * Heightmap-Imposter type
  87106. */
  87107. static HeightmapImpostor: number;
  87108. /**
  87109. * ConvexHull-Impostor type (Ammo.js plugin only)
  87110. */
  87111. static ConvexHullImpostor: number;
  87112. /**
  87113. * Rope-Imposter type
  87114. */
  87115. static RopeImpostor: number;
  87116. /**
  87117. * Cloth-Imposter type
  87118. */
  87119. static ClothImpostor: number;
  87120. /**
  87121. * Softbody-Imposter type
  87122. */
  87123. static SoftbodyImpostor: number;
  87124. }
  87125. }
  87126. declare module BABYLON {
  87127. /**
  87128. * @hidden
  87129. **/
  87130. export class _CreationDataStorage {
  87131. closePath?: boolean;
  87132. closeArray?: boolean;
  87133. idx: number[];
  87134. dashSize: number;
  87135. gapSize: number;
  87136. path3D: Path3D;
  87137. pathArray: Vector3[][];
  87138. arc: number;
  87139. radius: number;
  87140. cap: number;
  87141. tessellation: number;
  87142. }
  87143. /**
  87144. * @hidden
  87145. **/
  87146. class _InstanceDataStorage {
  87147. visibleInstances: any;
  87148. batchCache: _InstancesBatch;
  87149. instancesBufferSize: number;
  87150. instancesBuffer: Nullable<Buffer>;
  87151. instancesData: Float32Array;
  87152. overridenInstanceCount: number;
  87153. isFrozen: boolean;
  87154. previousBatch: Nullable<_InstancesBatch>;
  87155. hardwareInstancedRendering: boolean;
  87156. sideOrientation: number;
  87157. }
  87158. /**
  87159. * @hidden
  87160. **/
  87161. export class _InstancesBatch {
  87162. mustReturn: boolean;
  87163. visibleInstances: Nullable<InstancedMesh[]>[];
  87164. renderSelf: boolean[];
  87165. hardwareInstancedRendering: boolean[];
  87166. }
  87167. /**
  87168. * Class used to represent renderable models
  87169. */
  87170. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87171. /**
  87172. * Mesh side orientation : usually the external or front surface
  87173. */
  87174. static readonly FRONTSIDE: number;
  87175. /**
  87176. * Mesh side orientation : usually the internal or back surface
  87177. */
  87178. static readonly BACKSIDE: number;
  87179. /**
  87180. * Mesh side orientation : both internal and external or front and back surfaces
  87181. */
  87182. static readonly DOUBLESIDE: number;
  87183. /**
  87184. * Mesh side orientation : by default, `FRONTSIDE`
  87185. */
  87186. static readonly DEFAULTSIDE: number;
  87187. /**
  87188. * Mesh cap setting : no cap
  87189. */
  87190. static readonly NO_CAP: number;
  87191. /**
  87192. * Mesh cap setting : one cap at the beginning of the mesh
  87193. */
  87194. static readonly CAP_START: number;
  87195. /**
  87196. * Mesh cap setting : one cap at the end of the mesh
  87197. */
  87198. static readonly CAP_END: number;
  87199. /**
  87200. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87201. */
  87202. static readonly CAP_ALL: number;
  87203. /**
  87204. * Mesh pattern setting : no flip or rotate
  87205. */
  87206. static readonly NO_FLIP: number;
  87207. /**
  87208. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87209. */
  87210. static readonly FLIP_TILE: number;
  87211. /**
  87212. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87213. */
  87214. static readonly ROTATE_TILE: number;
  87215. /**
  87216. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87217. */
  87218. static readonly FLIP_ROW: number;
  87219. /**
  87220. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87221. */
  87222. static readonly ROTATE_ROW: number;
  87223. /**
  87224. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87225. */
  87226. static readonly FLIP_N_ROTATE_TILE: number;
  87227. /**
  87228. * Mesh pattern setting : rotate pattern and rotate
  87229. */
  87230. static readonly FLIP_N_ROTATE_ROW: number;
  87231. /**
  87232. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87233. */
  87234. static readonly CENTER: number;
  87235. /**
  87236. * Mesh tile positioning : part tiles on left
  87237. */
  87238. static readonly LEFT: number;
  87239. /**
  87240. * Mesh tile positioning : part tiles on right
  87241. */
  87242. static readonly RIGHT: number;
  87243. /**
  87244. * Mesh tile positioning : part tiles on top
  87245. */
  87246. static readonly TOP: number;
  87247. /**
  87248. * Mesh tile positioning : part tiles on bottom
  87249. */
  87250. static readonly BOTTOM: number;
  87251. /**
  87252. * Gets the default side orientation.
  87253. * @param orientation the orientation to value to attempt to get
  87254. * @returns the default orientation
  87255. * @hidden
  87256. */
  87257. static _GetDefaultSideOrientation(orientation?: number): number;
  87258. private _internalMeshDataInfo;
  87259. /**
  87260. * An event triggered before rendering the mesh
  87261. */
  87262. readonly onBeforeRenderObservable: Observable<Mesh>;
  87263. /**
  87264. * An event triggered before binding the mesh
  87265. */
  87266. readonly onBeforeBindObservable: Observable<Mesh>;
  87267. /**
  87268. * An event triggered after rendering the mesh
  87269. */
  87270. readonly onAfterRenderObservable: Observable<Mesh>;
  87271. /**
  87272. * An event triggered before drawing the mesh
  87273. */
  87274. readonly onBeforeDrawObservable: Observable<Mesh>;
  87275. private _onBeforeDrawObserver;
  87276. /**
  87277. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87278. */
  87279. onBeforeDraw: () => void;
  87280. /**
  87281. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87282. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87283. */
  87284. delayLoadState: number;
  87285. /**
  87286. * Gets the list of instances created from this mesh
  87287. * it is not supposed to be modified manually.
  87288. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87289. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87290. */
  87291. instances: InstancedMesh[];
  87292. /**
  87293. * Gets the file containing delay loading data for this mesh
  87294. */
  87295. delayLoadingFile: string;
  87296. /** @hidden */
  87297. _binaryInfo: any;
  87298. /**
  87299. * User defined function used to change how LOD level selection is done
  87300. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87301. */
  87302. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87303. /**
  87304. * Gets or sets the morph target manager
  87305. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87306. */
  87307. morphTargetManager: Nullable<MorphTargetManager>;
  87308. /** @hidden */
  87309. _creationDataStorage: Nullable<_CreationDataStorage>;
  87310. /** @hidden */
  87311. _geometry: Nullable<Geometry>;
  87312. /** @hidden */
  87313. _delayInfo: Array<string>;
  87314. /** @hidden */
  87315. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87316. /** @hidden */
  87317. _instanceDataStorage: _InstanceDataStorage;
  87318. private _effectiveMaterial;
  87319. /** @hidden */
  87320. _shouldGenerateFlatShading: boolean;
  87321. /** @hidden */
  87322. _originalBuilderSideOrientation: number;
  87323. /**
  87324. * Use this property to change the original side orientation defined at construction time
  87325. */
  87326. overrideMaterialSideOrientation: Nullable<number>;
  87327. /**
  87328. * Gets the source mesh (the one used to clone this one from)
  87329. */
  87330. readonly source: Nullable<Mesh>;
  87331. /**
  87332. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87333. */
  87334. isUnIndexed: boolean;
  87335. /**
  87336. * @constructor
  87337. * @param name The value used by scene.getMeshByName() to do a lookup.
  87338. * @param scene The scene to add this mesh to.
  87339. * @param parent The parent of this mesh, if it has one
  87340. * @param source An optional Mesh from which geometry is shared, cloned.
  87341. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87342. * When false, achieved by calling a clone(), also passing False.
  87343. * This will make creation of children, recursive.
  87344. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87345. */
  87346. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87347. /**
  87348. * Gets the class name
  87349. * @returns the string "Mesh".
  87350. */
  87351. getClassName(): string;
  87352. /** @hidden */
  87353. readonly _isMesh: boolean;
  87354. /**
  87355. * Returns a description of this mesh
  87356. * @param fullDetails define if full details about this mesh must be used
  87357. * @returns a descriptive string representing this mesh
  87358. */
  87359. toString(fullDetails?: boolean): string;
  87360. /** @hidden */
  87361. _unBindEffect(): void;
  87362. /**
  87363. * Gets a boolean indicating if this mesh has LOD
  87364. */
  87365. readonly hasLODLevels: boolean;
  87366. /**
  87367. * Gets the list of MeshLODLevel associated with the current mesh
  87368. * @returns an array of MeshLODLevel
  87369. */
  87370. getLODLevels(): MeshLODLevel[];
  87371. private _sortLODLevels;
  87372. /**
  87373. * Add a mesh as LOD level triggered at the given distance.
  87374. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87375. * @param distance The distance from the center of the object to show this level
  87376. * @param mesh The mesh to be added as LOD level (can be null)
  87377. * @return This mesh (for chaining)
  87378. */
  87379. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87380. /**
  87381. * Returns the LOD level mesh at the passed distance or null if not found.
  87382. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87383. * @param distance The distance from the center of the object to show this level
  87384. * @returns a Mesh or `null`
  87385. */
  87386. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87387. /**
  87388. * Remove a mesh from the LOD array
  87389. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87390. * @param mesh defines the mesh to be removed
  87391. * @return This mesh (for chaining)
  87392. */
  87393. removeLODLevel(mesh: Mesh): Mesh;
  87394. /**
  87395. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87396. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87397. * @param camera defines the camera to use to compute distance
  87398. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87399. * @return This mesh (for chaining)
  87400. */
  87401. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87402. /**
  87403. * Gets the mesh internal Geometry object
  87404. */
  87405. readonly geometry: Nullable<Geometry>;
  87406. /**
  87407. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87408. * @returns the total number of vertices
  87409. */
  87410. getTotalVertices(): number;
  87411. /**
  87412. * Returns the content of an associated vertex buffer
  87413. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87414. * - VertexBuffer.PositionKind
  87415. * - VertexBuffer.UVKind
  87416. * - VertexBuffer.UV2Kind
  87417. * - VertexBuffer.UV3Kind
  87418. * - VertexBuffer.UV4Kind
  87419. * - VertexBuffer.UV5Kind
  87420. * - VertexBuffer.UV6Kind
  87421. * - VertexBuffer.ColorKind
  87422. * - VertexBuffer.MatricesIndicesKind
  87423. * - VertexBuffer.MatricesIndicesExtraKind
  87424. * - VertexBuffer.MatricesWeightsKind
  87425. * - VertexBuffer.MatricesWeightsExtraKind
  87426. * @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
  87427. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87428. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87429. */
  87430. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87431. /**
  87432. * Returns the mesh VertexBuffer object from the requested `kind`
  87433. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87434. * - VertexBuffer.PositionKind
  87435. * - VertexBuffer.NormalKind
  87436. * - VertexBuffer.UVKind
  87437. * - VertexBuffer.UV2Kind
  87438. * - VertexBuffer.UV3Kind
  87439. * - VertexBuffer.UV4Kind
  87440. * - VertexBuffer.UV5Kind
  87441. * - VertexBuffer.UV6Kind
  87442. * - VertexBuffer.ColorKind
  87443. * - VertexBuffer.MatricesIndicesKind
  87444. * - VertexBuffer.MatricesIndicesExtraKind
  87445. * - VertexBuffer.MatricesWeightsKind
  87446. * - VertexBuffer.MatricesWeightsExtraKind
  87447. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87448. */
  87449. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87450. /**
  87451. * Tests if a specific vertex buffer is associated with this mesh
  87452. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87453. * - VertexBuffer.PositionKind
  87454. * - VertexBuffer.NormalKind
  87455. * - VertexBuffer.UVKind
  87456. * - VertexBuffer.UV2Kind
  87457. * - VertexBuffer.UV3Kind
  87458. * - VertexBuffer.UV4Kind
  87459. * - VertexBuffer.UV5Kind
  87460. * - VertexBuffer.UV6Kind
  87461. * - VertexBuffer.ColorKind
  87462. * - VertexBuffer.MatricesIndicesKind
  87463. * - VertexBuffer.MatricesIndicesExtraKind
  87464. * - VertexBuffer.MatricesWeightsKind
  87465. * - VertexBuffer.MatricesWeightsExtraKind
  87466. * @returns a boolean
  87467. */
  87468. isVerticesDataPresent(kind: string): boolean;
  87469. /**
  87470. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87471. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87472. * - VertexBuffer.PositionKind
  87473. * - VertexBuffer.UVKind
  87474. * - VertexBuffer.UV2Kind
  87475. * - VertexBuffer.UV3Kind
  87476. * - VertexBuffer.UV4Kind
  87477. * - VertexBuffer.UV5Kind
  87478. * - VertexBuffer.UV6Kind
  87479. * - VertexBuffer.ColorKind
  87480. * - VertexBuffer.MatricesIndicesKind
  87481. * - VertexBuffer.MatricesIndicesExtraKind
  87482. * - VertexBuffer.MatricesWeightsKind
  87483. * - VertexBuffer.MatricesWeightsExtraKind
  87484. * @returns a boolean
  87485. */
  87486. isVertexBufferUpdatable(kind: string): boolean;
  87487. /**
  87488. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87489. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87490. * - VertexBuffer.PositionKind
  87491. * - VertexBuffer.NormalKind
  87492. * - VertexBuffer.UVKind
  87493. * - VertexBuffer.UV2Kind
  87494. * - VertexBuffer.UV3Kind
  87495. * - VertexBuffer.UV4Kind
  87496. * - VertexBuffer.UV5Kind
  87497. * - VertexBuffer.UV6Kind
  87498. * - VertexBuffer.ColorKind
  87499. * - VertexBuffer.MatricesIndicesKind
  87500. * - VertexBuffer.MatricesIndicesExtraKind
  87501. * - VertexBuffer.MatricesWeightsKind
  87502. * - VertexBuffer.MatricesWeightsExtraKind
  87503. * @returns an array of strings
  87504. */
  87505. getVerticesDataKinds(): string[];
  87506. /**
  87507. * Returns a positive integer : the total number of indices in this mesh geometry.
  87508. * @returns the numner of indices or zero if the mesh has no geometry.
  87509. */
  87510. getTotalIndices(): number;
  87511. /**
  87512. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87513. * @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.
  87514. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87515. * @returns the indices array or an empty array if the mesh has no geometry
  87516. */
  87517. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87518. readonly isBlocked: boolean;
  87519. /**
  87520. * Determine if the current mesh is ready to be rendered
  87521. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87522. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87523. * @returns true if all associated assets are ready (material, textures, shaders)
  87524. */
  87525. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87526. /**
  87527. * 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.
  87528. */
  87529. readonly areNormalsFrozen: boolean;
  87530. /**
  87531. * 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.
  87532. * @returns the current mesh
  87533. */
  87534. freezeNormals(): Mesh;
  87535. /**
  87536. * 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
  87537. * @returns the current mesh
  87538. */
  87539. unfreezeNormals(): Mesh;
  87540. /**
  87541. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87542. */
  87543. overridenInstanceCount: number;
  87544. /** @hidden */
  87545. _preActivate(): Mesh;
  87546. /** @hidden */
  87547. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87548. /** @hidden */
  87549. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87550. /**
  87551. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87552. * This means the mesh underlying bounding box and sphere are recomputed.
  87553. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87554. * @returns the current mesh
  87555. */
  87556. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87557. /** @hidden */
  87558. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87559. /**
  87560. * This function will subdivide the mesh into multiple submeshes
  87561. * @param count defines the expected number of submeshes
  87562. */
  87563. subdivide(count: number): void;
  87564. /**
  87565. * Copy a FloatArray into a specific associated vertex buffer
  87566. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87567. * - VertexBuffer.PositionKind
  87568. * - VertexBuffer.UVKind
  87569. * - VertexBuffer.UV2Kind
  87570. * - VertexBuffer.UV3Kind
  87571. * - VertexBuffer.UV4Kind
  87572. * - VertexBuffer.UV5Kind
  87573. * - VertexBuffer.UV6Kind
  87574. * - VertexBuffer.ColorKind
  87575. * - VertexBuffer.MatricesIndicesKind
  87576. * - VertexBuffer.MatricesIndicesExtraKind
  87577. * - VertexBuffer.MatricesWeightsKind
  87578. * - VertexBuffer.MatricesWeightsExtraKind
  87579. * @param data defines the data source
  87580. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87581. * @param stride defines the data stride size (can be null)
  87582. * @returns the current mesh
  87583. */
  87584. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87585. /**
  87586. * Flags an associated vertex buffer as updatable
  87587. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87588. * - VertexBuffer.PositionKind
  87589. * - VertexBuffer.UVKind
  87590. * - VertexBuffer.UV2Kind
  87591. * - VertexBuffer.UV3Kind
  87592. * - VertexBuffer.UV4Kind
  87593. * - VertexBuffer.UV5Kind
  87594. * - VertexBuffer.UV6Kind
  87595. * - VertexBuffer.ColorKind
  87596. * - VertexBuffer.MatricesIndicesKind
  87597. * - VertexBuffer.MatricesIndicesExtraKind
  87598. * - VertexBuffer.MatricesWeightsKind
  87599. * - VertexBuffer.MatricesWeightsExtraKind
  87600. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87601. */
  87602. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87603. /**
  87604. * Sets the mesh global Vertex Buffer
  87605. * @param buffer defines the buffer to use
  87606. * @returns the current mesh
  87607. */
  87608. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87609. /**
  87610. * Update a specific associated vertex buffer
  87611. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87612. * - VertexBuffer.PositionKind
  87613. * - VertexBuffer.UVKind
  87614. * - VertexBuffer.UV2Kind
  87615. * - VertexBuffer.UV3Kind
  87616. * - VertexBuffer.UV4Kind
  87617. * - VertexBuffer.UV5Kind
  87618. * - VertexBuffer.UV6Kind
  87619. * - VertexBuffer.ColorKind
  87620. * - VertexBuffer.MatricesIndicesKind
  87621. * - VertexBuffer.MatricesIndicesExtraKind
  87622. * - VertexBuffer.MatricesWeightsKind
  87623. * - VertexBuffer.MatricesWeightsExtraKind
  87624. * @param data defines the data source
  87625. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87626. * @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)
  87627. * @returns the current mesh
  87628. */
  87629. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87630. /**
  87631. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87632. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87633. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87634. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87635. * @returns the current mesh
  87636. */
  87637. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87638. /**
  87639. * Creates a un-shared specific occurence of the geometry for the mesh.
  87640. * @returns the current mesh
  87641. */
  87642. makeGeometryUnique(): Mesh;
  87643. /**
  87644. * Set the index buffer of this mesh
  87645. * @param indices defines the source data
  87646. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87647. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87648. * @returns the current mesh
  87649. */
  87650. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87651. /**
  87652. * Update the current index buffer
  87653. * @param indices defines the source data
  87654. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87655. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  87656. * @returns the current mesh
  87657. */
  87658. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87659. /**
  87660. * Invert the geometry to move from a right handed system to a left handed one.
  87661. * @returns the current mesh
  87662. */
  87663. toLeftHanded(): Mesh;
  87664. /** @hidden */
  87665. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87666. /** @hidden */
  87667. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87668. /**
  87669. * Registers for this mesh a javascript function called just before the rendering process
  87670. * @param func defines the function to call before rendering this mesh
  87671. * @returns the current mesh
  87672. */
  87673. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87674. /**
  87675. * Disposes a previously registered javascript function called before the rendering
  87676. * @param func defines the function to remove
  87677. * @returns the current mesh
  87678. */
  87679. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87680. /**
  87681. * Registers for this mesh a javascript function called just after the rendering is complete
  87682. * @param func defines the function to call after rendering this mesh
  87683. * @returns the current mesh
  87684. */
  87685. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87686. /**
  87687. * Disposes a previously registered javascript function called after the rendering.
  87688. * @param func defines the function to remove
  87689. * @returns the current mesh
  87690. */
  87691. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87692. /** @hidden */
  87693. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87694. /** @hidden */
  87695. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87696. /** @hidden */
  87697. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87698. /** @hidden */
  87699. _rebuild(): void;
  87700. /** @hidden */
  87701. _freeze(): void;
  87702. /** @hidden */
  87703. _unFreeze(): void;
  87704. /**
  87705. * 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
  87706. * @param subMesh defines the subMesh to render
  87707. * @param enableAlphaMode defines if alpha mode can be changed
  87708. * @returns the current mesh
  87709. */
  87710. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87711. private _onBeforeDraw;
  87712. /**
  87713. * Renormalize the mesh and patch it up if there are no weights
  87714. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87715. * However in the case of zero weights then we set just a single influence to 1.
  87716. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87717. */
  87718. cleanMatrixWeights(): void;
  87719. private normalizeSkinFourWeights;
  87720. private normalizeSkinWeightsAndExtra;
  87721. /**
  87722. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87723. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87724. * the user know there was an issue with importing the mesh
  87725. * @returns a validation object with skinned, valid and report string
  87726. */
  87727. validateSkinning(): {
  87728. skinned: boolean;
  87729. valid: boolean;
  87730. report: string;
  87731. };
  87732. /** @hidden */
  87733. _checkDelayState(): Mesh;
  87734. private _queueLoad;
  87735. /**
  87736. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87737. * A mesh is in the frustum if its bounding box intersects the frustum
  87738. * @param frustumPlanes defines the frustum to test
  87739. * @returns true if the mesh is in the frustum planes
  87740. */
  87741. isInFrustum(frustumPlanes: Plane[]): boolean;
  87742. /**
  87743. * Sets the mesh material by the material or multiMaterial `id` property
  87744. * @param id is a string identifying the material or the multiMaterial
  87745. * @returns the current mesh
  87746. */
  87747. setMaterialByID(id: string): Mesh;
  87748. /**
  87749. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87750. * @returns an array of IAnimatable
  87751. */
  87752. getAnimatables(): IAnimatable[];
  87753. /**
  87754. * Modifies the mesh geometry according to the passed transformation matrix.
  87755. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87756. * The mesh normals are modified using the same transformation.
  87757. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87758. * @param transform defines the transform matrix to use
  87759. * @see http://doc.babylonjs.com/resources/baking_transformations
  87760. * @returns the current mesh
  87761. */
  87762. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87763. /**
  87764. * Modifies the mesh geometry according to its own current World Matrix.
  87765. * The mesh World Matrix is then reset.
  87766. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87767. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87768. * @see http://doc.babylonjs.com/resources/baking_transformations
  87769. * @returns the current mesh
  87770. */
  87771. bakeCurrentTransformIntoVertices(): Mesh;
  87772. /** @hidden */
  87773. readonly _positions: Nullable<Vector3[]>;
  87774. /** @hidden */
  87775. _resetPointsArrayCache(): Mesh;
  87776. /** @hidden */
  87777. _generatePointsArray(): boolean;
  87778. /**
  87779. * Returns a new Mesh object generated from the current mesh properties.
  87780. * This method must not get confused with createInstance()
  87781. * @param name is a string, the name given to the new mesh
  87782. * @param newParent can be any Node object (default `null`)
  87783. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87784. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87785. * @returns a new mesh
  87786. */
  87787. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87788. /**
  87789. * Releases resources associated with this mesh.
  87790. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87791. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87792. */
  87793. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87794. /**
  87795. * Modifies the mesh geometry according to a displacement map.
  87796. * 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.
  87797. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87798. * @param url is a string, the URL from the image file is to be downloaded.
  87799. * @param minHeight is the lower limit of the displacement.
  87800. * @param maxHeight is the upper limit of the displacement.
  87801. * @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.
  87802. * @param uvOffset is an optional vector2 used to offset UV.
  87803. * @param uvScale is an optional vector2 used to scale UV.
  87804. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87805. * @returns the Mesh.
  87806. */
  87807. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87808. /**
  87809. * Modifies the mesh geometry according to a displacementMap buffer.
  87810. * 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.
  87811. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87812. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87813. * @param heightMapWidth is the width of the buffer image.
  87814. * @param heightMapHeight is the height of the buffer image.
  87815. * @param minHeight is the lower limit of the displacement.
  87816. * @param maxHeight is the upper limit of the displacement.
  87817. * @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.
  87818. * @param uvOffset is an optional vector2 used to offset UV.
  87819. * @param uvScale is an optional vector2 used to scale UV.
  87820. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87821. * @returns the Mesh.
  87822. */
  87823. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87824. /**
  87825. * Modify the mesh to get a flat shading rendering.
  87826. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87827. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87828. * @returns current mesh
  87829. */
  87830. convertToFlatShadedMesh(): Mesh;
  87831. /**
  87832. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87833. * In other words, more vertices, no more indices and a single bigger VBO.
  87834. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87835. * @returns current mesh
  87836. */
  87837. convertToUnIndexedMesh(): Mesh;
  87838. /**
  87839. * Inverses facet orientations.
  87840. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87841. * @param flipNormals will also inverts the normals
  87842. * @returns current mesh
  87843. */
  87844. flipFaces(flipNormals?: boolean): Mesh;
  87845. /**
  87846. * Increase the number of facets and hence vertices in a mesh
  87847. * Vertex normals are interpolated from existing vertex normals
  87848. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87849. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87850. */
  87851. increaseVertices(numberPerEdge: number): void;
  87852. /**
  87853. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87854. * This will undo any application of covertToFlatShadedMesh
  87855. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87856. */
  87857. forceSharedVertices(): void;
  87858. /** @hidden */
  87859. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87860. /** @hidden */
  87861. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87862. /**
  87863. * Creates a new InstancedMesh object from the mesh model.
  87864. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87865. * @param name defines the name of the new instance
  87866. * @returns a new InstancedMesh
  87867. */
  87868. createInstance(name: string): InstancedMesh;
  87869. /**
  87870. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87871. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87872. * @returns the current mesh
  87873. */
  87874. synchronizeInstances(): Mesh;
  87875. /**
  87876. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87877. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87878. * This should be used together with the simplification to avoid disappearing triangles.
  87879. * @param successCallback an optional success callback to be called after the optimization finished.
  87880. * @returns the current mesh
  87881. */
  87882. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87883. /**
  87884. * Serialize current mesh
  87885. * @param serializationObject defines the object which will receive the serialization data
  87886. */
  87887. serialize(serializationObject: any): void;
  87888. /** @hidden */
  87889. _syncGeometryWithMorphTargetManager(): void;
  87890. /** @hidden */
  87891. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87892. /**
  87893. * Returns a new Mesh object parsed from the source provided.
  87894. * @param parsedMesh is the source
  87895. * @param scene defines the hosting scene
  87896. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87897. * @returns a new Mesh
  87898. */
  87899. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87900. /**
  87901. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87902. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87903. * @param name defines the name of the mesh to create
  87904. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87905. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87906. * @param closePath creates a seam between the first and the last points of each path of the path array
  87907. * @param offset is taken in account only if the `pathArray` is containing a single path
  87908. * @param scene defines the hosting scene
  87909. * @param updatable defines if the mesh must be flagged as updatable
  87910. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87911. * @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)
  87912. * @returns a new Mesh
  87913. */
  87914. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87915. /**
  87916. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87917. * @param name defines the name of the mesh to create
  87918. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87919. * @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
  87920. * @param scene defines the hosting scene
  87921. * @param updatable defines if the mesh must be flagged as updatable
  87922. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87923. * @returns a new Mesh
  87924. */
  87925. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87926. /**
  87927. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87928. * @param name defines the name of the mesh to create
  87929. * @param size sets the size (float) of each box side (default 1)
  87930. * @param scene defines the hosting scene
  87931. * @param updatable defines if the mesh must be flagged as updatable
  87932. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87933. * @returns a new Mesh
  87934. */
  87935. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87936. /**
  87937. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87938. * @param name defines the name of the mesh to create
  87939. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87940. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87941. * @param scene defines the hosting scene
  87942. * @param updatable defines if the mesh must be flagged as updatable
  87943. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87944. * @returns a new Mesh
  87945. */
  87946. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87947. /**
  87948. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87949. * @param name defines the name of the mesh to create
  87950. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87951. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87952. * @param scene defines the hosting scene
  87953. * @returns a new Mesh
  87954. */
  87955. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87956. /**
  87957. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87958. * @param name defines the name of the mesh to create
  87959. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87960. * @param diameterTop set the top cap diameter (floats, default 1)
  87961. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87962. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87963. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87964. * @param scene defines the hosting scene
  87965. * @param updatable defines if the mesh must be flagged as updatable
  87966. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87967. * @returns a new Mesh
  87968. */
  87969. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87970. /**
  87971. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87972. * @param name defines the name of the mesh to create
  87973. * @param diameter sets the diameter size (float) of the torus (default 1)
  87974. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87975. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87976. * @param scene defines the hosting scene
  87977. * @param updatable defines if the mesh must be flagged as updatable
  87978. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87979. * @returns a new Mesh
  87980. */
  87981. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87982. /**
  87983. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87984. * @param name defines the name of the mesh to create
  87985. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87986. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87987. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87988. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87989. * @param p the number of windings on X axis (positive integers, default 2)
  87990. * @param q the number of windings on Y axis (positive integers, default 3)
  87991. * @param scene defines the hosting scene
  87992. * @param updatable defines if the mesh must be flagged as updatable
  87993. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87994. * @returns a new Mesh
  87995. */
  87996. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87997. /**
  87998. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87999. * @param name defines the name of the mesh to create
  88000. * @param points is an array successive Vector3
  88001. * @param scene defines the hosting scene
  88002. * @param updatable defines if the mesh must be flagged as updatable
  88003. * @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).
  88004. * @returns a new Mesh
  88005. */
  88006. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88007. /**
  88008. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88009. * @param name defines the name of the mesh to create
  88010. * @param points is an array successive Vector3
  88011. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88012. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88013. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88014. * @param scene defines the hosting scene
  88015. * @param updatable defines if the mesh must be flagged as updatable
  88016. * @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)
  88017. * @returns a new Mesh
  88018. */
  88019. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88020. /**
  88021. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88022. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88023. * 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.
  88024. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88025. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88026. * Remember you can only change the shape positions, not their number when updating a polygon.
  88027. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88028. * @param name defines the name of the mesh to create
  88029. * @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
  88030. * @param scene defines the hosting scene
  88031. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88032. * @param updatable defines if the mesh must be flagged as updatable
  88033. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88034. * @param earcutInjection can be used to inject your own earcut reference
  88035. * @returns a new Mesh
  88036. */
  88037. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88038. /**
  88039. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88040. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88041. * @param name defines the name of the mesh to create
  88042. * @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
  88043. * @param depth defines the height of extrusion
  88044. * @param scene defines the hosting scene
  88045. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88046. * @param updatable defines if the mesh must be flagged as updatable
  88047. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88048. * @param earcutInjection can be used to inject your own earcut reference
  88049. * @returns a new Mesh
  88050. */
  88051. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88052. /**
  88053. * Creates an extruded shape mesh.
  88054. * 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
  88055. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88056. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88057. * @param name defines the name of the mesh to create
  88058. * @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
  88059. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88060. * @param scale is the value to scale the shape
  88061. * @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
  88062. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88063. * @param scene defines the hosting scene
  88064. * @param updatable defines if the mesh must be flagged as updatable
  88065. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88066. * @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)
  88067. * @returns a new Mesh
  88068. */
  88069. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88070. /**
  88071. * Creates an custom extruded shape mesh.
  88072. * The custom extrusion is a parametric shape.
  88073. * It has no predefined shape. Its final shape will depend on the input parameters.
  88074. * Please consider using the same method from the MeshBuilder class instead
  88075. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88076. * @param name defines the name of the mesh to create
  88077. * @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
  88078. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88079. * @param scaleFunction is a custom Javascript function called on each path point
  88080. * @param rotationFunction is a custom Javascript function called on each path point
  88081. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88082. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88083. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88084. * @param scene defines the hosting scene
  88085. * @param updatable defines if the mesh must be flagged as updatable
  88086. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88087. * @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)
  88088. * @returns a new Mesh
  88089. */
  88090. 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;
  88091. /**
  88092. * Creates lathe mesh.
  88093. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88094. * Please consider using the same method from the MeshBuilder class instead
  88095. * @param name defines the name of the mesh to create
  88096. * @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
  88097. * @param radius is the radius value of the lathe
  88098. * @param tessellation is the side number of the lathe.
  88099. * @param scene defines the hosting scene
  88100. * @param updatable defines if the mesh must be flagged as updatable
  88101. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88102. * @returns a new Mesh
  88103. */
  88104. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88105. /**
  88106. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88107. * @param name defines the name of the mesh to create
  88108. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88109. * @param scene defines the hosting scene
  88110. * @param updatable defines if the mesh must be flagged as updatable
  88111. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88112. * @returns a new Mesh
  88113. */
  88114. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88115. /**
  88116. * Creates a ground mesh.
  88117. * Please consider using the same method from the MeshBuilder class instead
  88118. * @param name defines the name of the mesh to create
  88119. * @param width set the width of the ground
  88120. * @param height set the height of the ground
  88121. * @param subdivisions sets the number of subdivisions per side
  88122. * @param scene defines the hosting scene
  88123. * @param updatable defines if the mesh must be flagged as updatable
  88124. * @returns a new Mesh
  88125. */
  88126. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88127. /**
  88128. * Creates a tiled ground mesh.
  88129. * Please consider using the same method from the MeshBuilder class instead
  88130. * @param name defines the name of the mesh to create
  88131. * @param xmin set the ground minimum X coordinate
  88132. * @param zmin set the ground minimum Y coordinate
  88133. * @param xmax set the ground maximum X coordinate
  88134. * @param zmax set the ground maximum Z coordinate
  88135. * @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
  88136. * @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
  88137. * @param scene defines the hosting scene
  88138. * @param updatable defines if the mesh must be flagged as updatable
  88139. * @returns a new Mesh
  88140. */
  88141. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88142. w: number;
  88143. h: number;
  88144. }, precision: {
  88145. w: number;
  88146. h: number;
  88147. }, scene: Scene, updatable?: boolean): Mesh;
  88148. /**
  88149. * Creates a ground mesh from a height map.
  88150. * Please consider using the same method from the MeshBuilder class instead
  88151. * @see http://doc.babylonjs.com/babylon101/height_map
  88152. * @param name defines the name of the mesh to create
  88153. * @param url sets the URL of the height map image resource
  88154. * @param width set the ground width size
  88155. * @param height set the ground height size
  88156. * @param subdivisions sets the number of subdivision per side
  88157. * @param minHeight is the minimum altitude on the ground
  88158. * @param maxHeight is the maximum altitude on the ground
  88159. * @param scene defines the hosting scene
  88160. * @param updatable defines if the mesh must be flagged as updatable
  88161. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88162. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88163. * @returns a new Mesh
  88164. */
  88165. 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;
  88166. /**
  88167. * Creates a tube mesh.
  88168. * The tube is a parametric shape.
  88169. * It has no predefined shape. Its final shape will depend on the input parameters.
  88170. * Please consider using the same method from the MeshBuilder class instead
  88171. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88172. * @param name defines the name of the mesh to create
  88173. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88174. * @param radius sets the tube radius size
  88175. * @param tessellation is the number of sides on the tubular surface
  88176. * @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
  88177. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88178. * @param scene defines the hosting scene
  88179. * @param updatable defines if the mesh must be flagged as updatable
  88180. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88181. * @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)
  88182. * @returns a new Mesh
  88183. */
  88184. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88185. (i: number, distance: number): number;
  88186. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88187. /**
  88188. * Creates a polyhedron mesh.
  88189. * Please consider using the same method from the MeshBuilder class instead.
  88190. * * 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
  88191. * * The parameter `size` (positive float, default 1) sets the polygon size
  88192. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88193. * * 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`
  88194. * * 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
  88195. * * 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)`)
  88196. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  88197. * * 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
  88198. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88199. * * 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
  88200. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88201. * @param name defines the name of the mesh to create
  88202. * @param options defines the options used to create the mesh
  88203. * @param scene defines the hosting scene
  88204. * @returns a new Mesh
  88205. */
  88206. static CreatePolyhedron(name: string, options: {
  88207. type?: number;
  88208. size?: number;
  88209. sizeX?: number;
  88210. sizeY?: number;
  88211. sizeZ?: number;
  88212. custom?: any;
  88213. faceUV?: Vector4[];
  88214. faceColors?: Color4[];
  88215. updatable?: boolean;
  88216. sideOrientation?: number;
  88217. }, scene: Scene): Mesh;
  88218. /**
  88219. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88220. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88221. * * 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`)
  88222. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88223. * * 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
  88224. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88225. * * 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
  88226. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88227. * @param name defines the name of the mesh
  88228. * @param options defines the options used to create the mesh
  88229. * @param scene defines the hosting scene
  88230. * @returns a new Mesh
  88231. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88232. */
  88233. static CreateIcoSphere(name: string, options: {
  88234. radius?: number;
  88235. flat?: boolean;
  88236. subdivisions?: number;
  88237. sideOrientation?: number;
  88238. updatable?: boolean;
  88239. }, scene: Scene): Mesh;
  88240. /**
  88241. * Creates a decal mesh.
  88242. * Please consider using the same method from the MeshBuilder class instead.
  88243. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88244. * @param name defines the name of the mesh
  88245. * @param sourceMesh defines the mesh receiving the decal
  88246. * @param position sets the position of the decal in world coordinates
  88247. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88248. * @param size sets the decal scaling
  88249. * @param angle sets the angle to rotate the decal
  88250. * @returns a new Mesh
  88251. */
  88252. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88253. /**
  88254. * Prepare internal position array for software CPU skinning
  88255. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88256. */
  88257. setPositionsForCPUSkinning(): Float32Array;
  88258. /**
  88259. * Prepare internal normal array for software CPU skinning
  88260. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88261. */
  88262. setNormalsForCPUSkinning(): Float32Array;
  88263. /**
  88264. * Updates the vertex buffer by applying transformation from the bones
  88265. * @param skeleton defines the skeleton to apply to current mesh
  88266. * @returns the current mesh
  88267. */
  88268. applySkeleton(skeleton: Skeleton): Mesh;
  88269. /**
  88270. * 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
  88271. * @param meshes defines the list of meshes to scan
  88272. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88273. */
  88274. static MinMax(meshes: AbstractMesh[]): {
  88275. min: Vector3;
  88276. max: Vector3;
  88277. };
  88278. /**
  88279. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88280. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88281. * @returns a vector3
  88282. */
  88283. static Center(meshesOrMinMaxVector: {
  88284. min: Vector3;
  88285. max: Vector3;
  88286. } | AbstractMesh[]): Vector3;
  88287. /**
  88288. * Merge the array of meshes into a single mesh for performance reasons.
  88289. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88290. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88291. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88292. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88293. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88294. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88295. * @returns a new mesh
  88296. */
  88297. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88298. /** @hidden */
  88299. addInstance(instance: InstancedMesh): void;
  88300. /** @hidden */
  88301. removeInstance(instance: InstancedMesh): void;
  88302. }
  88303. }
  88304. declare module BABYLON {
  88305. /**
  88306. * This is the base class of all the camera used in the application.
  88307. * @see http://doc.babylonjs.com/features/cameras
  88308. */
  88309. export class Camera extends Node {
  88310. /** @hidden */
  88311. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88312. /**
  88313. * This is the default projection mode used by the cameras.
  88314. * It helps recreating a feeling of perspective and better appreciate depth.
  88315. * This is the best way to simulate real life cameras.
  88316. */
  88317. static readonly PERSPECTIVE_CAMERA: number;
  88318. /**
  88319. * This helps creating camera with an orthographic mode.
  88320. * 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.
  88321. */
  88322. static readonly ORTHOGRAPHIC_CAMERA: number;
  88323. /**
  88324. * This is the default FOV mode for perspective cameras.
  88325. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88326. */
  88327. static readonly FOVMODE_VERTICAL_FIXED: number;
  88328. /**
  88329. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88330. */
  88331. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88332. /**
  88333. * This specifies ther is no need for a camera rig.
  88334. * Basically only one eye is rendered corresponding to the camera.
  88335. */
  88336. static readonly RIG_MODE_NONE: number;
  88337. /**
  88338. * Simulates a camera Rig with one blue eye and one red eye.
  88339. * This can be use with 3d blue and red glasses.
  88340. */
  88341. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88342. /**
  88343. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88344. */
  88345. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88346. /**
  88347. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88348. */
  88349. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88350. /**
  88351. * Defines that both eyes of the camera will be rendered over under each other.
  88352. */
  88353. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88354. /**
  88355. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88356. */
  88357. static readonly RIG_MODE_VR: number;
  88358. /**
  88359. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88360. */
  88361. static readonly RIG_MODE_WEBVR: number;
  88362. /**
  88363. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88364. */
  88365. static readonly RIG_MODE_CUSTOM: number;
  88366. /**
  88367. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88368. */
  88369. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88370. /**
  88371. * Define the input manager associated with the camera.
  88372. */
  88373. inputs: CameraInputsManager<Camera>;
  88374. /** @hidden */
  88375. _position: Vector3;
  88376. /**
  88377. * Define the current local position of the camera in the scene
  88378. */
  88379. position: Vector3;
  88380. /**
  88381. * The vector the camera should consider as up.
  88382. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88383. */
  88384. upVector: Vector3;
  88385. /**
  88386. * Define the current limit on the left side for an orthographic camera
  88387. * In scene unit
  88388. */
  88389. orthoLeft: Nullable<number>;
  88390. /**
  88391. * Define the current limit on the right side for an orthographic camera
  88392. * In scene unit
  88393. */
  88394. orthoRight: Nullable<number>;
  88395. /**
  88396. * Define the current limit on the bottom side for an orthographic camera
  88397. * In scene unit
  88398. */
  88399. orthoBottom: Nullable<number>;
  88400. /**
  88401. * Define the current limit on the top side for an orthographic camera
  88402. * In scene unit
  88403. */
  88404. orthoTop: Nullable<number>;
  88405. /**
  88406. * Field Of View is set in Radians. (default is 0.8)
  88407. */
  88408. fov: number;
  88409. /**
  88410. * Define the minimum distance the camera can see from.
  88411. * This is important to note that the depth buffer are not infinite and the closer it starts
  88412. * the more your scene might encounter depth fighting issue.
  88413. */
  88414. minZ: number;
  88415. /**
  88416. * Define the maximum distance the camera can see to.
  88417. * This is important to note that the depth buffer are not infinite and the further it end
  88418. * the more your scene might encounter depth fighting issue.
  88419. */
  88420. maxZ: number;
  88421. /**
  88422. * Define the default inertia of the camera.
  88423. * This helps giving a smooth feeling to the camera movement.
  88424. */
  88425. inertia: number;
  88426. /**
  88427. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88428. */
  88429. mode: number;
  88430. /**
  88431. * Define wether the camera is intermediate.
  88432. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88433. */
  88434. isIntermediate: boolean;
  88435. /**
  88436. * Define the viewport of the camera.
  88437. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88438. */
  88439. viewport: Viewport;
  88440. /**
  88441. * Restricts the camera to viewing objects with the same layerMask.
  88442. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88443. */
  88444. layerMask: number;
  88445. /**
  88446. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88447. */
  88448. fovMode: number;
  88449. /**
  88450. * Rig mode of the camera.
  88451. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88452. * This is normally controlled byt the camera themselves as internal use.
  88453. */
  88454. cameraRigMode: number;
  88455. /**
  88456. * Defines the distance between both "eyes" in case of a RIG
  88457. */
  88458. interaxialDistance: number;
  88459. /**
  88460. * Defines if stereoscopic rendering is done side by side or over under.
  88461. */
  88462. isStereoscopicSideBySide: boolean;
  88463. /**
  88464. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  88465. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88466. * else in the scene. (Eg. security camera)
  88467. *
  88468. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  88469. */
  88470. customRenderTargets: RenderTargetTexture[];
  88471. /**
  88472. * When set, the camera will render to this render target instead of the default canvas
  88473. *
  88474. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88475. */
  88476. outputRenderTarget: Nullable<RenderTargetTexture>;
  88477. /**
  88478. * Observable triggered when the camera view matrix has changed.
  88479. */
  88480. onViewMatrixChangedObservable: Observable<Camera>;
  88481. /**
  88482. * Observable triggered when the camera Projection matrix has changed.
  88483. */
  88484. onProjectionMatrixChangedObservable: Observable<Camera>;
  88485. /**
  88486. * Observable triggered when the inputs have been processed.
  88487. */
  88488. onAfterCheckInputsObservable: Observable<Camera>;
  88489. /**
  88490. * Observable triggered when reset has been called and applied to the camera.
  88491. */
  88492. onRestoreStateObservable: Observable<Camera>;
  88493. /** @hidden */
  88494. _cameraRigParams: any;
  88495. /** @hidden */
  88496. _rigCameras: Camera[];
  88497. /** @hidden */
  88498. _rigPostProcess: Nullable<PostProcess>;
  88499. protected _webvrViewMatrix: Matrix;
  88500. /** @hidden */
  88501. _skipRendering: boolean;
  88502. /** @hidden */
  88503. _projectionMatrix: Matrix;
  88504. /** @hidden */
  88505. _postProcesses: Nullable<PostProcess>[];
  88506. /** @hidden */
  88507. _activeMeshes: SmartArray<AbstractMesh>;
  88508. protected _globalPosition: Vector3;
  88509. /** @hidden */
  88510. _computedViewMatrix: Matrix;
  88511. private _doNotComputeProjectionMatrix;
  88512. private _transformMatrix;
  88513. private _frustumPlanes;
  88514. private _refreshFrustumPlanes;
  88515. private _storedFov;
  88516. private _stateStored;
  88517. /**
  88518. * Instantiates a new camera object.
  88519. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88520. * @see http://doc.babylonjs.com/features/cameras
  88521. * @param name Defines the name of the camera in the scene
  88522. * @param position Defines the position of the camera
  88523. * @param scene Defines the scene the camera belongs too
  88524. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88525. */
  88526. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88527. /**
  88528. * Store current camera state (fov, position, etc..)
  88529. * @returns the camera
  88530. */
  88531. storeState(): Camera;
  88532. /**
  88533. * Restores the camera state values if it has been stored. You must call storeState() first
  88534. */
  88535. protected _restoreStateValues(): boolean;
  88536. /**
  88537. * Restored camera state. You must call storeState() first.
  88538. * @returns true if restored and false otherwise
  88539. */
  88540. restoreState(): boolean;
  88541. /**
  88542. * Gets the class name of the camera.
  88543. * @returns the class name
  88544. */
  88545. getClassName(): string;
  88546. /** @hidden */
  88547. readonly _isCamera: boolean;
  88548. /**
  88549. * Gets a string representation of the camera useful for debug purpose.
  88550. * @param fullDetails Defines that a more verboe level of logging is required
  88551. * @returns the string representation
  88552. */
  88553. toString(fullDetails?: boolean): string;
  88554. /**
  88555. * Gets the current world space position of the camera.
  88556. */
  88557. readonly globalPosition: Vector3;
  88558. /**
  88559. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88560. * @returns the active meshe list
  88561. */
  88562. getActiveMeshes(): SmartArray<AbstractMesh>;
  88563. /**
  88564. * Check wether a mesh is part of the current active mesh list of the camera
  88565. * @param mesh Defines the mesh to check
  88566. * @returns true if active, false otherwise
  88567. */
  88568. isActiveMesh(mesh: Mesh): boolean;
  88569. /**
  88570. * Is this camera ready to be used/rendered
  88571. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88572. * @return true if the camera is ready
  88573. */
  88574. isReady(completeCheck?: boolean): boolean;
  88575. /** @hidden */
  88576. _initCache(): void;
  88577. /** @hidden */
  88578. _updateCache(ignoreParentClass?: boolean): void;
  88579. /** @hidden */
  88580. _isSynchronized(): boolean;
  88581. /** @hidden */
  88582. _isSynchronizedViewMatrix(): boolean;
  88583. /** @hidden */
  88584. _isSynchronizedProjectionMatrix(): boolean;
  88585. /**
  88586. * Attach the input controls to a specific dom element to get the input from.
  88587. * @param element Defines the element the controls should be listened from
  88588. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88589. */
  88590. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88591. /**
  88592. * Detach the current controls from the specified dom element.
  88593. * @param element Defines the element to stop listening the inputs from
  88594. */
  88595. detachControl(element: HTMLElement): void;
  88596. /**
  88597. * Update the camera state according to the different inputs gathered during the frame.
  88598. */
  88599. update(): void;
  88600. /** @hidden */
  88601. _checkInputs(): void;
  88602. /** @hidden */
  88603. readonly rigCameras: Camera[];
  88604. /**
  88605. * Gets the post process used by the rig cameras
  88606. */
  88607. readonly rigPostProcess: Nullable<PostProcess>;
  88608. /**
  88609. * Internal, gets the first post proces.
  88610. * @returns the first post process to be run on this camera.
  88611. */
  88612. _getFirstPostProcess(): Nullable<PostProcess>;
  88613. private _cascadePostProcessesToRigCams;
  88614. /**
  88615. * Attach a post process to the camera.
  88616. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88617. * @param postProcess The post process to attach to the camera
  88618. * @param insertAt The position of the post process in case several of them are in use in the scene
  88619. * @returns the position the post process has been inserted at
  88620. */
  88621. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88622. /**
  88623. * Detach a post process to the camera.
  88624. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88625. * @param postProcess The post process to detach from the camera
  88626. */
  88627. detachPostProcess(postProcess: PostProcess): void;
  88628. /**
  88629. * Gets the current world matrix of the camera
  88630. */
  88631. getWorldMatrix(): Matrix;
  88632. /** @hidden */
  88633. _getViewMatrix(): Matrix;
  88634. /**
  88635. * Gets the current view matrix of the camera.
  88636. * @param force forces the camera to recompute the matrix without looking at the cached state
  88637. * @returns the view matrix
  88638. */
  88639. getViewMatrix(force?: boolean): Matrix;
  88640. /**
  88641. * Freeze the projection matrix.
  88642. * It will prevent the cache check of the camera projection compute and can speed up perf
  88643. * if no parameter of the camera are meant to change
  88644. * @param projection Defines manually a projection if necessary
  88645. */
  88646. freezeProjectionMatrix(projection?: Matrix): void;
  88647. /**
  88648. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88649. */
  88650. unfreezeProjectionMatrix(): void;
  88651. /**
  88652. * Gets the current projection matrix of the camera.
  88653. * @param force forces the camera to recompute the matrix without looking at the cached state
  88654. * @returns the projection matrix
  88655. */
  88656. getProjectionMatrix(force?: boolean): Matrix;
  88657. /**
  88658. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88659. * @returns a Matrix
  88660. */
  88661. getTransformationMatrix(): Matrix;
  88662. private _updateFrustumPlanes;
  88663. /**
  88664. * Checks if a cullable object (mesh...) is in the camera frustum
  88665. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88666. * @param target The object to check
  88667. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88668. * @returns true if the object is in frustum otherwise false
  88669. */
  88670. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88671. /**
  88672. * Checks if a cullable object (mesh...) is in the camera frustum
  88673. * Unlike isInFrustum this cheks the full bounding box
  88674. * @param target The object to check
  88675. * @returns true if the object is in frustum otherwise false
  88676. */
  88677. isCompletelyInFrustum(target: ICullable): boolean;
  88678. /**
  88679. * Gets a ray in the forward direction from the camera.
  88680. * @param length Defines the length of the ray to create
  88681. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88682. * @param origin Defines the start point of the ray which defaults to the camera position
  88683. * @returns the forward ray
  88684. */
  88685. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88686. /**
  88687. * Releases resources associated with this node.
  88688. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88689. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88690. */
  88691. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88692. /** @hidden */
  88693. _isLeftCamera: boolean;
  88694. /**
  88695. * Gets the left camera of a rig setup in case of Rigged Camera
  88696. */
  88697. readonly isLeftCamera: boolean;
  88698. /** @hidden */
  88699. _isRightCamera: boolean;
  88700. /**
  88701. * Gets the right camera of a rig setup in case of Rigged Camera
  88702. */
  88703. readonly isRightCamera: boolean;
  88704. /**
  88705. * Gets the left camera of a rig setup in case of Rigged Camera
  88706. */
  88707. readonly leftCamera: Nullable<FreeCamera>;
  88708. /**
  88709. * Gets the right camera of a rig setup in case of Rigged Camera
  88710. */
  88711. readonly rightCamera: Nullable<FreeCamera>;
  88712. /**
  88713. * Gets the left camera target of a rig setup in case of Rigged Camera
  88714. * @returns the target position
  88715. */
  88716. getLeftTarget(): Nullable<Vector3>;
  88717. /**
  88718. * Gets the right camera target of a rig setup in case of Rigged Camera
  88719. * @returns the target position
  88720. */
  88721. getRightTarget(): Nullable<Vector3>;
  88722. /**
  88723. * @hidden
  88724. */
  88725. setCameraRigMode(mode: number, rigParams: any): void;
  88726. /** @hidden */
  88727. static _setStereoscopicRigMode(camera: Camera): void;
  88728. /** @hidden */
  88729. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88730. /** @hidden */
  88731. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88732. /** @hidden */
  88733. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88734. /** @hidden */
  88735. _getVRProjectionMatrix(): Matrix;
  88736. protected _updateCameraRotationMatrix(): void;
  88737. protected _updateWebVRCameraRotationMatrix(): void;
  88738. /**
  88739. * This function MUST be overwritten by the different WebVR cameras available.
  88740. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88741. * @hidden
  88742. */
  88743. _getWebVRProjectionMatrix(): Matrix;
  88744. /**
  88745. * This function MUST be overwritten by the different WebVR cameras available.
  88746. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88747. * @hidden
  88748. */
  88749. _getWebVRViewMatrix(): Matrix;
  88750. /** @hidden */
  88751. setCameraRigParameter(name: string, value: any): void;
  88752. /**
  88753. * needs to be overridden by children so sub has required properties to be copied
  88754. * @hidden
  88755. */
  88756. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88757. /**
  88758. * May need to be overridden by children
  88759. * @hidden
  88760. */
  88761. _updateRigCameras(): void;
  88762. /** @hidden */
  88763. _setupInputs(): void;
  88764. /**
  88765. * Serialiaze the camera setup to a json represention
  88766. * @returns the JSON representation
  88767. */
  88768. serialize(): any;
  88769. /**
  88770. * Clones the current camera.
  88771. * @param name The cloned camera name
  88772. * @returns the cloned camera
  88773. */
  88774. clone(name: string): Camera;
  88775. /**
  88776. * Gets the direction of the camera relative to a given local axis.
  88777. * @param localAxis Defines the reference axis to provide a relative direction.
  88778. * @return the direction
  88779. */
  88780. getDirection(localAxis: Vector3): Vector3;
  88781. /**
  88782. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88783. * @param localAxis Defines the reference axis to provide a relative direction.
  88784. * @param result Defines the vector to store the result in
  88785. */
  88786. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88787. /**
  88788. * Gets a camera constructor for a given camera type
  88789. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88790. * @param name The name of the camera the result will be able to instantiate
  88791. * @param scene The scene the result will construct the camera in
  88792. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88793. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88794. * @returns a factory method to construc the camera
  88795. */
  88796. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88797. /**
  88798. * Compute the world matrix of the camera.
  88799. * @returns the camera workd matrix
  88800. */
  88801. computeWorldMatrix(): Matrix;
  88802. /**
  88803. * Parse a JSON and creates the camera from the parsed information
  88804. * @param parsedCamera The JSON to parse
  88805. * @param scene The scene to instantiate the camera in
  88806. * @returns the newly constructed camera
  88807. */
  88808. static Parse(parsedCamera: any, scene: Scene): Camera;
  88809. }
  88810. }
  88811. declare module BABYLON {
  88812. /**
  88813. * Class containing static functions to help procedurally build meshes
  88814. */
  88815. export class DiscBuilder {
  88816. /**
  88817. * Creates a plane polygonal mesh. By default, this is a disc
  88818. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88819. * * 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
  88820. * * 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
  88821. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88822. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88823. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88824. * @param name defines the name of the mesh
  88825. * @param options defines the options used to create the mesh
  88826. * @param scene defines the hosting scene
  88827. * @returns the plane polygonal mesh
  88828. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88829. */
  88830. static CreateDisc(name: string, options: {
  88831. radius?: number;
  88832. tessellation?: number;
  88833. arc?: number;
  88834. updatable?: boolean;
  88835. sideOrientation?: number;
  88836. frontUVs?: Vector4;
  88837. backUVs?: Vector4;
  88838. }, scene?: Nullable<Scene>): Mesh;
  88839. }
  88840. }
  88841. declare module BABYLON {
  88842. /**
  88843. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88844. *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.
  88845. * The SPS is also a particle system. It provides some methods to manage the particles.
  88846. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88847. *
  88848. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  88849. */
  88850. export class SolidParticleSystem implements IDisposable {
  88851. /**
  88852. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88853. * Example : var p = SPS.particles[i];
  88854. */
  88855. particles: SolidParticle[];
  88856. /**
  88857. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88858. */
  88859. nbParticles: number;
  88860. /**
  88861. * If the particles must ever face the camera (default false). Useful for planar particles.
  88862. */
  88863. billboard: boolean;
  88864. /**
  88865. * Recompute normals when adding a shape
  88866. */
  88867. recomputeNormals: boolean;
  88868. /**
  88869. * This a counter ofr your own usage. It's not set by any SPS functions.
  88870. */
  88871. counter: number;
  88872. /**
  88873. * The SPS name. This name is also given to the underlying mesh.
  88874. */
  88875. name: string;
  88876. /**
  88877. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88878. */
  88879. mesh: Mesh;
  88880. /**
  88881. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88882. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  88883. */
  88884. vars: any;
  88885. /**
  88886. * This array is populated when the SPS is set as 'pickable'.
  88887. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88888. * Each element of this array is an object `{idx: int, faceId: int}`.
  88889. * `idx` is the picked particle index in the `SPS.particles` array
  88890. * `faceId` is the picked face index counted within this particle.
  88891. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  88892. */
  88893. pickedParticles: {
  88894. idx: number;
  88895. faceId: number;
  88896. }[];
  88897. /**
  88898. * This array is populated when `enableDepthSort` is set to true.
  88899. * Each element of this array is an instance of the class DepthSortedParticle.
  88900. */
  88901. depthSortedParticles: DepthSortedParticle[];
  88902. /**
  88903. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88904. * @hidden
  88905. */
  88906. _bSphereOnly: boolean;
  88907. /**
  88908. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88909. * @hidden
  88910. */
  88911. _bSphereRadiusFactor: number;
  88912. private _scene;
  88913. private _positions;
  88914. private _indices;
  88915. private _normals;
  88916. private _colors;
  88917. private _uvs;
  88918. private _indices32;
  88919. private _positions32;
  88920. private _normals32;
  88921. private _fixedNormal32;
  88922. private _colors32;
  88923. private _uvs32;
  88924. private _index;
  88925. private _updatable;
  88926. private _pickable;
  88927. private _isVisibilityBoxLocked;
  88928. private _alwaysVisible;
  88929. private _depthSort;
  88930. private _shapeCounter;
  88931. private _copy;
  88932. private _color;
  88933. private _computeParticleColor;
  88934. private _computeParticleTexture;
  88935. private _computeParticleRotation;
  88936. private _computeParticleVertex;
  88937. private _computeBoundingBox;
  88938. private _depthSortParticles;
  88939. private _camera;
  88940. private _mustUnrotateFixedNormals;
  88941. private _particlesIntersect;
  88942. private _needs32Bits;
  88943. /**
  88944. * Creates a SPS (Solid Particle System) object.
  88945. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88946. * @param scene (Scene) is the scene in which the SPS is added.
  88947. * @param options defines the options of the sps e.g.
  88948. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88949. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88950. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88951. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88952. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88953. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88954. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88955. */
  88956. constructor(name: string, scene: Scene, options?: {
  88957. updatable?: boolean;
  88958. isPickable?: boolean;
  88959. enableDepthSort?: boolean;
  88960. particleIntersection?: boolean;
  88961. boundingSphereOnly?: boolean;
  88962. bSphereRadiusFactor?: number;
  88963. });
  88964. /**
  88965. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88966. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88967. * @returns the created mesh
  88968. */
  88969. buildMesh(): Mesh;
  88970. /**
  88971. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88972. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88973. * Thus the particles generated from `digest()` have their property `position` set yet.
  88974. * @param mesh ( Mesh ) is the mesh to be digested
  88975. * @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
  88976. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88977. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88978. * @returns the current SPS
  88979. */
  88980. digest(mesh: Mesh, options?: {
  88981. facetNb?: number;
  88982. number?: number;
  88983. delta?: number;
  88984. }): SolidParticleSystem;
  88985. private _unrotateFixedNormals;
  88986. private _resetCopy;
  88987. private _meshBuilder;
  88988. private _posToShape;
  88989. private _uvsToShapeUV;
  88990. private _addParticle;
  88991. /**
  88992. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88993. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  88994. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88995. * @param nb (positive integer) the number of particles to be created from this model
  88996. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88997. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88998. * @returns the number of shapes in the system
  88999. */
  89000. addShape(mesh: Mesh, nb: number, options?: {
  89001. positionFunction?: any;
  89002. vertexFunction?: any;
  89003. }): number;
  89004. private _rebuildParticle;
  89005. /**
  89006. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89007. * @returns the SPS.
  89008. */
  89009. rebuildMesh(): SolidParticleSystem;
  89010. /**
  89011. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89012. * This method calls `updateParticle()` for each particle of the SPS.
  89013. * For an animated SPS, it is usually called within the render loop.
  89014. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89015. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89016. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89017. * @returns the SPS.
  89018. */
  89019. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89020. /**
  89021. * Disposes the SPS.
  89022. */
  89023. dispose(): void;
  89024. /**
  89025. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89026. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89027. * @returns the SPS.
  89028. */
  89029. refreshVisibleSize(): SolidParticleSystem;
  89030. /**
  89031. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89032. * @param size the size (float) of the visibility box
  89033. * note : this doesn't lock the SPS mesh bounding box.
  89034. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89035. */
  89036. setVisibilityBox(size: number): void;
  89037. /**
  89038. * Gets whether the SPS as always visible or not
  89039. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89040. */
  89041. /**
  89042. * Sets the SPS as always visible or not
  89043. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89044. */
  89045. isAlwaysVisible: boolean;
  89046. /**
  89047. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89048. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89049. */
  89050. /**
  89051. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89052. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89053. */
  89054. isVisibilityBoxLocked: boolean;
  89055. /**
  89056. * Tells to `setParticles()` to compute the particle rotations or not.
  89057. * Default value : true. The SPS is faster when it's set to false.
  89058. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89059. */
  89060. /**
  89061. * Gets if `setParticles()` computes the particle rotations or not.
  89062. * Default value : true. The SPS is faster when it's set to false.
  89063. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89064. */
  89065. computeParticleRotation: boolean;
  89066. /**
  89067. * Tells to `setParticles()` to compute the particle colors or not.
  89068. * Default value : true. The SPS is faster when it's set to false.
  89069. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89070. */
  89071. /**
  89072. * Gets if `setParticles()` computes the particle colors or not.
  89073. * Default value : true. The SPS is faster when it's set to false.
  89074. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89075. */
  89076. computeParticleColor: boolean;
  89077. /**
  89078. * Gets if `setParticles()` computes the particle textures or not.
  89079. * Default value : true. The SPS is faster when it's set to false.
  89080. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89081. */
  89082. computeParticleTexture: boolean;
  89083. /**
  89084. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89085. * Default value : false. The SPS is faster when it's set to false.
  89086. * Note : the particle custom vertex positions aren't stored values.
  89087. */
  89088. /**
  89089. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89090. * Default value : false. The SPS is faster when it's set to false.
  89091. * Note : the particle custom vertex positions aren't stored values.
  89092. */
  89093. computeParticleVertex: boolean;
  89094. /**
  89095. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89096. */
  89097. /**
  89098. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89099. */
  89100. computeBoundingBox: boolean;
  89101. /**
  89102. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89103. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89104. * Default : `true`
  89105. */
  89106. /**
  89107. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89108. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89109. * Default : `true`
  89110. */
  89111. depthSortParticles: boolean;
  89112. /**
  89113. * This function does nothing. It may be overwritten to set all the particle first values.
  89114. * The SPS doesn't call this function, you may have to call it by your own.
  89115. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89116. */
  89117. initParticles(): void;
  89118. /**
  89119. * This function does nothing. It may be overwritten to recycle a particle.
  89120. * The SPS doesn't call this function, you may have to call it by your own.
  89121. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89122. * @param particle The particle to recycle
  89123. * @returns the recycled particle
  89124. */
  89125. recycleParticle(particle: SolidParticle): SolidParticle;
  89126. /**
  89127. * Updates a particle : this function should be overwritten by the user.
  89128. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89129. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89130. * @example : just set a particle position or velocity and recycle conditions
  89131. * @param particle The particle to update
  89132. * @returns the updated particle
  89133. */
  89134. updateParticle(particle: SolidParticle): SolidParticle;
  89135. /**
  89136. * Updates a vertex of a particle : it can be overwritten by the user.
  89137. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89138. * @param particle the current particle
  89139. * @param vertex the current index of the current particle
  89140. * @param pt the index of the current vertex in the particle shape
  89141. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89142. * @example : just set a vertex particle position
  89143. * @returns the updated vertex
  89144. */
  89145. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89146. /**
  89147. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89148. * This does nothing and may be overwritten by the user.
  89149. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89150. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89151. * @param update the boolean update value actually passed to setParticles()
  89152. */
  89153. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89154. /**
  89155. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89156. * This will be passed three parameters.
  89157. * This does nothing and may be overwritten by the user.
  89158. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89159. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89160. * @param update the boolean update value actually passed to setParticles()
  89161. */
  89162. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89163. }
  89164. }
  89165. declare module BABYLON {
  89166. /**
  89167. * Represents one particle of a solid particle system.
  89168. */
  89169. export class SolidParticle {
  89170. /**
  89171. * particle global index
  89172. */
  89173. idx: number;
  89174. /**
  89175. * The color of the particle
  89176. */
  89177. color: Nullable<Color4>;
  89178. /**
  89179. * The world space position of the particle.
  89180. */
  89181. position: Vector3;
  89182. /**
  89183. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89184. */
  89185. rotation: Vector3;
  89186. /**
  89187. * The world space rotation quaternion of the particle.
  89188. */
  89189. rotationQuaternion: Nullable<Quaternion>;
  89190. /**
  89191. * The scaling of the particle.
  89192. */
  89193. scaling: Vector3;
  89194. /**
  89195. * The uvs of the particle.
  89196. */
  89197. uvs: Vector4;
  89198. /**
  89199. * The current speed of the particle.
  89200. */
  89201. velocity: Vector3;
  89202. /**
  89203. * The pivot point in the particle local space.
  89204. */
  89205. pivot: Vector3;
  89206. /**
  89207. * Must the particle be translated from its pivot point in its local space ?
  89208. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89209. * Default : false
  89210. */
  89211. translateFromPivot: boolean;
  89212. /**
  89213. * Is the particle active or not ?
  89214. */
  89215. alive: boolean;
  89216. /**
  89217. * Is the particle visible or not ?
  89218. */
  89219. isVisible: boolean;
  89220. /**
  89221. * Index of this particle in the global "positions" array (Internal use)
  89222. * @hidden
  89223. */
  89224. _pos: number;
  89225. /**
  89226. * @hidden Index of this particle in the global "indices" array (Internal use)
  89227. */
  89228. _ind: number;
  89229. /**
  89230. * @hidden ModelShape of this particle (Internal use)
  89231. */
  89232. _model: ModelShape;
  89233. /**
  89234. * ModelShape id of this particle
  89235. */
  89236. shapeId: number;
  89237. /**
  89238. * Index of the particle in its shape id (Internal use)
  89239. */
  89240. idxInShape: number;
  89241. /**
  89242. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89243. */
  89244. _modelBoundingInfo: BoundingInfo;
  89245. /**
  89246. * @hidden Particle BoundingInfo object (Internal use)
  89247. */
  89248. _boundingInfo: BoundingInfo;
  89249. /**
  89250. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89251. */
  89252. _sps: SolidParticleSystem;
  89253. /**
  89254. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89255. */
  89256. _stillInvisible: boolean;
  89257. /**
  89258. * @hidden Last computed particle rotation matrix
  89259. */
  89260. _rotationMatrix: number[];
  89261. /**
  89262. * Parent particle Id, if any.
  89263. * Default null.
  89264. */
  89265. parentId: Nullable<number>;
  89266. /**
  89267. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89268. * The possible values are :
  89269. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89270. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89271. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89272. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89273. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89274. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89275. * */
  89276. cullingStrategy: number;
  89277. /**
  89278. * @hidden Internal global position in the SPS.
  89279. */
  89280. _globalPosition: Vector3;
  89281. /**
  89282. * Creates a Solid Particle object.
  89283. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89284. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89285. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89286. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89287. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89288. * @param shapeId (integer) is the model shape identifier in the SPS.
  89289. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89290. * @param sps defines the sps it is associated to
  89291. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89292. */
  89293. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89294. /**
  89295. * Legacy support, changed scale to scaling
  89296. */
  89297. /**
  89298. * Legacy support, changed scale to scaling
  89299. */
  89300. scale: Vector3;
  89301. /**
  89302. * Legacy support, changed quaternion to rotationQuaternion
  89303. */
  89304. /**
  89305. * Legacy support, changed quaternion to rotationQuaternion
  89306. */
  89307. quaternion: Nullable<Quaternion>;
  89308. /**
  89309. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89310. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89311. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89312. * @returns true if it intersects
  89313. */
  89314. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89315. /**
  89316. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89317. * A particle is in the frustum if its bounding box intersects the frustum
  89318. * @param frustumPlanes defines the frustum to test
  89319. * @returns true if the particle is in the frustum planes
  89320. */
  89321. isInFrustum(frustumPlanes: Plane[]): boolean;
  89322. /**
  89323. * get the rotation matrix of the particle
  89324. * @hidden
  89325. */
  89326. getRotationMatrix(m: Matrix): void;
  89327. }
  89328. /**
  89329. * Represents the shape of the model used by one particle of a solid particle system.
  89330. * SPS internal tool, don't use it manually.
  89331. */
  89332. export class ModelShape {
  89333. /**
  89334. * The shape id
  89335. * @hidden
  89336. */
  89337. shapeID: number;
  89338. /**
  89339. * flat array of model positions (internal use)
  89340. * @hidden
  89341. */
  89342. _shape: Vector3[];
  89343. /**
  89344. * flat array of model UVs (internal use)
  89345. * @hidden
  89346. */
  89347. _shapeUV: number[];
  89348. /**
  89349. * length of the shape in the model indices array (internal use)
  89350. * @hidden
  89351. */
  89352. _indicesLength: number;
  89353. /**
  89354. * Custom position function (internal use)
  89355. * @hidden
  89356. */
  89357. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89358. /**
  89359. * Custom vertex function (internal use)
  89360. * @hidden
  89361. */
  89362. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89363. /**
  89364. * 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.
  89365. * SPS internal tool, don't use it manually.
  89366. * @hidden
  89367. */
  89368. 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>);
  89369. }
  89370. /**
  89371. * Represents a Depth Sorted Particle in the solid particle system.
  89372. */
  89373. export class DepthSortedParticle {
  89374. /**
  89375. * Index of the particle in the "indices" array
  89376. */
  89377. ind: number;
  89378. /**
  89379. * Length of the particle shape in the "indices" array
  89380. */
  89381. indicesLength: number;
  89382. /**
  89383. * Squared distance from the particle to the camera
  89384. */
  89385. sqDistance: number;
  89386. }
  89387. }
  89388. declare module BABYLON {
  89389. /**
  89390. * @hidden
  89391. */
  89392. export class _MeshCollisionData {
  89393. _checkCollisions: boolean;
  89394. _collisionMask: number;
  89395. _collisionGroup: number;
  89396. _collider: Nullable<Collider>;
  89397. _oldPositionForCollisions: Vector3;
  89398. _diffPositionForCollisions: Vector3;
  89399. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89400. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89401. }
  89402. }
  89403. declare module BABYLON {
  89404. /** @hidden */
  89405. class _FacetDataStorage {
  89406. facetPositions: Vector3[];
  89407. facetNormals: Vector3[];
  89408. facetPartitioning: number[][];
  89409. facetNb: number;
  89410. partitioningSubdivisions: number;
  89411. partitioningBBoxRatio: number;
  89412. facetDataEnabled: boolean;
  89413. facetParameters: any;
  89414. bbSize: Vector3;
  89415. subDiv: {
  89416. max: number;
  89417. X: number;
  89418. Y: number;
  89419. Z: number;
  89420. };
  89421. facetDepthSort: boolean;
  89422. facetDepthSortEnabled: boolean;
  89423. depthSortedIndices: IndicesArray;
  89424. depthSortedFacets: {
  89425. ind: number;
  89426. sqDistance: number;
  89427. }[];
  89428. facetDepthSortFunction: (f1: {
  89429. ind: number;
  89430. sqDistance: number;
  89431. }, f2: {
  89432. ind: number;
  89433. sqDistance: number;
  89434. }) => number;
  89435. facetDepthSortFrom: Vector3;
  89436. facetDepthSortOrigin: Vector3;
  89437. invertedMatrix: Matrix;
  89438. }
  89439. /**
  89440. * @hidden
  89441. **/
  89442. class _InternalAbstractMeshDataInfo {
  89443. _hasVertexAlpha: boolean;
  89444. _useVertexColors: boolean;
  89445. _numBoneInfluencers: number;
  89446. _applyFog: boolean;
  89447. _receiveShadows: boolean;
  89448. _facetData: _FacetDataStorage;
  89449. _visibility: number;
  89450. _skeleton: Nullable<Skeleton>;
  89451. _layerMask: number;
  89452. _computeBonesUsingShaders: boolean;
  89453. _isActive: boolean;
  89454. _onlyForInstances: boolean;
  89455. _isActiveIntermediate: boolean;
  89456. _onlyForInstancesIntermediate: boolean;
  89457. }
  89458. /**
  89459. * Class used to store all common mesh properties
  89460. */
  89461. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89462. /** No occlusion */
  89463. static OCCLUSION_TYPE_NONE: number;
  89464. /** Occlusion set to optimisitic */
  89465. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89466. /** Occlusion set to strict */
  89467. static OCCLUSION_TYPE_STRICT: number;
  89468. /** Use an accurante occlusion algorithm */
  89469. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89470. /** Use a conservative occlusion algorithm */
  89471. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89472. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89473. * Test order :
  89474. * Is the bounding sphere outside the frustum ?
  89475. * If not, are the bounding box vertices outside the frustum ?
  89476. * It not, then the cullable object is in the frustum.
  89477. */
  89478. static readonly CULLINGSTRATEGY_STANDARD: number;
  89479. /** Culling strategy : Bounding Sphere Only.
  89480. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89481. * It's also less accurate than the standard because some not visible objects can still be selected.
  89482. * Test : is the bounding sphere outside the frustum ?
  89483. * If not, then the cullable object is in the frustum.
  89484. */
  89485. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89486. /** Culling strategy : Optimistic Inclusion.
  89487. * This in an inclusion test first, then the standard exclusion test.
  89488. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89489. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  89490. * Anyway, it's as accurate as the standard strategy.
  89491. * Test :
  89492. * Is the cullable object bounding sphere center in the frustum ?
  89493. * If not, apply the default culling strategy.
  89494. */
  89495. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89496. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89497. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89498. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89499. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  89500. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89501. * Test :
  89502. * Is the cullable object bounding sphere center in the frustum ?
  89503. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89504. */
  89505. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89506. /**
  89507. * No billboard
  89508. */
  89509. static readonly BILLBOARDMODE_NONE: number;
  89510. /** Billboard on X axis */
  89511. static readonly BILLBOARDMODE_X: number;
  89512. /** Billboard on Y axis */
  89513. static readonly BILLBOARDMODE_Y: number;
  89514. /** Billboard on Z axis */
  89515. static readonly BILLBOARDMODE_Z: number;
  89516. /** Billboard on all axes */
  89517. static readonly BILLBOARDMODE_ALL: number;
  89518. /** @hidden */
  89519. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89520. /**
  89521. * The culling strategy to use to check whether the mesh must be rendered or not.
  89522. * This value can be changed at any time and will be used on the next render mesh selection.
  89523. * The possible values are :
  89524. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89525. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89526. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89527. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89528. * Please read each static variable documentation to get details about the culling process.
  89529. * */
  89530. cullingStrategy: number;
  89531. /**
  89532. * Gets the number of facets in the mesh
  89533. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89534. */
  89535. readonly facetNb: number;
  89536. /**
  89537. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89538. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89539. */
  89540. partitioningSubdivisions: number;
  89541. /**
  89542. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89543. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89544. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89545. */
  89546. partitioningBBoxRatio: number;
  89547. /**
  89548. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89549. * Works only for updatable meshes.
  89550. * Doesn't work with multi-materials
  89551. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89552. */
  89553. mustDepthSortFacets: boolean;
  89554. /**
  89555. * The location (Vector3) where the facet depth sort must be computed from.
  89556. * By default, the active camera position.
  89557. * Used only when facet depth sort is enabled
  89558. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89559. */
  89560. facetDepthSortFrom: Vector3;
  89561. /**
  89562. * gets a boolean indicating if facetData is enabled
  89563. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89564. */
  89565. readonly isFacetDataEnabled: boolean;
  89566. /** @hidden */
  89567. _updateNonUniformScalingState(value: boolean): boolean;
  89568. /**
  89569. * An event triggered when this mesh collides with another one
  89570. */
  89571. onCollideObservable: Observable<AbstractMesh>;
  89572. /** Set a function to call when this mesh collides with another one */
  89573. onCollide: () => void;
  89574. /**
  89575. * An event triggered when the collision's position changes
  89576. */
  89577. onCollisionPositionChangeObservable: Observable<Vector3>;
  89578. /** Set a function to call when the collision's position changes */
  89579. onCollisionPositionChange: () => void;
  89580. /**
  89581. * An event triggered when material is changed
  89582. */
  89583. onMaterialChangedObservable: Observable<AbstractMesh>;
  89584. /**
  89585. * Gets or sets the orientation for POV movement & rotation
  89586. */
  89587. definedFacingForward: boolean;
  89588. /** @hidden */
  89589. _occlusionQuery: Nullable<WebGLQuery>;
  89590. /** @hidden */
  89591. _renderingGroup: Nullable<RenderingGroup>;
  89592. /**
  89593. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89594. */
  89595. /**
  89596. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89597. */
  89598. visibility: number;
  89599. /** Gets or sets the alpha index used to sort transparent meshes
  89600. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89601. */
  89602. alphaIndex: number;
  89603. /**
  89604. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89605. */
  89606. isVisible: boolean;
  89607. /**
  89608. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89609. */
  89610. isPickable: boolean;
  89611. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89612. showSubMeshesBoundingBox: boolean;
  89613. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89614. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89615. */
  89616. isBlocker: boolean;
  89617. /**
  89618. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89619. */
  89620. enablePointerMoveEvents: boolean;
  89621. /**
  89622. * Specifies the rendering group id for this mesh (0 by default)
  89623. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89624. */
  89625. renderingGroupId: number;
  89626. private _material;
  89627. /** Gets or sets current material */
  89628. material: Nullable<Material>;
  89629. /**
  89630. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89631. * @see http://doc.babylonjs.com/babylon101/shadows
  89632. */
  89633. receiveShadows: boolean;
  89634. /** Defines color to use when rendering outline */
  89635. outlineColor: Color3;
  89636. /** Define width to use when rendering outline */
  89637. outlineWidth: number;
  89638. /** Defines color to use when rendering overlay */
  89639. overlayColor: Color3;
  89640. /** Defines alpha to use when rendering overlay */
  89641. overlayAlpha: number;
  89642. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89643. hasVertexAlpha: boolean;
  89644. /** 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) */
  89645. useVertexColors: boolean;
  89646. /**
  89647. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89648. */
  89649. computeBonesUsingShaders: boolean;
  89650. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89651. numBoneInfluencers: number;
  89652. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89653. applyFog: boolean;
  89654. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89655. useOctreeForRenderingSelection: boolean;
  89656. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89657. useOctreeForPicking: boolean;
  89658. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89659. useOctreeForCollisions: boolean;
  89660. /**
  89661. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89662. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89663. */
  89664. layerMask: number;
  89665. /**
  89666. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89667. */
  89668. alwaysSelectAsActiveMesh: boolean;
  89669. /**
  89670. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89671. */
  89672. doNotSyncBoundingInfo: boolean;
  89673. /**
  89674. * Gets or sets the current action manager
  89675. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89676. */
  89677. actionManager: Nullable<AbstractActionManager>;
  89678. private _meshCollisionData;
  89679. /**
  89680. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89681. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89682. */
  89683. ellipsoid: Vector3;
  89684. /**
  89685. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89686. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89687. */
  89688. ellipsoidOffset: Vector3;
  89689. /**
  89690. * Gets or sets a collision mask used to mask collisions (default is -1).
  89691. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89692. */
  89693. collisionMask: number;
  89694. /**
  89695. * Gets or sets the current collision group mask (-1 by default).
  89696. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89697. */
  89698. collisionGroup: number;
  89699. /**
  89700. * Defines edge width used when edgesRenderer is enabled
  89701. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89702. */
  89703. edgesWidth: number;
  89704. /**
  89705. * Defines edge color used when edgesRenderer is enabled
  89706. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89707. */
  89708. edgesColor: Color4;
  89709. /** @hidden */
  89710. _edgesRenderer: Nullable<IEdgesRenderer>;
  89711. /** @hidden */
  89712. _masterMesh: Nullable<AbstractMesh>;
  89713. /** @hidden */
  89714. _boundingInfo: Nullable<BoundingInfo>;
  89715. /** @hidden */
  89716. _renderId: number;
  89717. /**
  89718. * Gets or sets the list of subMeshes
  89719. * @see http://doc.babylonjs.com/how_to/multi_materials
  89720. */
  89721. subMeshes: SubMesh[];
  89722. /** @hidden */
  89723. _intersectionsInProgress: AbstractMesh[];
  89724. /** @hidden */
  89725. _unIndexed: boolean;
  89726. /** @hidden */
  89727. _lightSources: Light[];
  89728. /** Gets the list of lights affecting that mesh */
  89729. readonly lightSources: Light[];
  89730. /** @hidden */
  89731. readonly _positions: Nullable<Vector3[]>;
  89732. /** @hidden */
  89733. _waitingData: {
  89734. lods: Nullable<any>;
  89735. actions: Nullable<any>;
  89736. freezeWorldMatrix: Nullable<boolean>;
  89737. };
  89738. /** @hidden */
  89739. _bonesTransformMatrices: Nullable<Float32Array>;
  89740. /** @hidden */
  89741. _transformMatrixTexture: Nullable<RawTexture>;
  89742. /**
  89743. * Gets or sets a skeleton to apply skining transformations
  89744. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89745. */
  89746. skeleton: Nullable<Skeleton>;
  89747. /**
  89748. * An event triggered when the mesh is rebuilt.
  89749. */
  89750. onRebuildObservable: Observable<AbstractMesh>;
  89751. /**
  89752. * Creates a new AbstractMesh
  89753. * @param name defines the name of the mesh
  89754. * @param scene defines the hosting scene
  89755. */
  89756. constructor(name: string, scene?: Nullable<Scene>);
  89757. /**
  89758. * Returns the string "AbstractMesh"
  89759. * @returns "AbstractMesh"
  89760. */
  89761. getClassName(): string;
  89762. /**
  89763. * Gets a string representation of the current mesh
  89764. * @param fullDetails defines a boolean indicating if full details must be included
  89765. * @returns a string representation of the current mesh
  89766. */
  89767. toString(fullDetails?: boolean): string;
  89768. /**
  89769. * @hidden
  89770. */
  89771. protected _getEffectiveParent(): Nullable<Node>;
  89772. /** @hidden */
  89773. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89774. /** @hidden */
  89775. _rebuild(): void;
  89776. /** @hidden */
  89777. _resyncLightSources(): void;
  89778. /** @hidden */
  89779. _resyncLighSource(light: Light): void;
  89780. /** @hidden */
  89781. _unBindEffect(): void;
  89782. /** @hidden */
  89783. _removeLightSource(light: Light): void;
  89784. private _markSubMeshesAsDirty;
  89785. /** @hidden */
  89786. _markSubMeshesAsLightDirty(): void;
  89787. /** @hidden */
  89788. _markSubMeshesAsAttributesDirty(): void;
  89789. /** @hidden */
  89790. _markSubMeshesAsMiscDirty(): void;
  89791. /**
  89792. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89793. */
  89794. scaling: Vector3;
  89795. /**
  89796. * Returns true if the mesh is blocked. Implemented by child classes
  89797. */
  89798. readonly isBlocked: boolean;
  89799. /**
  89800. * Returns the mesh itself by default. Implemented by child classes
  89801. * @param camera defines the camera to use to pick the right LOD level
  89802. * @returns the currentAbstractMesh
  89803. */
  89804. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89805. /**
  89806. * Returns 0 by default. Implemented by child classes
  89807. * @returns an integer
  89808. */
  89809. getTotalVertices(): number;
  89810. /**
  89811. * Returns a positive integer : the total number of indices in this mesh geometry.
  89812. * @returns the numner of indices or zero if the mesh has no geometry.
  89813. */
  89814. getTotalIndices(): number;
  89815. /**
  89816. * Returns null by default. Implemented by child classes
  89817. * @returns null
  89818. */
  89819. getIndices(): Nullable<IndicesArray>;
  89820. /**
  89821. * Returns the array of the requested vertex data kind. Implemented by child classes
  89822. * @param kind defines the vertex data kind to use
  89823. * @returns null
  89824. */
  89825. getVerticesData(kind: string): Nullable<FloatArray>;
  89826. /**
  89827. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89828. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89829. * Note that a new underlying VertexBuffer object is created each call.
  89830. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89831. * @param kind defines vertex data kind:
  89832. * * VertexBuffer.PositionKind
  89833. * * VertexBuffer.UVKind
  89834. * * VertexBuffer.UV2Kind
  89835. * * VertexBuffer.UV3Kind
  89836. * * VertexBuffer.UV4Kind
  89837. * * VertexBuffer.UV5Kind
  89838. * * VertexBuffer.UV6Kind
  89839. * * VertexBuffer.ColorKind
  89840. * * VertexBuffer.MatricesIndicesKind
  89841. * * VertexBuffer.MatricesIndicesExtraKind
  89842. * * VertexBuffer.MatricesWeightsKind
  89843. * * VertexBuffer.MatricesWeightsExtraKind
  89844. * @param data defines the data source
  89845. * @param updatable defines if the data must be flagged as updatable (or static)
  89846. * @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
  89847. * @returns the current mesh
  89848. */
  89849. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89850. /**
  89851. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89852. * If the mesh has no geometry, it is simply returned as it is.
  89853. * @param kind defines vertex data kind:
  89854. * * VertexBuffer.PositionKind
  89855. * * VertexBuffer.UVKind
  89856. * * VertexBuffer.UV2Kind
  89857. * * VertexBuffer.UV3Kind
  89858. * * VertexBuffer.UV4Kind
  89859. * * VertexBuffer.UV5Kind
  89860. * * VertexBuffer.UV6Kind
  89861. * * VertexBuffer.ColorKind
  89862. * * VertexBuffer.MatricesIndicesKind
  89863. * * VertexBuffer.MatricesIndicesExtraKind
  89864. * * VertexBuffer.MatricesWeightsKind
  89865. * * VertexBuffer.MatricesWeightsExtraKind
  89866. * @param data defines the data source
  89867. * @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
  89868. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89869. * @returns the current mesh
  89870. */
  89871. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89872. /**
  89873. * Sets the mesh indices,
  89874. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89875. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89876. * @param totalVertices Defines the total number of vertices
  89877. * @returns the current mesh
  89878. */
  89879. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89880. /**
  89881. * Gets a boolean indicating if specific vertex data is present
  89882. * @param kind defines the vertex data kind to use
  89883. * @returns true is data kind is present
  89884. */
  89885. isVerticesDataPresent(kind: string): boolean;
  89886. /**
  89887. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89888. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89889. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89890. * @returns a BoundingInfo
  89891. */
  89892. getBoundingInfo(): BoundingInfo;
  89893. /**
  89894. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89895. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89896. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89897. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89898. * @returns the current mesh
  89899. */
  89900. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89901. /**
  89902. * Overwrite the current bounding info
  89903. * @param boundingInfo defines the new bounding info
  89904. * @returns the current mesh
  89905. */
  89906. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89907. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89908. readonly useBones: boolean;
  89909. /** @hidden */
  89910. _preActivate(): void;
  89911. /** @hidden */
  89912. _preActivateForIntermediateRendering(renderId: number): void;
  89913. /** @hidden */
  89914. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89915. /** @hidden */
  89916. _postActivate(): void;
  89917. /** @hidden */
  89918. _freeze(): void;
  89919. /** @hidden */
  89920. _unFreeze(): void;
  89921. /**
  89922. * Gets the current world matrix
  89923. * @returns a Matrix
  89924. */
  89925. getWorldMatrix(): Matrix;
  89926. /** @hidden */
  89927. _getWorldMatrixDeterminant(): number;
  89928. /**
  89929. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89930. */
  89931. readonly isAnInstance: boolean;
  89932. /**
  89933. * Perform relative position change from the point of view of behind the front of the mesh.
  89934. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89935. * Supports definition of mesh facing forward or backward
  89936. * @param amountRight defines the distance on the right axis
  89937. * @param amountUp defines the distance on the up axis
  89938. * @param amountForward defines the distance on the forward axis
  89939. * @returns the current mesh
  89940. */
  89941. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89942. /**
  89943. * Calculate relative position change from the point of view of behind the front of the mesh.
  89944. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89945. * Supports definition of mesh facing forward or backward
  89946. * @param amountRight defines the distance on the right axis
  89947. * @param amountUp defines the distance on the up axis
  89948. * @param amountForward defines the distance on the forward axis
  89949. * @returns the new displacement vector
  89950. */
  89951. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89952. /**
  89953. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89954. * Supports definition of mesh facing forward or backward
  89955. * @param flipBack defines the flip
  89956. * @param twirlClockwise defines the twirl
  89957. * @param tiltRight defines the tilt
  89958. * @returns the current mesh
  89959. */
  89960. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89961. /**
  89962. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89963. * Supports definition of mesh facing forward or backward.
  89964. * @param flipBack defines the flip
  89965. * @param twirlClockwise defines the twirl
  89966. * @param tiltRight defines the tilt
  89967. * @returns the new rotation vector
  89968. */
  89969. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89970. /**
  89971. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89972. * This means the mesh underlying bounding box and sphere are recomputed.
  89973. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89974. * @returns the current mesh
  89975. */
  89976. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89977. /** @hidden */
  89978. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89979. /** @hidden */
  89980. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89981. /** @hidden */
  89982. _updateBoundingInfo(): AbstractMesh;
  89983. /** @hidden */
  89984. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89985. /** @hidden */
  89986. protected _afterComputeWorldMatrix(): void;
  89987. /** @hidden */
  89988. readonly _effectiveMesh: AbstractMesh;
  89989. /**
  89990. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89991. * A mesh is in the frustum if its bounding box intersects the frustum
  89992. * @param frustumPlanes defines the frustum to test
  89993. * @returns true if the mesh is in the frustum planes
  89994. */
  89995. isInFrustum(frustumPlanes: Plane[]): boolean;
  89996. /**
  89997. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89998. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89999. * @param frustumPlanes defines the frustum to test
  90000. * @returns true if the mesh is completely in the frustum planes
  90001. */
  90002. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90003. /**
  90004. * True if the mesh intersects another mesh or a SolidParticle object
  90005. * @param mesh defines a target mesh or SolidParticle to test
  90006. * @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)
  90007. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90008. * @returns true if there is an intersection
  90009. */
  90010. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90011. /**
  90012. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90013. * @param point defines the point to test
  90014. * @returns true if there is an intersection
  90015. */
  90016. intersectsPoint(point: Vector3): boolean;
  90017. /**
  90018. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90019. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90020. */
  90021. checkCollisions: boolean;
  90022. /**
  90023. * Gets Collider object used to compute collisions (not physics)
  90024. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90025. */
  90026. readonly collider: Nullable<Collider>;
  90027. /**
  90028. * Move the mesh using collision engine
  90029. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90030. * @param displacement defines the requested displacement vector
  90031. * @returns the current mesh
  90032. */
  90033. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90034. private _onCollisionPositionChange;
  90035. /** @hidden */
  90036. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90037. /** @hidden */
  90038. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90039. /** @hidden */
  90040. _checkCollision(collider: Collider): AbstractMesh;
  90041. /** @hidden */
  90042. _generatePointsArray(): boolean;
  90043. /**
  90044. * Checks if the passed Ray intersects with the mesh
  90045. * @param ray defines the ray to use
  90046. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90047. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90048. * @returns the picking info
  90049. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90050. */
  90051. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90052. /**
  90053. * Clones the current mesh
  90054. * @param name defines the mesh name
  90055. * @param newParent defines the new mesh parent
  90056. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90057. * @returns the new mesh
  90058. */
  90059. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90060. /**
  90061. * Disposes all the submeshes of the current meshnp
  90062. * @returns the current mesh
  90063. */
  90064. releaseSubMeshes(): AbstractMesh;
  90065. /**
  90066. * Releases resources associated with this abstract mesh.
  90067. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90068. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90069. */
  90070. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90071. /**
  90072. * Adds the passed mesh as a child to the current mesh
  90073. * @param mesh defines the child mesh
  90074. * @returns the current mesh
  90075. */
  90076. addChild(mesh: AbstractMesh): AbstractMesh;
  90077. /**
  90078. * Removes the passed mesh from the current mesh children list
  90079. * @param mesh defines the child mesh
  90080. * @returns the current mesh
  90081. */
  90082. removeChild(mesh: AbstractMesh): AbstractMesh;
  90083. /** @hidden */
  90084. private _initFacetData;
  90085. /**
  90086. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90087. * This method can be called within the render loop.
  90088. * 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
  90089. * @returns the current mesh
  90090. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90091. */
  90092. updateFacetData(): AbstractMesh;
  90093. /**
  90094. * Returns the facetLocalNormals array.
  90095. * The normals are expressed in the mesh local spac
  90096. * @returns an array of Vector3
  90097. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90098. */
  90099. getFacetLocalNormals(): Vector3[];
  90100. /**
  90101. * Returns the facetLocalPositions array.
  90102. * The facet positions are expressed in the mesh local space
  90103. * @returns an array of Vector3
  90104. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90105. */
  90106. getFacetLocalPositions(): Vector3[];
  90107. /**
  90108. * Returns the facetLocalPartioning array
  90109. * @returns an array of array of numbers
  90110. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90111. */
  90112. getFacetLocalPartitioning(): number[][];
  90113. /**
  90114. * Returns the i-th facet position in the world system.
  90115. * This method allocates a new Vector3 per call
  90116. * @param i defines the facet index
  90117. * @returns a new Vector3
  90118. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90119. */
  90120. getFacetPosition(i: number): Vector3;
  90121. /**
  90122. * Sets the reference Vector3 with the i-th facet position in the world system
  90123. * @param i defines the facet index
  90124. * @param ref defines the target vector
  90125. * @returns the current mesh
  90126. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90127. */
  90128. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90129. /**
  90130. * Returns the i-th facet normal in the world system.
  90131. * This method allocates a new Vector3 per call
  90132. * @param i defines the facet index
  90133. * @returns a new Vector3
  90134. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90135. */
  90136. getFacetNormal(i: number): Vector3;
  90137. /**
  90138. * Sets the reference Vector3 with the i-th facet normal in the world system
  90139. * @param i defines the facet index
  90140. * @param ref defines the target vector
  90141. * @returns the current mesh
  90142. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90143. */
  90144. getFacetNormalToRef(i: number, ref: Vector3): this;
  90145. /**
  90146. * 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)
  90147. * @param x defines x coordinate
  90148. * @param y defines y coordinate
  90149. * @param z defines z coordinate
  90150. * @returns the array of facet indexes
  90151. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90152. */
  90153. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90154. /**
  90155. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90156. * @param projected sets as the (x,y,z) world projection on the facet
  90157. * @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
  90158. * @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
  90159. * @param x defines x coordinate
  90160. * @param y defines y coordinate
  90161. * @param z defines z coordinate
  90162. * @returns the face index if found (or null instead)
  90163. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90164. */
  90165. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90166. /**
  90167. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90168. * @param projected sets as the (x,y,z) local projection on the facet
  90169. * @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
  90170. * @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
  90171. * @param x defines x coordinate
  90172. * @param y defines y coordinate
  90173. * @param z defines z coordinate
  90174. * @returns the face index if found (or null instead)
  90175. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90176. */
  90177. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90178. /**
  90179. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90180. * @returns the parameters
  90181. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90182. */
  90183. getFacetDataParameters(): any;
  90184. /**
  90185. * Disables the feature FacetData and frees the related memory
  90186. * @returns the current mesh
  90187. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90188. */
  90189. disableFacetData(): AbstractMesh;
  90190. /**
  90191. * Updates the AbstractMesh indices array
  90192. * @param indices defines the data source
  90193. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90194. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  90195. * @returns the current mesh
  90196. */
  90197. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90198. /**
  90199. * Creates new normals data for the mesh
  90200. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90201. * @returns the current mesh
  90202. */
  90203. createNormals(updatable: boolean): AbstractMesh;
  90204. /**
  90205. * Align the mesh with a normal
  90206. * @param normal defines the normal to use
  90207. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90208. * @returns the current mesh
  90209. */
  90210. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90211. /** @hidden */
  90212. _checkOcclusionQuery(): boolean;
  90213. /**
  90214. * Disables the mesh edge rendering mode
  90215. * @returns the currentAbstractMesh
  90216. */
  90217. disableEdgesRendering(): AbstractMesh;
  90218. /**
  90219. * Enables the edge rendering mode on the mesh.
  90220. * This mode makes the mesh edges visible
  90221. * @param epsilon defines the maximal distance between two angles to detect a face
  90222. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90223. * @returns the currentAbstractMesh
  90224. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90225. */
  90226. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90227. }
  90228. }
  90229. declare module BABYLON {
  90230. /**
  90231. * Interface used to define ActionEvent
  90232. */
  90233. export interface IActionEvent {
  90234. /** The mesh or sprite that triggered the action */
  90235. source: any;
  90236. /** The X mouse cursor position at the time of the event */
  90237. pointerX: number;
  90238. /** The Y mouse cursor position at the time of the event */
  90239. pointerY: number;
  90240. /** The mesh that is currently pointed at (can be null) */
  90241. meshUnderPointer: Nullable<AbstractMesh>;
  90242. /** the original (browser) event that triggered the ActionEvent */
  90243. sourceEvent?: any;
  90244. /** additional data for the event */
  90245. additionalData?: any;
  90246. }
  90247. /**
  90248. * ActionEvent is the event being sent when an action is triggered.
  90249. */
  90250. export class ActionEvent implements IActionEvent {
  90251. /** The mesh or sprite that triggered the action */
  90252. source: any;
  90253. /** The X mouse cursor position at the time of the event */
  90254. pointerX: number;
  90255. /** The Y mouse cursor position at the time of the event */
  90256. pointerY: number;
  90257. /** The mesh that is currently pointed at (can be null) */
  90258. meshUnderPointer: Nullable<AbstractMesh>;
  90259. /** the original (browser) event that triggered the ActionEvent */
  90260. sourceEvent?: any;
  90261. /** additional data for the event */
  90262. additionalData?: any;
  90263. /**
  90264. * Creates a new ActionEvent
  90265. * @param source The mesh or sprite that triggered the action
  90266. * @param pointerX The X mouse cursor position at the time of the event
  90267. * @param pointerY The Y mouse cursor position at the time of the event
  90268. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90269. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90270. * @param additionalData additional data for the event
  90271. */
  90272. constructor(
  90273. /** The mesh or sprite that triggered the action */
  90274. source: any,
  90275. /** The X mouse cursor position at the time of the event */
  90276. pointerX: number,
  90277. /** The Y mouse cursor position at the time of the event */
  90278. pointerY: number,
  90279. /** The mesh that is currently pointed at (can be null) */
  90280. meshUnderPointer: Nullable<AbstractMesh>,
  90281. /** the original (browser) event that triggered the ActionEvent */
  90282. sourceEvent?: any,
  90283. /** additional data for the event */
  90284. additionalData?: any);
  90285. /**
  90286. * Helper function to auto-create an ActionEvent from a source mesh.
  90287. * @param source The source mesh that triggered the event
  90288. * @param evt The original (browser) event
  90289. * @param additionalData additional data for the event
  90290. * @returns the new ActionEvent
  90291. */
  90292. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90293. /**
  90294. * Helper function to auto-create an ActionEvent from a source sprite
  90295. * @param source The source sprite that triggered the event
  90296. * @param scene Scene associated with the sprite
  90297. * @param evt The original (browser) event
  90298. * @param additionalData additional data for the event
  90299. * @returns the new ActionEvent
  90300. */
  90301. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90302. /**
  90303. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90304. * @param scene the scene where the event occurred
  90305. * @param evt The original (browser) event
  90306. * @returns the new ActionEvent
  90307. */
  90308. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90309. /**
  90310. * Helper function to auto-create an ActionEvent from a primitive
  90311. * @param prim defines the target primitive
  90312. * @param pointerPos defines the pointer position
  90313. * @param evt The original (browser) event
  90314. * @param additionalData additional data for the event
  90315. * @returns the new ActionEvent
  90316. */
  90317. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90318. }
  90319. }
  90320. declare module BABYLON {
  90321. /**
  90322. * Abstract class used to decouple action Manager from scene and meshes.
  90323. * Do not instantiate.
  90324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90325. */
  90326. export abstract class AbstractActionManager implements IDisposable {
  90327. /** Gets the list of active triggers */
  90328. static Triggers: {
  90329. [key: string]: number;
  90330. };
  90331. /** Gets the cursor to use when hovering items */
  90332. hoverCursor: string;
  90333. /** Gets the list of actions */
  90334. actions: IAction[];
  90335. /**
  90336. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90337. */
  90338. isRecursive: boolean;
  90339. /**
  90340. * Releases all associated resources
  90341. */
  90342. abstract dispose(): void;
  90343. /**
  90344. * Does this action manager has pointer triggers
  90345. */
  90346. abstract readonly hasPointerTriggers: boolean;
  90347. /**
  90348. * Does this action manager has pick triggers
  90349. */
  90350. abstract readonly hasPickTriggers: boolean;
  90351. /**
  90352. * Process a specific trigger
  90353. * @param trigger defines the trigger to process
  90354. * @param evt defines the event details to be processed
  90355. */
  90356. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90357. /**
  90358. * Does this action manager handles actions of any of the given triggers
  90359. * @param triggers defines the triggers to be tested
  90360. * @return a boolean indicating whether one (or more) of the triggers is handled
  90361. */
  90362. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90363. /**
  90364. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90365. * speed.
  90366. * @param triggerA defines the trigger to be tested
  90367. * @param triggerB defines the trigger to be tested
  90368. * @return a boolean indicating whether one (or more) of the triggers is handled
  90369. */
  90370. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90371. /**
  90372. * Does this action manager handles actions of a given trigger
  90373. * @param trigger defines the trigger to be tested
  90374. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90375. * @return whether the trigger is handled
  90376. */
  90377. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90378. /**
  90379. * Serialize this manager to a JSON object
  90380. * @param name defines the property name to store this manager
  90381. * @returns a JSON representation of this manager
  90382. */
  90383. abstract serialize(name: string): any;
  90384. /**
  90385. * Registers an action to this action manager
  90386. * @param action defines the action to be registered
  90387. * @return the action amended (prepared) after registration
  90388. */
  90389. abstract registerAction(action: IAction): Nullable<IAction>;
  90390. /**
  90391. * Unregisters an action to this action manager
  90392. * @param action defines the action to be unregistered
  90393. * @return a boolean indicating whether the action has been unregistered
  90394. */
  90395. abstract unregisterAction(action: IAction): Boolean;
  90396. /**
  90397. * Does exist one action manager with at least one trigger
  90398. **/
  90399. static readonly HasTriggers: boolean;
  90400. /**
  90401. * Does exist one action manager with at least one pick trigger
  90402. **/
  90403. static readonly HasPickTriggers: boolean;
  90404. /**
  90405. * Does exist one action manager that handles actions of a given trigger
  90406. * @param trigger defines the trigger to be tested
  90407. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90408. **/
  90409. static HasSpecificTrigger(trigger: number): boolean;
  90410. }
  90411. }
  90412. declare module BABYLON {
  90413. /**
  90414. * Defines how a node can be built from a string name.
  90415. */
  90416. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90417. /**
  90418. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90419. */
  90420. export class Node implements IBehaviorAware<Node> {
  90421. /** @hidden */
  90422. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90423. private static _NodeConstructors;
  90424. /**
  90425. * Add a new node constructor
  90426. * @param type defines the type name of the node to construct
  90427. * @param constructorFunc defines the constructor function
  90428. */
  90429. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90430. /**
  90431. * Returns a node constructor based on type name
  90432. * @param type defines the type name
  90433. * @param name defines the new node name
  90434. * @param scene defines the hosting scene
  90435. * @param options defines optional options to transmit to constructors
  90436. * @returns the new constructor or null
  90437. */
  90438. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90439. /**
  90440. * Gets or sets the name of the node
  90441. */
  90442. name: string;
  90443. /**
  90444. * Gets or sets the id of the node
  90445. */
  90446. id: string;
  90447. /**
  90448. * Gets or sets the unique id of the node
  90449. */
  90450. uniqueId: number;
  90451. /**
  90452. * Gets or sets a string used to store user defined state for the node
  90453. */
  90454. state: string;
  90455. /**
  90456. * Gets or sets an object used to store user defined information for the node
  90457. */
  90458. metadata: any;
  90459. /**
  90460. * For internal use only. Please do not use.
  90461. */
  90462. reservedDataStore: any;
  90463. /**
  90464. * List of inspectable custom properties (used by the Inspector)
  90465. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90466. */
  90467. inspectableCustomProperties: IInspectable[];
  90468. /**
  90469. * Gets or sets a boolean used to define if the node must be serialized
  90470. */
  90471. doNotSerialize: boolean;
  90472. /** @hidden */
  90473. _isDisposed: boolean;
  90474. /**
  90475. * Gets a list of Animations associated with the node
  90476. */
  90477. animations: Animation[];
  90478. protected _ranges: {
  90479. [name: string]: Nullable<AnimationRange>;
  90480. };
  90481. /**
  90482. * Callback raised when the node is ready to be used
  90483. */
  90484. onReady: Nullable<(node: Node) => void>;
  90485. private _isEnabled;
  90486. private _isParentEnabled;
  90487. private _isReady;
  90488. /** @hidden */
  90489. _currentRenderId: number;
  90490. private _parentUpdateId;
  90491. /** @hidden */
  90492. _childUpdateId: number;
  90493. /** @hidden */
  90494. _waitingParentId: Nullable<string>;
  90495. /** @hidden */
  90496. _scene: Scene;
  90497. /** @hidden */
  90498. _cache: any;
  90499. private _parentNode;
  90500. private _children;
  90501. /** @hidden */
  90502. _worldMatrix: Matrix;
  90503. /** @hidden */
  90504. _worldMatrixDeterminant: number;
  90505. /** @hidden */
  90506. _worldMatrixDeterminantIsDirty: boolean;
  90507. /** @hidden */
  90508. private _sceneRootNodesIndex;
  90509. /**
  90510. * Gets a boolean indicating if the node has been disposed
  90511. * @returns true if the node was disposed
  90512. */
  90513. isDisposed(): boolean;
  90514. /**
  90515. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90516. * @see https://doc.babylonjs.com/how_to/parenting
  90517. */
  90518. parent: Nullable<Node>;
  90519. private addToSceneRootNodes;
  90520. private removeFromSceneRootNodes;
  90521. private _animationPropertiesOverride;
  90522. /**
  90523. * Gets or sets the animation properties override
  90524. */
  90525. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90526. /**
  90527. * Gets a string idenfifying the name of the class
  90528. * @returns "Node" string
  90529. */
  90530. getClassName(): string;
  90531. /** @hidden */
  90532. readonly _isNode: boolean;
  90533. /**
  90534. * An event triggered when the mesh is disposed
  90535. */
  90536. onDisposeObservable: Observable<Node>;
  90537. private _onDisposeObserver;
  90538. /**
  90539. * Sets a callback that will be raised when the node will be disposed
  90540. */
  90541. onDispose: () => void;
  90542. /**
  90543. * Creates a new Node
  90544. * @param name the name and id to be given to this node
  90545. * @param scene the scene this node will be added to
  90546. * @param addToRootNodes the node will be added to scene.rootNodes
  90547. */
  90548. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90549. /**
  90550. * Gets the scene of the node
  90551. * @returns a scene
  90552. */
  90553. getScene(): Scene;
  90554. /**
  90555. * Gets the engine of the node
  90556. * @returns a Engine
  90557. */
  90558. getEngine(): Engine;
  90559. private _behaviors;
  90560. /**
  90561. * Attach a behavior to the node
  90562. * @see http://doc.babylonjs.com/features/behaviour
  90563. * @param behavior defines the behavior to attach
  90564. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90565. * @returns the current Node
  90566. */
  90567. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90568. /**
  90569. * Remove an attached behavior
  90570. * @see http://doc.babylonjs.com/features/behaviour
  90571. * @param behavior defines the behavior to attach
  90572. * @returns the current Node
  90573. */
  90574. removeBehavior(behavior: Behavior<Node>): Node;
  90575. /**
  90576. * Gets the list of attached behaviors
  90577. * @see http://doc.babylonjs.com/features/behaviour
  90578. */
  90579. readonly behaviors: Behavior<Node>[];
  90580. /**
  90581. * Gets an attached behavior by name
  90582. * @param name defines the name of the behavior to look for
  90583. * @see http://doc.babylonjs.com/features/behaviour
  90584. * @returns null if behavior was not found else the requested behavior
  90585. */
  90586. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90587. /**
  90588. * Returns the latest update of the World matrix
  90589. * @returns a Matrix
  90590. */
  90591. getWorldMatrix(): Matrix;
  90592. /** @hidden */
  90593. _getWorldMatrixDeterminant(): number;
  90594. /**
  90595. * Returns directly the latest state of the mesh World matrix.
  90596. * A Matrix is returned.
  90597. */
  90598. readonly worldMatrixFromCache: Matrix;
  90599. /** @hidden */
  90600. _initCache(): void;
  90601. /** @hidden */
  90602. updateCache(force?: boolean): void;
  90603. /** @hidden */
  90604. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90605. /** @hidden */
  90606. _updateCache(ignoreParentClass?: boolean): void;
  90607. /** @hidden */
  90608. _isSynchronized(): boolean;
  90609. /** @hidden */
  90610. _markSyncedWithParent(): void;
  90611. /** @hidden */
  90612. isSynchronizedWithParent(): boolean;
  90613. /** @hidden */
  90614. isSynchronized(): boolean;
  90615. /**
  90616. * Is this node ready to be used/rendered
  90617. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90618. * @return true if the node is ready
  90619. */
  90620. isReady(completeCheck?: boolean): boolean;
  90621. /**
  90622. * Is this node enabled?
  90623. * 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
  90624. * @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
  90625. * @return whether this node (and its parent) is enabled
  90626. */
  90627. isEnabled(checkAncestors?: boolean): boolean;
  90628. /** @hidden */
  90629. protected _syncParentEnabledState(): void;
  90630. /**
  90631. * Set the enabled state of this node
  90632. * @param value defines the new enabled state
  90633. */
  90634. setEnabled(value: boolean): void;
  90635. /**
  90636. * Is this node a descendant of the given node?
  90637. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90638. * @param ancestor defines the parent node to inspect
  90639. * @returns a boolean indicating if this node is a descendant of the given node
  90640. */
  90641. isDescendantOf(ancestor: Node): boolean;
  90642. /** @hidden */
  90643. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90644. /**
  90645. * Will return all nodes that have this node as ascendant
  90646. * @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
  90647. * @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
  90648. * @return all children nodes of all types
  90649. */
  90650. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90651. /**
  90652. * Get all child-meshes of this node
  90653. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  90654. * @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
  90655. * @returns an array of AbstractMesh
  90656. */
  90657. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90658. /**
  90659. * Get all direct children of this node
  90660. * @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
  90661. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  90662. * @returns an array of Node
  90663. */
  90664. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90665. /** @hidden */
  90666. _setReady(state: boolean): void;
  90667. /**
  90668. * Get an animation by name
  90669. * @param name defines the name of the animation to look for
  90670. * @returns null if not found else the requested animation
  90671. */
  90672. getAnimationByName(name: string): Nullable<Animation>;
  90673. /**
  90674. * Creates an animation range for this node
  90675. * @param name defines the name of the range
  90676. * @param from defines the starting key
  90677. * @param to defines the end key
  90678. */
  90679. createAnimationRange(name: string, from: number, to: number): void;
  90680. /**
  90681. * Delete a specific animation range
  90682. * @param name defines the name of the range to delete
  90683. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90684. */
  90685. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90686. /**
  90687. * Get an animation range by name
  90688. * @param name defines the name of the animation range to look for
  90689. * @returns null if not found else the requested animation range
  90690. */
  90691. getAnimationRange(name: string): Nullable<AnimationRange>;
  90692. /**
  90693. * Gets the list of all animation ranges defined on this node
  90694. * @returns an array
  90695. */
  90696. getAnimationRanges(): Nullable<AnimationRange>[];
  90697. /**
  90698. * Will start the animation sequence
  90699. * @param name defines the range frames for animation sequence
  90700. * @param loop defines if the animation should loop (false by default)
  90701. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90702. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90703. * @returns the object created for this animation. If range does not exist, it will return null
  90704. */
  90705. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90706. /**
  90707. * Serialize animation ranges into a JSON compatible object
  90708. * @returns serialization object
  90709. */
  90710. serializeAnimationRanges(): any;
  90711. /**
  90712. * Computes the world matrix of the node
  90713. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90714. * @returns the world matrix
  90715. */
  90716. computeWorldMatrix(force?: boolean): Matrix;
  90717. /**
  90718. * Releases resources associated with this node.
  90719. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90720. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90721. */
  90722. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90723. /**
  90724. * Parse animation range data from a serialization object and store them into a given node
  90725. * @param node defines where to store the animation ranges
  90726. * @param parsedNode defines the serialization object to read data from
  90727. * @param scene defines the hosting scene
  90728. */
  90729. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90730. /**
  90731. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90732. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90733. * @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
  90734. * @returns the new bounding vectors
  90735. */
  90736. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90737. min: Vector3;
  90738. max: Vector3;
  90739. };
  90740. }
  90741. }
  90742. declare module BABYLON {
  90743. /**
  90744. * @hidden
  90745. */
  90746. export class _IAnimationState {
  90747. key: number;
  90748. repeatCount: number;
  90749. workValue?: any;
  90750. loopMode?: number;
  90751. offsetValue?: any;
  90752. highLimitValue?: any;
  90753. }
  90754. /**
  90755. * Class used to store any kind of animation
  90756. */
  90757. export class Animation {
  90758. /**Name of the animation */
  90759. name: string;
  90760. /**Property to animate */
  90761. targetProperty: string;
  90762. /**The frames per second of the animation */
  90763. framePerSecond: number;
  90764. /**The data type of the animation */
  90765. dataType: number;
  90766. /**The loop mode of the animation */
  90767. loopMode?: number | undefined;
  90768. /**Specifies if blending should be enabled */
  90769. enableBlending?: boolean | undefined;
  90770. /**
  90771. * Use matrix interpolation instead of using direct key value when animating matrices
  90772. */
  90773. static AllowMatricesInterpolation: boolean;
  90774. /**
  90775. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90776. */
  90777. static AllowMatrixDecomposeForInterpolation: boolean;
  90778. /**
  90779. * Stores the key frames of the animation
  90780. */
  90781. private _keys;
  90782. /**
  90783. * Stores the easing function of the animation
  90784. */
  90785. private _easingFunction;
  90786. /**
  90787. * @hidden Internal use only
  90788. */
  90789. _runtimeAnimations: RuntimeAnimation[];
  90790. /**
  90791. * The set of event that will be linked to this animation
  90792. */
  90793. private _events;
  90794. /**
  90795. * Stores an array of target property paths
  90796. */
  90797. targetPropertyPath: string[];
  90798. /**
  90799. * Stores the blending speed of the animation
  90800. */
  90801. blendingSpeed: number;
  90802. /**
  90803. * Stores the animation ranges for the animation
  90804. */
  90805. private _ranges;
  90806. /**
  90807. * @hidden Internal use
  90808. */
  90809. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90810. /**
  90811. * Sets up an animation
  90812. * @param property The property to animate
  90813. * @param animationType The animation type to apply
  90814. * @param framePerSecond The frames per second of the animation
  90815. * @param easingFunction The easing function used in the animation
  90816. * @returns The created animation
  90817. */
  90818. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90819. /**
  90820. * Create and start an animation on a node
  90821. * @param name defines the name of the global animation that will be run on all nodes
  90822. * @param node defines the root node where the animation will take place
  90823. * @param targetProperty defines property to animate
  90824. * @param framePerSecond defines the number of frame per second yo use
  90825. * @param totalFrame defines the number of frames in total
  90826. * @param from defines the initial value
  90827. * @param to defines the final value
  90828. * @param loopMode defines which loop mode you want to use (off by default)
  90829. * @param easingFunction defines the easing function to use (linear by default)
  90830. * @param onAnimationEnd defines the callback to call when animation end
  90831. * @returns the animatable created for this animation
  90832. */
  90833. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90834. /**
  90835. * Create and start an animation on a node and its descendants
  90836. * @param name defines the name of the global animation that will be run on all nodes
  90837. * @param node defines the root node where the animation will take place
  90838. * @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
  90839. * @param targetProperty defines property to animate
  90840. * @param framePerSecond defines the number of frame per second to use
  90841. * @param totalFrame defines the number of frames in total
  90842. * @param from defines the initial value
  90843. * @param to defines the final value
  90844. * @param loopMode defines which loop mode you want to use (off by default)
  90845. * @param easingFunction defines the easing function to use (linear by default)
  90846. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90847. * @returns the list of animatables created for all nodes
  90848. * @example https://www.babylonjs-playground.com/#MH0VLI
  90849. */
  90850. 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[]>;
  90851. /**
  90852. * Creates a new animation, merges it with the existing animations and starts it
  90853. * @param name Name of the animation
  90854. * @param node Node which contains the scene that begins the animations
  90855. * @param targetProperty Specifies which property to animate
  90856. * @param framePerSecond The frames per second of the animation
  90857. * @param totalFrame The total number of frames
  90858. * @param from The frame at the beginning of the animation
  90859. * @param to The frame at the end of the animation
  90860. * @param loopMode Specifies the loop mode of the animation
  90861. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90862. * @param onAnimationEnd Callback to run once the animation is complete
  90863. * @returns Nullable animation
  90864. */
  90865. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90866. /**
  90867. * Transition property of an host to the target Value
  90868. * @param property The property to transition
  90869. * @param targetValue The target Value of the property
  90870. * @param host The object where the property to animate belongs
  90871. * @param scene Scene used to run the animation
  90872. * @param frameRate Framerate (in frame/s) to use
  90873. * @param transition The transition type we want to use
  90874. * @param duration The duration of the animation, in milliseconds
  90875. * @param onAnimationEnd Callback trigger at the end of the animation
  90876. * @returns Nullable animation
  90877. */
  90878. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90879. /**
  90880. * Return the array of runtime animations currently using this animation
  90881. */
  90882. readonly runtimeAnimations: RuntimeAnimation[];
  90883. /**
  90884. * Specifies if any of the runtime animations are currently running
  90885. */
  90886. readonly hasRunningRuntimeAnimations: boolean;
  90887. /**
  90888. * Initializes the animation
  90889. * @param name Name of the animation
  90890. * @param targetProperty Property to animate
  90891. * @param framePerSecond The frames per second of the animation
  90892. * @param dataType The data type of the animation
  90893. * @param loopMode The loop mode of the animation
  90894. * @param enableBlending Specifies if blending should be enabled
  90895. */
  90896. constructor(
  90897. /**Name of the animation */
  90898. name: string,
  90899. /**Property to animate */
  90900. targetProperty: string,
  90901. /**The frames per second of the animation */
  90902. framePerSecond: number,
  90903. /**The data type of the animation */
  90904. dataType: number,
  90905. /**The loop mode of the animation */
  90906. loopMode?: number | undefined,
  90907. /**Specifies if blending should be enabled */
  90908. enableBlending?: boolean | undefined);
  90909. /**
  90910. * Converts the animation to a string
  90911. * @param fullDetails support for multiple levels of logging within scene loading
  90912. * @returns String form of the animation
  90913. */
  90914. toString(fullDetails?: boolean): string;
  90915. /**
  90916. * Add an event to this animation
  90917. * @param event Event to add
  90918. */
  90919. addEvent(event: AnimationEvent): void;
  90920. /**
  90921. * Remove all events found at the given frame
  90922. * @param frame The frame to remove events from
  90923. */
  90924. removeEvents(frame: number): void;
  90925. /**
  90926. * Retrieves all the events from the animation
  90927. * @returns Events from the animation
  90928. */
  90929. getEvents(): AnimationEvent[];
  90930. /**
  90931. * Creates an animation range
  90932. * @param name Name of the animation range
  90933. * @param from Starting frame of the animation range
  90934. * @param to Ending frame of the animation
  90935. */
  90936. createRange(name: string, from: number, to: number): void;
  90937. /**
  90938. * Deletes an animation range by name
  90939. * @param name Name of the animation range to delete
  90940. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90941. */
  90942. deleteRange(name: string, deleteFrames?: boolean): void;
  90943. /**
  90944. * Gets the animation range by name, or null if not defined
  90945. * @param name Name of the animation range
  90946. * @returns Nullable animation range
  90947. */
  90948. getRange(name: string): Nullable<AnimationRange>;
  90949. /**
  90950. * Gets the key frames from the animation
  90951. * @returns The key frames of the animation
  90952. */
  90953. getKeys(): Array<IAnimationKey>;
  90954. /**
  90955. * Gets the highest frame rate of the animation
  90956. * @returns Highest frame rate of the animation
  90957. */
  90958. getHighestFrame(): number;
  90959. /**
  90960. * Gets the easing function of the animation
  90961. * @returns Easing function of the animation
  90962. */
  90963. getEasingFunction(): IEasingFunction;
  90964. /**
  90965. * Sets the easing function of the animation
  90966. * @param easingFunction A custom mathematical formula for animation
  90967. */
  90968. setEasingFunction(easingFunction: EasingFunction): void;
  90969. /**
  90970. * Interpolates a scalar linearly
  90971. * @param startValue Start value of the animation curve
  90972. * @param endValue End value of the animation curve
  90973. * @param gradient Scalar amount to interpolate
  90974. * @returns Interpolated scalar value
  90975. */
  90976. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90977. /**
  90978. * Interpolates a scalar cubically
  90979. * @param startValue Start value of the animation curve
  90980. * @param outTangent End tangent of the animation
  90981. * @param endValue End value of the animation curve
  90982. * @param inTangent Start tangent of the animation curve
  90983. * @param gradient Scalar amount to interpolate
  90984. * @returns Interpolated scalar value
  90985. */
  90986. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90987. /**
  90988. * Interpolates a quaternion using a spherical linear interpolation
  90989. * @param startValue Start value of the animation curve
  90990. * @param endValue End value of the animation curve
  90991. * @param gradient Scalar amount to interpolate
  90992. * @returns Interpolated quaternion value
  90993. */
  90994. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90995. /**
  90996. * Interpolates a quaternion cubically
  90997. * @param startValue Start value of the animation curve
  90998. * @param outTangent End tangent of the animation curve
  90999. * @param endValue End value of the animation curve
  91000. * @param inTangent Start tangent of the animation curve
  91001. * @param gradient Scalar amount to interpolate
  91002. * @returns Interpolated quaternion value
  91003. */
  91004. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91005. /**
  91006. * Interpolates a Vector3 linearl
  91007. * @param startValue Start value of the animation curve
  91008. * @param endValue End value of the animation curve
  91009. * @param gradient Scalar amount to interpolate
  91010. * @returns Interpolated scalar value
  91011. */
  91012. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91013. /**
  91014. * Interpolates a Vector3 cubically
  91015. * @param startValue Start value of the animation curve
  91016. * @param outTangent End tangent of the animation
  91017. * @param endValue End value of the animation curve
  91018. * @param inTangent Start tangent of the animation curve
  91019. * @param gradient Scalar amount to interpolate
  91020. * @returns InterpolatedVector3 value
  91021. */
  91022. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91023. /**
  91024. * Interpolates a Vector2 linearly
  91025. * @param startValue Start value of the animation curve
  91026. * @param endValue End value of the animation curve
  91027. * @param gradient Scalar amount to interpolate
  91028. * @returns Interpolated Vector2 value
  91029. */
  91030. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91031. /**
  91032. * Interpolates a Vector2 cubically
  91033. * @param startValue Start value of the animation curve
  91034. * @param outTangent End tangent of the animation
  91035. * @param endValue End value of the animation curve
  91036. * @param inTangent Start tangent of the animation curve
  91037. * @param gradient Scalar amount to interpolate
  91038. * @returns Interpolated Vector2 value
  91039. */
  91040. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91041. /**
  91042. * Interpolates a size linearly
  91043. * @param startValue Start value of the animation curve
  91044. * @param endValue End value of the animation curve
  91045. * @param gradient Scalar amount to interpolate
  91046. * @returns Interpolated Size value
  91047. */
  91048. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91049. /**
  91050. * Interpolates a Color3 linearly
  91051. * @param startValue Start value of the animation curve
  91052. * @param endValue End value of the animation curve
  91053. * @param gradient Scalar amount to interpolate
  91054. * @returns Interpolated Color3 value
  91055. */
  91056. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91057. /**
  91058. * @hidden Internal use only
  91059. */
  91060. _getKeyValue(value: any): any;
  91061. /**
  91062. * @hidden Internal use only
  91063. */
  91064. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91065. /**
  91066. * Defines the function to use to interpolate matrices
  91067. * @param startValue defines the start matrix
  91068. * @param endValue defines the end matrix
  91069. * @param gradient defines the gradient between both matrices
  91070. * @param result defines an optional target matrix where to store the interpolation
  91071. * @returns the interpolated matrix
  91072. */
  91073. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91074. /**
  91075. * Makes a copy of the animation
  91076. * @returns Cloned animation
  91077. */
  91078. clone(): Animation;
  91079. /**
  91080. * Sets the key frames of the animation
  91081. * @param values The animation key frames to set
  91082. */
  91083. setKeys(values: Array<IAnimationKey>): void;
  91084. /**
  91085. * Serializes the animation to an object
  91086. * @returns Serialized object
  91087. */
  91088. serialize(): any;
  91089. /**
  91090. * Float animation type
  91091. */
  91092. private static _ANIMATIONTYPE_FLOAT;
  91093. /**
  91094. * Vector3 animation type
  91095. */
  91096. private static _ANIMATIONTYPE_VECTOR3;
  91097. /**
  91098. * Quaternion animation type
  91099. */
  91100. private static _ANIMATIONTYPE_QUATERNION;
  91101. /**
  91102. * Matrix animation type
  91103. */
  91104. private static _ANIMATIONTYPE_MATRIX;
  91105. /**
  91106. * Color3 animation type
  91107. */
  91108. private static _ANIMATIONTYPE_COLOR3;
  91109. /**
  91110. * Vector2 animation type
  91111. */
  91112. private static _ANIMATIONTYPE_VECTOR2;
  91113. /**
  91114. * Size animation type
  91115. */
  91116. private static _ANIMATIONTYPE_SIZE;
  91117. /**
  91118. * Relative Loop Mode
  91119. */
  91120. private static _ANIMATIONLOOPMODE_RELATIVE;
  91121. /**
  91122. * Cycle Loop Mode
  91123. */
  91124. private static _ANIMATIONLOOPMODE_CYCLE;
  91125. /**
  91126. * Constant Loop Mode
  91127. */
  91128. private static _ANIMATIONLOOPMODE_CONSTANT;
  91129. /**
  91130. * Get the float animation type
  91131. */
  91132. static readonly ANIMATIONTYPE_FLOAT: number;
  91133. /**
  91134. * Get the Vector3 animation type
  91135. */
  91136. static readonly ANIMATIONTYPE_VECTOR3: number;
  91137. /**
  91138. * Get the Vector2 animation type
  91139. */
  91140. static readonly ANIMATIONTYPE_VECTOR2: number;
  91141. /**
  91142. * Get the Size animation type
  91143. */
  91144. static readonly ANIMATIONTYPE_SIZE: number;
  91145. /**
  91146. * Get the Quaternion animation type
  91147. */
  91148. static readonly ANIMATIONTYPE_QUATERNION: number;
  91149. /**
  91150. * Get the Matrix animation type
  91151. */
  91152. static readonly ANIMATIONTYPE_MATRIX: number;
  91153. /**
  91154. * Get the Color3 animation type
  91155. */
  91156. static readonly ANIMATIONTYPE_COLOR3: number;
  91157. /**
  91158. * Get the Relative Loop Mode
  91159. */
  91160. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91161. /**
  91162. * Get the Cycle Loop Mode
  91163. */
  91164. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91165. /**
  91166. * Get the Constant Loop Mode
  91167. */
  91168. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91169. /** @hidden */
  91170. static _UniversalLerp(left: any, right: any, amount: number): any;
  91171. /**
  91172. * Parses an animation object and creates an animation
  91173. * @param parsedAnimation Parsed animation object
  91174. * @returns Animation object
  91175. */
  91176. static Parse(parsedAnimation: any): Animation;
  91177. /**
  91178. * Appends the serialized animations from the source animations
  91179. * @param source Source containing the animations
  91180. * @param destination Target to store the animations
  91181. */
  91182. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91183. }
  91184. }
  91185. declare module BABYLON {
  91186. /**
  91187. * Interface containing an array of animations
  91188. */
  91189. export interface IAnimatable {
  91190. /**
  91191. * Array of animations
  91192. */
  91193. animations: Nullable<Array<Animation>>;
  91194. }
  91195. }
  91196. declare module BABYLON {
  91197. /**
  91198. * This represents all the required information to add a fresnel effect on a material:
  91199. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91200. */
  91201. export class FresnelParameters {
  91202. private _isEnabled;
  91203. /**
  91204. * Define if the fresnel effect is enable or not.
  91205. */
  91206. isEnabled: boolean;
  91207. /**
  91208. * Define the color used on edges (grazing angle)
  91209. */
  91210. leftColor: Color3;
  91211. /**
  91212. * Define the color used on center
  91213. */
  91214. rightColor: Color3;
  91215. /**
  91216. * Define bias applied to computed fresnel term
  91217. */
  91218. bias: number;
  91219. /**
  91220. * Defined the power exponent applied to fresnel term
  91221. */
  91222. power: number;
  91223. /**
  91224. * Clones the current fresnel and its valuues
  91225. * @returns a clone fresnel configuration
  91226. */
  91227. clone(): FresnelParameters;
  91228. /**
  91229. * Serializes the current fresnel parameters to a JSON representation.
  91230. * @return the JSON serialization
  91231. */
  91232. serialize(): any;
  91233. /**
  91234. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91235. * @param parsedFresnelParameters Define the JSON representation
  91236. * @returns the parsed parameters
  91237. */
  91238. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91239. }
  91240. }
  91241. declare module BABYLON {
  91242. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91243. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91244. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91245. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91246. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91247. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91248. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91249. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91250. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91251. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91252. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91253. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91254. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91255. /**
  91256. * Decorator used to define property that can be serialized as reference to a camera
  91257. * @param sourceName defines the name of the property to decorate
  91258. */
  91259. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91260. /**
  91261. * Class used to help serialization objects
  91262. */
  91263. export class SerializationHelper {
  91264. /** @hidden */
  91265. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91266. /** @hidden */
  91267. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91268. /** @hidden */
  91269. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91270. /** @hidden */
  91271. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91272. /**
  91273. * Appends the serialized animations from the source animations
  91274. * @param source Source containing the animations
  91275. * @param destination Target to store the animations
  91276. */
  91277. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91278. /**
  91279. * Static function used to serialized a specific entity
  91280. * @param entity defines the entity to serialize
  91281. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91282. * @returns a JSON compatible object representing the serialization of the entity
  91283. */
  91284. static Serialize<T>(entity: T, serializationObject?: any): any;
  91285. /**
  91286. * Creates a new entity from a serialization data object
  91287. * @param creationFunction defines a function used to instanciated the new entity
  91288. * @param source defines the source serialization data
  91289. * @param scene defines the hosting scene
  91290. * @param rootUrl defines the root url for resources
  91291. * @returns a new entity
  91292. */
  91293. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91294. /**
  91295. * Clones an object
  91296. * @param creationFunction defines the function used to instanciate the new object
  91297. * @param source defines the source object
  91298. * @returns the cloned object
  91299. */
  91300. static Clone<T>(creationFunction: () => T, source: T): T;
  91301. /**
  91302. * Instanciates a new object based on a source one (some data will be shared between both object)
  91303. * @param creationFunction defines the function used to instanciate the new object
  91304. * @param source defines the source object
  91305. * @returns the new object
  91306. */
  91307. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91308. }
  91309. }
  91310. declare module BABYLON {
  91311. /**
  91312. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91313. */
  91314. export interface CubeMapInfo {
  91315. /**
  91316. * The pixel array for the front face.
  91317. * This is stored in format, left to right, up to down format.
  91318. */
  91319. front: Nullable<ArrayBufferView>;
  91320. /**
  91321. * The pixel array for the back face.
  91322. * This is stored in format, left to right, up to down format.
  91323. */
  91324. back: Nullable<ArrayBufferView>;
  91325. /**
  91326. * The pixel array for the left face.
  91327. * This is stored in format, left to right, up to down format.
  91328. */
  91329. left: Nullable<ArrayBufferView>;
  91330. /**
  91331. * The pixel array for the right face.
  91332. * This is stored in format, left to right, up to down format.
  91333. */
  91334. right: Nullable<ArrayBufferView>;
  91335. /**
  91336. * The pixel array for the up face.
  91337. * This is stored in format, left to right, up to down format.
  91338. */
  91339. up: Nullable<ArrayBufferView>;
  91340. /**
  91341. * The pixel array for the down face.
  91342. * This is stored in format, left to right, up to down format.
  91343. */
  91344. down: Nullable<ArrayBufferView>;
  91345. /**
  91346. * The size of the cubemap stored.
  91347. *
  91348. * Each faces will be size * size pixels.
  91349. */
  91350. size: number;
  91351. /**
  91352. * The format of the texture.
  91353. *
  91354. * RGBA, RGB.
  91355. */
  91356. format: number;
  91357. /**
  91358. * The type of the texture data.
  91359. *
  91360. * UNSIGNED_INT, FLOAT.
  91361. */
  91362. type: number;
  91363. /**
  91364. * Specifies whether the texture is in gamma space.
  91365. */
  91366. gammaSpace: boolean;
  91367. }
  91368. /**
  91369. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91370. */
  91371. export class PanoramaToCubeMapTools {
  91372. private static FACE_FRONT;
  91373. private static FACE_BACK;
  91374. private static FACE_RIGHT;
  91375. private static FACE_LEFT;
  91376. private static FACE_DOWN;
  91377. private static FACE_UP;
  91378. /**
  91379. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91380. *
  91381. * @param float32Array The source data.
  91382. * @param inputWidth The width of the input panorama.
  91383. * @param inputHeight The height of the input panorama.
  91384. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91385. * @return The cubemap data
  91386. */
  91387. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91388. private static CreateCubemapTexture;
  91389. private static CalcProjectionSpherical;
  91390. }
  91391. }
  91392. declare module BABYLON {
  91393. /**
  91394. * Helper class dealing with the extraction of spherical polynomial dataArray
  91395. * from a cube map.
  91396. */
  91397. export class CubeMapToSphericalPolynomialTools {
  91398. private static FileFaces;
  91399. /**
  91400. * Converts a texture to the according Spherical Polynomial data.
  91401. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91402. *
  91403. * @param texture The texture to extract the information from.
  91404. * @return The Spherical Polynomial data.
  91405. */
  91406. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91407. /**
  91408. * Converts a cubemap to the according Spherical Polynomial data.
  91409. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91410. *
  91411. * @param cubeInfo The Cube map to extract the information from.
  91412. * @return The Spherical Polynomial data.
  91413. */
  91414. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91415. }
  91416. }
  91417. declare module BABYLON {
  91418. /**
  91419. * Class used to manipulate GUIDs
  91420. */
  91421. export class GUID {
  91422. /**
  91423. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91424. * Be aware Math.random() could cause collisions, but:
  91425. * "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"
  91426. * @returns a pseudo random id
  91427. */
  91428. static RandomId(): string;
  91429. }
  91430. }
  91431. declare module BABYLON {
  91432. /**
  91433. * Base class of all the textures in babylon.
  91434. * It groups all the common properties the materials, post process, lights... might need
  91435. * in order to make a correct use of the texture.
  91436. */
  91437. export class BaseTexture implements IAnimatable {
  91438. /**
  91439. * Default anisotropic filtering level for the application.
  91440. * It is set to 4 as a good tradeoff between perf and quality.
  91441. */
  91442. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91443. /**
  91444. * Gets or sets the unique id of the texture
  91445. */
  91446. uniqueId: number;
  91447. /**
  91448. * Define the name of the texture.
  91449. */
  91450. name: string;
  91451. /**
  91452. * Gets or sets an object used to store user defined information.
  91453. */
  91454. metadata: any;
  91455. /**
  91456. * For internal use only. Please do not use.
  91457. */
  91458. reservedDataStore: any;
  91459. private _hasAlpha;
  91460. /**
  91461. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91462. */
  91463. hasAlpha: boolean;
  91464. /**
  91465. * Defines if the alpha value should be determined via the rgb values.
  91466. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91467. */
  91468. getAlphaFromRGB: boolean;
  91469. /**
  91470. * Intensity or strength of the texture.
  91471. * It is commonly used by materials to fine tune the intensity of the texture
  91472. */
  91473. level: number;
  91474. /**
  91475. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91476. * This is part of the texture as textures usually maps to one uv set.
  91477. */
  91478. coordinatesIndex: number;
  91479. private _coordinatesMode;
  91480. /**
  91481. * How a texture is mapped.
  91482. *
  91483. * | Value | Type | Description |
  91484. * | ----- | ----------------------------------- | ----------- |
  91485. * | 0 | EXPLICIT_MODE | |
  91486. * | 1 | SPHERICAL_MODE | |
  91487. * | 2 | PLANAR_MODE | |
  91488. * | 3 | CUBIC_MODE | |
  91489. * | 4 | PROJECTION_MODE | |
  91490. * | 5 | SKYBOX_MODE | |
  91491. * | 6 | INVCUBIC_MODE | |
  91492. * | 7 | EQUIRECTANGULAR_MODE | |
  91493. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91494. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91495. */
  91496. coordinatesMode: number;
  91497. /**
  91498. * | Value | Type | Description |
  91499. * | ----- | ------------------ | ----------- |
  91500. * | 0 | CLAMP_ADDRESSMODE | |
  91501. * | 1 | WRAP_ADDRESSMODE | |
  91502. * | 2 | MIRROR_ADDRESSMODE | |
  91503. */
  91504. wrapU: number;
  91505. /**
  91506. * | Value | Type | Description |
  91507. * | ----- | ------------------ | ----------- |
  91508. * | 0 | CLAMP_ADDRESSMODE | |
  91509. * | 1 | WRAP_ADDRESSMODE | |
  91510. * | 2 | MIRROR_ADDRESSMODE | |
  91511. */
  91512. wrapV: number;
  91513. /**
  91514. * | Value | Type | Description |
  91515. * | ----- | ------------------ | ----------- |
  91516. * | 0 | CLAMP_ADDRESSMODE | |
  91517. * | 1 | WRAP_ADDRESSMODE | |
  91518. * | 2 | MIRROR_ADDRESSMODE | |
  91519. */
  91520. wrapR: number;
  91521. /**
  91522. * With compliant hardware and browser (supporting anisotropic filtering)
  91523. * this defines the level of anisotropic filtering in the texture.
  91524. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91525. */
  91526. anisotropicFilteringLevel: number;
  91527. /**
  91528. * Define if the texture is a cube texture or if false a 2d texture.
  91529. */
  91530. isCube: boolean;
  91531. /**
  91532. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91533. */
  91534. is3D: boolean;
  91535. /**
  91536. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91537. * HDR texture are usually stored in linear space.
  91538. * This only impacts the PBR and Background materials
  91539. */
  91540. gammaSpace: boolean;
  91541. /**
  91542. * Gets whether or not the texture contains RGBD data.
  91543. */
  91544. readonly isRGBD: boolean;
  91545. /**
  91546. * Is Z inverted in the texture (useful in a cube texture).
  91547. */
  91548. invertZ: boolean;
  91549. /**
  91550. * Are mip maps generated for this texture or not.
  91551. */
  91552. readonly noMipmap: boolean;
  91553. /**
  91554. * @hidden
  91555. */
  91556. lodLevelInAlpha: boolean;
  91557. /**
  91558. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91559. */
  91560. lodGenerationOffset: number;
  91561. /**
  91562. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91563. */
  91564. lodGenerationScale: number;
  91565. /**
  91566. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91567. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91568. * average roughness values.
  91569. */
  91570. linearSpecularLOD: boolean;
  91571. /**
  91572. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91573. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91574. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91575. */
  91576. irradianceTexture: Nullable<BaseTexture>;
  91577. /**
  91578. * Define if the texture is a render target.
  91579. */
  91580. isRenderTarget: boolean;
  91581. /**
  91582. * Define the unique id of the texture in the scene.
  91583. */
  91584. readonly uid: string;
  91585. /**
  91586. * Return a string representation of the texture.
  91587. * @returns the texture as a string
  91588. */
  91589. toString(): string;
  91590. /**
  91591. * Get the class name of the texture.
  91592. * @returns "BaseTexture"
  91593. */
  91594. getClassName(): string;
  91595. /**
  91596. * Define the list of animation attached to the texture.
  91597. */
  91598. animations: Animation[];
  91599. /**
  91600. * An event triggered when the texture is disposed.
  91601. */
  91602. onDisposeObservable: Observable<BaseTexture>;
  91603. private _onDisposeObserver;
  91604. /**
  91605. * Callback triggered when the texture has been disposed.
  91606. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91607. */
  91608. onDispose: () => void;
  91609. /**
  91610. * Define the current state of the loading sequence when in delayed load mode.
  91611. */
  91612. delayLoadState: number;
  91613. private _scene;
  91614. /** @hidden */
  91615. _texture: Nullable<InternalTexture>;
  91616. private _uid;
  91617. /**
  91618. * Define if the texture is preventinga material to render or not.
  91619. * If not and the texture is not ready, the engine will use a default black texture instead.
  91620. */
  91621. readonly isBlocking: boolean;
  91622. /**
  91623. * Instantiates a new BaseTexture.
  91624. * Base class of all the textures in babylon.
  91625. * It groups all the common properties the materials, post process, lights... might need
  91626. * in order to make a correct use of the texture.
  91627. * @param scene Define the scene the texture blongs to
  91628. */
  91629. constructor(scene: Nullable<Scene>);
  91630. /**
  91631. * Get the scene the texture belongs to.
  91632. * @returns the scene or null if undefined
  91633. */
  91634. getScene(): Nullable<Scene>;
  91635. /**
  91636. * Get the texture transform matrix used to offset tile the texture for istance.
  91637. * @returns the transformation matrix
  91638. */
  91639. getTextureMatrix(): Matrix;
  91640. /**
  91641. * Get the texture reflection matrix used to rotate/transform the reflection.
  91642. * @returns the reflection matrix
  91643. */
  91644. getReflectionTextureMatrix(): Matrix;
  91645. /**
  91646. * Get the underlying lower level texture from Babylon.
  91647. * @returns the insternal texture
  91648. */
  91649. getInternalTexture(): Nullable<InternalTexture>;
  91650. /**
  91651. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91652. * @returns true if ready or not blocking
  91653. */
  91654. isReadyOrNotBlocking(): boolean;
  91655. /**
  91656. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91657. * @returns true if fully ready
  91658. */
  91659. isReady(): boolean;
  91660. private _cachedSize;
  91661. /**
  91662. * Get the size of the texture.
  91663. * @returns the texture size.
  91664. */
  91665. getSize(): ISize;
  91666. /**
  91667. * Get the base size of the texture.
  91668. * It can be different from the size if the texture has been resized for POT for instance
  91669. * @returns the base size
  91670. */
  91671. getBaseSize(): ISize;
  91672. /**
  91673. * Update the sampling mode of the texture.
  91674. * Default is Trilinear mode.
  91675. *
  91676. * | Value | Type | Description |
  91677. * | ----- | ------------------ | ----------- |
  91678. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91679. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91680. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91681. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91682. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91683. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91684. * | 7 | NEAREST_LINEAR | |
  91685. * | 8 | NEAREST_NEAREST | |
  91686. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91687. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91688. * | 11 | LINEAR_LINEAR | |
  91689. * | 12 | LINEAR_NEAREST | |
  91690. *
  91691. * > _mag_: magnification filter (close to the viewer)
  91692. * > _min_: minification filter (far from the viewer)
  91693. * > _mip_: filter used between mip map levels
  91694. *@param samplingMode Define the new sampling mode of the texture
  91695. */
  91696. updateSamplingMode(samplingMode: number): void;
  91697. /**
  91698. * Scales the texture if is `canRescale()`
  91699. * @param ratio the resize factor we want to use to rescale
  91700. */
  91701. scale(ratio: number): void;
  91702. /**
  91703. * Get if the texture can rescale.
  91704. */
  91705. readonly canRescale: boolean;
  91706. /** @hidden */
  91707. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91708. /** @hidden */
  91709. _rebuild(): void;
  91710. /**
  91711. * Triggers the load sequence in delayed load mode.
  91712. */
  91713. delayLoad(): void;
  91714. /**
  91715. * Clones the texture.
  91716. * @returns the cloned texture
  91717. */
  91718. clone(): Nullable<BaseTexture>;
  91719. /**
  91720. * Get the texture underlying type (INT, FLOAT...)
  91721. */
  91722. readonly textureType: number;
  91723. /**
  91724. * Get the texture underlying format (RGB, RGBA...)
  91725. */
  91726. readonly textureFormat: number;
  91727. /**
  91728. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91729. * This will returns an RGBA array buffer containing either in values (0-255) or
  91730. * float values (0-1) depending of the underlying buffer type.
  91731. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91732. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91733. * @param buffer defines a user defined buffer to fill with data (can be null)
  91734. * @returns The Array buffer containing the pixels data.
  91735. */
  91736. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91737. /**
  91738. * Release and destroy the underlying lower level texture aka internalTexture.
  91739. */
  91740. releaseInternalTexture(): void;
  91741. /**
  91742. * Get the polynomial representation of the texture data.
  91743. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91744. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91745. */
  91746. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91747. /** @hidden */
  91748. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91749. /** @hidden */
  91750. readonly _lodTextureMid: Nullable<BaseTexture>;
  91751. /** @hidden */
  91752. readonly _lodTextureLow: Nullable<BaseTexture>;
  91753. /**
  91754. * Dispose the texture and release its associated resources.
  91755. */
  91756. dispose(): void;
  91757. /**
  91758. * Serialize the texture into a JSON representation that can be parsed later on.
  91759. * @returns the JSON representation of the texture
  91760. */
  91761. serialize(): any;
  91762. /**
  91763. * Helper function to be called back once a list of texture contains only ready textures.
  91764. * @param textures Define the list of textures to wait for
  91765. * @param callback Define the callback triggered once the entire list will be ready
  91766. */
  91767. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91768. }
  91769. }
  91770. declare module BABYLON {
  91771. /**
  91772. * Class used to store data associated with WebGL texture data for the engine
  91773. * This class should not be used directly
  91774. */
  91775. export class InternalTexture {
  91776. /** @hidden */
  91777. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91778. /**
  91779. * The source of the texture data is unknown
  91780. */
  91781. static DATASOURCE_UNKNOWN: number;
  91782. /**
  91783. * Texture data comes from an URL
  91784. */
  91785. static DATASOURCE_URL: number;
  91786. /**
  91787. * Texture data is only used for temporary storage
  91788. */
  91789. static DATASOURCE_TEMP: number;
  91790. /**
  91791. * Texture data comes from raw data (ArrayBuffer)
  91792. */
  91793. static DATASOURCE_RAW: number;
  91794. /**
  91795. * Texture content is dynamic (video or dynamic texture)
  91796. */
  91797. static DATASOURCE_DYNAMIC: number;
  91798. /**
  91799. * Texture content is generated by rendering to it
  91800. */
  91801. static DATASOURCE_RENDERTARGET: number;
  91802. /**
  91803. * Texture content is part of a multi render target process
  91804. */
  91805. static DATASOURCE_MULTIRENDERTARGET: number;
  91806. /**
  91807. * Texture data comes from a cube data file
  91808. */
  91809. static DATASOURCE_CUBE: number;
  91810. /**
  91811. * Texture data comes from a raw cube data
  91812. */
  91813. static DATASOURCE_CUBERAW: number;
  91814. /**
  91815. * Texture data come from a prefiltered cube data file
  91816. */
  91817. static DATASOURCE_CUBEPREFILTERED: number;
  91818. /**
  91819. * Texture content is raw 3D data
  91820. */
  91821. static DATASOURCE_RAW3D: number;
  91822. /**
  91823. * Texture content is a depth texture
  91824. */
  91825. static DATASOURCE_DEPTHTEXTURE: number;
  91826. /**
  91827. * Texture data comes from a raw cube data encoded with RGBD
  91828. */
  91829. static DATASOURCE_CUBERAW_RGBD: number;
  91830. /**
  91831. * Defines if the texture is ready
  91832. */
  91833. isReady: boolean;
  91834. /**
  91835. * Defines if the texture is a cube texture
  91836. */
  91837. isCube: boolean;
  91838. /**
  91839. * Defines if the texture contains 3D data
  91840. */
  91841. is3D: boolean;
  91842. /**
  91843. * Defines if the texture contains multiview data
  91844. */
  91845. isMultiview: boolean;
  91846. /**
  91847. * Gets the URL used to load this texture
  91848. */
  91849. url: string;
  91850. /**
  91851. * Gets the sampling mode of the texture
  91852. */
  91853. samplingMode: number;
  91854. /**
  91855. * Gets a boolean indicating if the texture needs mipmaps generation
  91856. */
  91857. generateMipMaps: boolean;
  91858. /**
  91859. * Gets the number of samples used by the texture (WebGL2+ only)
  91860. */
  91861. samples: number;
  91862. /**
  91863. * Gets the type of the texture (int, float...)
  91864. */
  91865. type: number;
  91866. /**
  91867. * Gets the format of the texture (RGB, RGBA...)
  91868. */
  91869. format: number;
  91870. /**
  91871. * Observable called when the texture is loaded
  91872. */
  91873. onLoadedObservable: Observable<InternalTexture>;
  91874. /**
  91875. * Gets the width of the texture
  91876. */
  91877. width: number;
  91878. /**
  91879. * Gets the height of the texture
  91880. */
  91881. height: number;
  91882. /**
  91883. * Gets the depth of the texture
  91884. */
  91885. depth: number;
  91886. /**
  91887. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91888. */
  91889. baseWidth: number;
  91890. /**
  91891. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91892. */
  91893. baseHeight: number;
  91894. /**
  91895. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91896. */
  91897. baseDepth: number;
  91898. /**
  91899. * Gets a boolean indicating if the texture is inverted on Y axis
  91900. */
  91901. invertY: boolean;
  91902. /** @hidden */
  91903. _invertVScale: boolean;
  91904. /** @hidden */
  91905. _associatedChannel: number;
  91906. /** @hidden */
  91907. _dataSource: number;
  91908. /** @hidden */
  91909. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91910. /** @hidden */
  91911. _bufferView: Nullable<ArrayBufferView>;
  91912. /** @hidden */
  91913. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91914. /** @hidden */
  91915. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91916. /** @hidden */
  91917. _size: number;
  91918. /** @hidden */
  91919. _extension: string;
  91920. /** @hidden */
  91921. _files: Nullable<string[]>;
  91922. /** @hidden */
  91923. _workingCanvas: Nullable<HTMLCanvasElement>;
  91924. /** @hidden */
  91925. _workingContext: Nullable<CanvasRenderingContext2D>;
  91926. /** @hidden */
  91927. _framebuffer: Nullable<WebGLFramebuffer>;
  91928. /** @hidden */
  91929. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91930. /** @hidden */
  91931. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91932. /** @hidden */
  91933. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91934. /** @hidden */
  91935. _attachments: Nullable<number[]>;
  91936. /** @hidden */
  91937. _cachedCoordinatesMode: Nullable<number>;
  91938. /** @hidden */
  91939. _cachedWrapU: Nullable<number>;
  91940. /** @hidden */
  91941. _cachedWrapV: Nullable<number>;
  91942. /** @hidden */
  91943. _cachedWrapR: Nullable<number>;
  91944. /** @hidden */
  91945. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91946. /** @hidden */
  91947. _isDisabled: boolean;
  91948. /** @hidden */
  91949. _compression: Nullable<string>;
  91950. /** @hidden */
  91951. _generateStencilBuffer: boolean;
  91952. /** @hidden */
  91953. _generateDepthBuffer: boolean;
  91954. /** @hidden */
  91955. _comparisonFunction: number;
  91956. /** @hidden */
  91957. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91958. /** @hidden */
  91959. _lodGenerationScale: number;
  91960. /** @hidden */
  91961. _lodGenerationOffset: number;
  91962. /** @hidden */
  91963. _colorTextureArray: Nullable<WebGLTexture>;
  91964. /** @hidden */
  91965. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91966. /** @hidden */
  91967. _lodTextureHigh: Nullable<BaseTexture>;
  91968. /** @hidden */
  91969. _lodTextureMid: Nullable<BaseTexture>;
  91970. /** @hidden */
  91971. _lodTextureLow: Nullable<BaseTexture>;
  91972. /** @hidden */
  91973. _isRGBD: boolean;
  91974. /** @hidden */
  91975. _linearSpecularLOD: boolean;
  91976. /** @hidden */
  91977. _irradianceTexture: Nullable<BaseTexture>;
  91978. /** @hidden */
  91979. _webGLTexture: Nullable<WebGLTexture>;
  91980. /** @hidden */
  91981. _references: number;
  91982. private _engine;
  91983. /**
  91984. * Gets the Engine the texture belongs to.
  91985. * @returns The babylon engine
  91986. */
  91987. getEngine(): Engine;
  91988. /**
  91989. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91990. */
  91991. readonly dataSource: number;
  91992. /**
  91993. * Creates a new InternalTexture
  91994. * @param engine defines the engine to use
  91995. * @param dataSource defines the type of data that will be used
  91996. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91997. */
  91998. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91999. /**
  92000. * Increments the number of references (ie. the number of Texture that point to it)
  92001. */
  92002. incrementReferences(): void;
  92003. /**
  92004. * Change the size of the texture (not the size of the content)
  92005. * @param width defines the new width
  92006. * @param height defines the new height
  92007. * @param depth defines the new depth (1 by default)
  92008. */
  92009. updateSize(width: int, height: int, depth?: int): void;
  92010. /** @hidden */
  92011. _rebuild(): void;
  92012. /** @hidden */
  92013. _swapAndDie(target: InternalTexture): void;
  92014. /**
  92015. * Dispose the current allocated resources
  92016. */
  92017. dispose(): void;
  92018. }
  92019. }
  92020. declare module BABYLON {
  92021. /**
  92022. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92023. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92024. */
  92025. export class EffectFallbacks {
  92026. private _defines;
  92027. private _currentRank;
  92028. private _maxRank;
  92029. private _mesh;
  92030. /**
  92031. * Removes the fallback from the bound mesh.
  92032. */
  92033. unBindMesh(): void;
  92034. /**
  92035. * Adds a fallback on the specified property.
  92036. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92037. * @param define The name of the define in the shader
  92038. */
  92039. addFallback(rank: number, define: string): void;
  92040. /**
  92041. * Sets the mesh to use CPU skinning when needing to fallback.
  92042. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92043. * @param mesh The mesh to use the fallbacks.
  92044. */
  92045. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92046. /**
  92047. * Checks to see if more fallbacks are still availible.
  92048. */
  92049. readonly isMoreFallbacks: boolean;
  92050. /**
  92051. * Removes the defines that should be removed when falling back.
  92052. * @param currentDefines defines the current define statements for the shader.
  92053. * @param effect defines the current effect we try to compile
  92054. * @returns The resulting defines with defines of the current rank removed.
  92055. */
  92056. reduce(currentDefines: string, effect: Effect): string;
  92057. }
  92058. /**
  92059. * Options to be used when creating an effect.
  92060. */
  92061. export class EffectCreationOptions {
  92062. /**
  92063. * Atrributes that will be used in the shader.
  92064. */
  92065. attributes: string[];
  92066. /**
  92067. * Uniform varible names that will be set in the shader.
  92068. */
  92069. uniformsNames: string[];
  92070. /**
  92071. * Uniform buffer varible names that will be set in the shader.
  92072. */
  92073. uniformBuffersNames: string[];
  92074. /**
  92075. * Sampler texture variable names that will be set in the shader.
  92076. */
  92077. samplers: string[];
  92078. /**
  92079. * Define statements that will be set in the shader.
  92080. */
  92081. defines: any;
  92082. /**
  92083. * Possible fallbacks for this effect to improve performance when needed.
  92084. */
  92085. fallbacks: Nullable<EffectFallbacks>;
  92086. /**
  92087. * Callback that will be called when the shader is compiled.
  92088. */
  92089. onCompiled: Nullable<(effect: Effect) => void>;
  92090. /**
  92091. * Callback that will be called if an error occurs during shader compilation.
  92092. */
  92093. onError: Nullable<(effect: Effect, errors: string) => void>;
  92094. /**
  92095. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92096. */
  92097. indexParameters: any;
  92098. /**
  92099. * Max number of lights that can be used in the shader.
  92100. */
  92101. maxSimultaneousLights: number;
  92102. /**
  92103. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92104. */
  92105. transformFeedbackVaryings: Nullable<string[]>;
  92106. }
  92107. /**
  92108. * Effect containing vertex and fragment shader that can be executed on an object.
  92109. */
  92110. export class Effect implements IDisposable {
  92111. /**
  92112. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92113. */
  92114. static ShadersRepository: string;
  92115. /**
  92116. * Name of the effect.
  92117. */
  92118. name: any;
  92119. /**
  92120. * String container all the define statements that should be set on the shader.
  92121. */
  92122. defines: string;
  92123. /**
  92124. * Callback that will be called when the shader is compiled.
  92125. */
  92126. onCompiled: Nullable<(effect: Effect) => void>;
  92127. /**
  92128. * Callback that will be called if an error occurs during shader compilation.
  92129. */
  92130. onError: Nullable<(effect: Effect, errors: string) => void>;
  92131. /**
  92132. * Callback that will be called when effect is bound.
  92133. */
  92134. onBind: Nullable<(effect: Effect) => void>;
  92135. /**
  92136. * Unique ID of the effect.
  92137. */
  92138. uniqueId: number;
  92139. /**
  92140. * Observable that will be called when the shader is compiled.
  92141. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92142. */
  92143. onCompileObservable: Observable<Effect>;
  92144. /**
  92145. * Observable that will be called if an error occurs during shader compilation.
  92146. */
  92147. onErrorObservable: Observable<Effect>;
  92148. /** @hidden */
  92149. _onBindObservable: Nullable<Observable<Effect>>;
  92150. /**
  92151. * Observable that will be called when effect is bound.
  92152. */
  92153. readonly onBindObservable: Observable<Effect>;
  92154. /** @hidden */
  92155. _bonesComputationForcedToCPU: boolean;
  92156. private static _uniqueIdSeed;
  92157. private _engine;
  92158. private _uniformBuffersNames;
  92159. private _uniformsNames;
  92160. private _samplerList;
  92161. private _samplers;
  92162. private _isReady;
  92163. private _compilationError;
  92164. private _attributesNames;
  92165. private _attributes;
  92166. private _uniforms;
  92167. /**
  92168. * Key for the effect.
  92169. * @hidden
  92170. */
  92171. _key: string;
  92172. private _indexParameters;
  92173. private _fallbacks;
  92174. private _vertexSourceCode;
  92175. private _fragmentSourceCode;
  92176. private _vertexSourceCodeOverride;
  92177. private _fragmentSourceCodeOverride;
  92178. private _transformFeedbackVaryings;
  92179. /**
  92180. * Compiled shader to webGL program.
  92181. * @hidden
  92182. */
  92183. _pipelineContext: Nullable<IPipelineContext>;
  92184. private _valueCache;
  92185. private static _baseCache;
  92186. /**
  92187. * Instantiates an effect.
  92188. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92189. * @param baseName Name of the effect.
  92190. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92191. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92192. * @param samplers List of sampler variables that will be passed to the shader.
  92193. * @param engine Engine to be used to render the effect
  92194. * @param defines Define statements to be added to the shader.
  92195. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92196. * @param onCompiled Callback that will be called when the shader is compiled.
  92197. * @param onError Callback that will be called if an error occurs during shader compilation.
  92198. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92199. */
  92200. 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);
  92201. private _useFinalCode;
  92202. /**
  92203. * Unique key for this effect
  92204. */
  92205. readonly key: string;
  92206. /**
  92207. * If the effect has been compiled and prepared.
  92208. * @returns if the effect is compiled and prepared.
  92209. */
  92210. isReady(): boolean;
  92211. /**
  92212. * The engine the effect was initialized with.
  92213. * @returns the engine.
  92214. */
  92215. getEngine(): Engine;
  92216. /**
  92217. * The pipeline context for this effect
  92218. * @returns the associated pipeline context
  92219. */
  92220. getPipelineContext(): Nullable<IPipelineContext>;
  92221. /**
  92222. * The set of names of attribute variables for the shader.
  92223. * @returns An array of attribute names.
  92224. */
  92225. getAttributesNames(): string[];
  92226. /**
  92227. * Returns the attribute at the given index.
  92228. * @param index The index of the attribute.
  92229. * @returns The location of the attribute.
  92230. */
  92231. getAttributeLocation(index: number): number;
  92232. /**
  92233. * Returns the attribute based on the name of the variable.
  92234. * @param name of the attribute to look up.
  92235. * @returns the attribute location.
  92236. */
  92237. getAttributeLocationByName(name: string): number;
  92238. /**
  92239. * The number of attributes.
  92240. * @returns the numnber of attributes.
  92241. */
  92242. getAttributesCount(): number;
  92243. /**
  92244. * Gets the index of a uniform variable.
  92245. * @param uniformName of the uniform to look up.
  92246. * @returns the index.
  92247. */
  92248. getUniformIndex(uniformName: string): number;
  92249. /**
  92250. * Returns the attribute based on the name of the variable.
  92251. * @param uniformName of the uniform to look up.
  92252. * @returns the location of the uniform.
  92253. */
  92254. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92255. /**
  92256. * Returns an array of sampler variable names
  92257. * @returns The array of sampler variable neames.
  92258. */
  92259. getSamplers(): string[];
  92260. /**
  92261. * The error from the last compilation.
  92262. * @returns the error string.
  92263. */
  92264. getCompilationError(): string;
  92265. /**
  92266. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92267. * @param func The callback to be used.
  92268. */
  92269. executeWhenCompiled(func: (effect: Effect) => void): void;
  92270. private _checkIsReady;
  92271. /** @hidden */
  92272. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92273. /** @hidden */
  92274. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92275. /** @hidden */
  92276. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92277. /**
  92278. * Recompiles the webGL program
  92279. * @param vertexSourceCode The source code for the vertex shader.
  92280. * @param fragmentSourceCode The source code for the fragment shader.
  92281. * @param onCompiled Callback called when completed.
  92282. * @param onError Callback called on error.
  92283. * @hidden
  92284. */
  92285. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92286. /**
  92287. * Prepares the effect
  92288. * @hidden
  92289. */
  92290. _prepareEffect(): void;
  92291. /**
  92292. * Checks if the effect is supported. (Must be called after compilation)
  92293. */
  92294. readonly isSupported: boolean;
  92295. /**
  92296. * Binds a texture to the engine to be used as output of the shader.
  92297. * @param channel Name of the output variable.
  92298. * @param texture Texture to bind.
  92299. * @hidden
  92300. */
  92301. _bindTexture(channel: string, texture: InternalTexture): void;
  92302. /**
  92303. * Sets a texture on the engine to be used in the shader.
  92304. * @param channel Name of the sampler variable.
  92305. * @param texture Texture to set.
  92306. */
  92307. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92308. /**
  92309. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92310. * @param channel Name of the sampler variable.
  92311. * @param texture Texture to set.
  92312. */
  92313. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92314. /**
  92315. * Sets an array of textures on the engine to be used in the shader.
  92316. * @param channel Name of the variable.
  92317. * @param textures Textures to set.
  92318. */
  92319. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92320. /**
  92321. * 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)
  92322. * @param channel Name of the sampler variable.
  92323. * @param postProcess Post process to get the input texture from.
  92324. */
  92325. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92326. /**
  92327. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92328. * 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)
  92329. * @param channel Name of the sampler variable.
  92330. * @param postProcess Post process to get the output texture from.
  92331. */
  92332. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92333. /** @hidden */
  92334. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92335. /** @hidden */
  92336. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92337. /** @hidden */
  92338. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92339. /** @hidden */
  92340. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92341. /**
  92342. * Binds a buffer to a uniform.
  92343. * @param buffer Buffer to bind.
  92344. * @param name Name of the uniform variable to bind to.
  92345. */
  92346. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92347. /**
  92348. * Binds block to a uniform.
  92349. * @param blockName Name of the block to bind.
  92350. * @param index Index to bind.
  92351. */
  92352. bindUniformBlock(blockName: string, index: number): void;
  92353. /**
  92354. * Sets an interger value on a uniform variable.
  92355. * @param uniformName Name of the variable.
  92356. * @param value Value to be set.
  92357. * @returns this effect.
  92358. */
  92359. setInt(uniformName: string, value: number): Effect;
  92360. /**
  92361. * Sets an int array on a uniform variable.
  92362. * @param uniformName Name of the variable.
  92363. * @param array array to be set.
  92364. * @returns this effect.
  92365. */
  92366. setIntArray(uniformName: string, array: Int32Array): Effect;
  92367. /**
  92368. * 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)
  92369. * @param uniformName Name of the variable.
  92370. * @param array array to be set.
  92371. * @returns this effect.
  92372. */
  92373. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92374. /**
  92375. * 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)
  92376. * @param uniformName Name of the variable.
  92377. * @param array array to be set.
  92378. * @returns this effect.
  92379. */
  92380. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92381. /**
  92382. * 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)
  92383. * @param uniformName Name of the variable.
  92384. * @param array array to be set.
  92385. * @returns this effect.
  92386. */
  92387. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92388. /**
  92389. * Sets an float array on a uniform variable.
  92390. * @param uniformName Name of the variable.
  92391. * @param array array to be set.
  92392. * @returns this effect.
  92393. */
  92394. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92395. /**
  92396. * 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)
  92397. * @param uniformName Name of the variable.
  92398. * @param array array to be set.
  92399. * @returns this effect.
  92400. */
  92401. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92402. /**
  92403. * 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)
  92404. * @param uniformName Name of the variable.
  92405. * @param array array to be set.
  92406. * @returns this effect.
  92407. */
  92408. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92409. /**
  92410. * 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)
  92411. * @param uniformName Name of the variable.
  92412. * @param array array to be set.
  92413. * @returns this effect.
  92414. */
  92415. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92416. /**
  92417. * Sets an array on a uniform variable.
  92418. * @param uniformName Name of the variable.
  92419. * @param array array to be set.
  92420. * @returns this effect.
  92421. */
  92422. setArray(uniformName: string, array: number[]): Effect;
  92423. /**
  92424. * 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)
  92425. * @param uniformName Name of the variable.
  92426. * @param array array to be set.
  92427. * @returns this effect.
  92428. */
  92429. setArray2(uniformName: string, array: number[]): Effect;
  92430. /**
  92431. * 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)
  92432. * @param uniformName Name of the variable.
  92433. * @param array array to be set.
  92434. * @returns this effect.
  92435. */
  92436. setArray3(uniformName: string, array: number[]): Effect;
  92437. /**
  92438. * 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)
  92439. * @param uniformName Name of the variable.
  92440. * @param array array to be set.
  92441. * @returns this effect.
  92442. */
  92443. setArray4(uniformName: string, array: number[]): Effect;
  92444. /**
  92445. * Sets matrices on a uniform variable.
  92446. * @param uniformName Name of the variable.
  92447. * @param matrices matrices to be set.
  92448. * @returns this effect.
  92449. */
  92450. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92451. /**
  92452. * Sets matrix on a uniform variable.
  92453. * @param uniformName Name of the variable.
  92454. * @param matrix matrix to be set.
  92455. * @returns this effect.
  92456. */
  92457. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92458. /**
  92459. * 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)
  92460. * @param uniformName Name of the variable.
  92461. * @param matrix matrix to be set.
  92462. * @returns this effect.
  92463. */
  92464. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92465. /**
  92466. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92467. * @param uniformName Name of the variable.
  92468. * @param matrix matrix to be set.
  92469. * @returns this effect.
  92470. */
  92471. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92472. /**
  92473. * Sets a float on a uniform variable.
  92474. * @param uniformName Name of the variable.
  92475. * @param value value to be set.
  92476. * @returns this effect.
  92477. */
  92478. setFloat(uniformName: string, value: number): Effect;
  92479. /**
  92480. * Sets a boolean on a uniform variable.
  92481. * @param uniformName Name of the variable.
  92482. * @param bool value to be set.
  92483. * @returns this effect.
  92484. */
  92485. setBool(uniformName: string, bool: boolean): Effect;
  92486. /**
  92487. * Sets a Vector2 on a uniform variable.
  92488. * @param uniformName Name of the variable.
  92489. * @param vector2 vector2 to be set.
  92490. * @returns this effect.
  92491. */
  92492. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92493. /**
  92494. * Sets a float2 on a uniform variable.
  92495. * @param uniformName Name of the variable.
  92496. * @param x First float in float2.
  92497. * @param y Second float in float2.
  92498. * @returns this effect.
  92499. */
  92500. setFloat2(uniformName: string, x: number, y: number): Effect;
  92501. /**
  92502. * Sets a Vector3 on a uniform variable.
  92503. * @param uniformName Name of the variable.
  92504. * @param vector3 Value to be set.
  92505. * @returns this effect.
  92506. */
  92507. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92508. /**
  92509. * Sets a float3 on a uniform variable.
  92510. * @param uniformName Name of the variable.
  92511. * @param x First float in float3.
  92512. * @param y Second float in float3.
  92513. * @param z Third float in float3.
  92514. * @returns this effect.
  92515. */
  92516. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92517. /**
  92518. * Sets a Vector4 on a uniform variable.
  92519. * @param uniformName Name of the variable.
  92520. * @param vector4 Value to be set.
  92521. * @returns this effect.
  92522. */
  92523. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92524. /**
  92525. * Sets a float4 on a uniform variable.
  92526. * @param uniformName Name of the variable.
  92527. * @param x First float in float4.
  92528. * @param y Second float in float4.
  92529. * @param z Third float in float4.
  92530. * @param w Fourth float in float4.
  92531. * @returns this effect.
  92532. */
  92533. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92534. /**
  92535. * Sets a Color3 on a uniform variable.
  92536. * @param uniformName Name of the variable.
  92537. * @param color3 Value to be set.
  92538. * @returns this effect.
  92539. */
  92540. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92541. /**
  92542. * Sets a Color4 on a uniform variable.
  92543. * @param uniformName Name of the variable.
  92544. * @param color3 Value to be set.
  92545. * @param alpha Alpha value to be set.
  92546. * @returns this effect.
  92547. */
  92548. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92549. /**
  92550. * Sets a Color4 on a uniform variable
  92551. * @param uniformName defines the name of the variable
  92552. * @param color4 defines the value to be set
  92553. * @returns this effect.
  92554. */
  92555. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92556. /** Release all associated resources */
  92557. dispose(): void;
  92558. /**
  92559. * This function will add a new shader to the shader store
  92560. * @param name the name of the shader
  92561. * @param pixelShader optional pixel shader content
  92562. * @param vertexShader optional vertex shader content
  92563. */
  92564. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92565. /**
  92566. * Store of each shader (The can be looked up using effect.key)
  92567. */
  92568. static ShadersStore: {
  92569. [key: string]: string;
  92570. };
  92571. /**
  92572. * Store of each included file for a shader (The can be looked up using effect.key)
  92573. */
  92574. static IncludesShadersStore: {
  92575. [key: string]: string;
  92576. };
  92577. /**
  92578. * Resets the cache of effects.
  92579. */
  92580. static ResetCache(): void;
  92581. }
  92582. }
  92583. declare module BABYLON {
  92584. /**
  92585. * Uniform buffer objects.
  92586. *
  92587. * Handles blocks of uniform on the GPU.
  92588. *
  92589. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92590. *
  92591. * For more information, please refer to :
  92592. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92593. */
  92594. export class UniformBuffer {
  92595. private _engine;
  92596. private _buffer;
  92597. private _data;
  92598. private _bufferData;
  92599. private _dynamic?;
  92600. private _uniformLocations;
  92601. private _uniformSizes;
  92602. private _uniformLocationPointer;
  92603. private _needSync;
  92604. private _noUBO;
  92605. private _currentEffect;
  92606. private static _MAX_UNIFORM_SIZE;
  92607. private static _tempBuffer;
  92608. /**
  92609. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92610. * This is dynamic to allow compat with webgl 1 and 2.
  92611. * You will need to pass the name of the uniform as well as the value.
  92612. */
  92613. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92614. /**
  92615. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92616. * This is dynamic to allow compat with webgl 1 and 2.
  92617. * You will need to pass the name of the uniform as well as the value.
  92618. */
  92619. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92620. /**
  92621. * Lambda to Update a single float in a uniform buffer.
  92622. * This is dynamic to allow compat with webgl 1 and 2.
  92623. * You will need to pass the name of the uniform as well as the value.
  92624. */
  92625. updateFloat: (name: string, x: number) => void;
  92626. /**
  92627. * Lambda to Update a vec2 of float in a uniform buffer.
  92628. * This is dynamic to allow compat with webgl 1 and 2.
  92629. * You will need to pass the name of the uniform as well as the value.
  92630. */
  92631. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92632. /**
  92633. * Lambda to Update a vec3 of float in a uniform buffer.
  92634. * This is dynamic to allow compat with webgl 1 and 2.
  92635. * You will need to pass the name of the uniform as well as the value.
  92636. */
  92637. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92638. /**
  92639. * Lambda to Update a vec4 of float in a uniform buffer.
  92640. * This is dynamic to allow compat with webgl 1 and 2.
  92641. * You will need to pass the name of the uniform as well as the value.
  92642. */
  92643. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92644. /**
  92645. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92646. * This is dynamic to allow compat with webgl 1 and 2.
  92647. * You will need to pass the name of the uniform as well as the value.
  92648. */
  92649. updateMatrix: (name: string, mat: Matrix) => void;
  92650. /**
  92651. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92652. * This is dynamic to allow compat with webgl 1 and 2.
  92653. * You will need to pass the name of the uniform as well as the value.
  92654. */
  92655. updateVector3: (name: string, vector: Vector3) => void;
  92656. /**
  92657. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92658. * This is dynamic to allow compat with webgl 1 and 2.
  92659. * You will need to pass the name of the uniform as well as the value.
  92660. */
  92661. updateVector4: (name: string, vector: Vector4) => void;
  92662. /**
  92663. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92664. * This is dynamic to allow compat with webgl 1 and 2.
  92665. * You will need to pass the name of the uniform as well as the value.
  92666. */
  92667. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92668. /**
  92669. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92670. * This is dynamic to allow compat with webgl 1 and 2.
  92671. * You will need to pass the name of the uniform as well as the value.
  92672. */
  92673. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92674. /**
  92675. * Instantiates a new Uniform buffer objects.
  92676. *
  92677. * Handles blocks of uniform on the GPU.
  92678. *
  92679. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92680. *
  92681. * For more information, please refer to :
  92682. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92683. * @param engine Define the engine the buffer is associated with
  92684. * @param data Define the data contained in the buffer
  92685. * @param dynamic Define if the buffer is updatable
  92686. */
  92687. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92688. /**
  92689. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92690. * or just falling back on setUniformXXX calls.
  92691. */
  92692. readonly useUbo: boolean;
  92693. /**
  92694. * Indicates if the WebGL underlying uniform buffer is in sync
  92695. * with the javascript cache data.
  92696. */
  92697. readonly isSync: boolean;
  92698. /**
  92699. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92700. * Also, a dynamic UniformBuffer will disable cache verification and always
  92701. * update the underlying WebGL uniform buffer to the GPU.
  92702. * @returns if Dynamic, otherwise false
  92703. */
  92704. isDynamic(): boolean;
  92705. /**
  92706. * The data cache on JS side.
  92707. * @returns the underlying data as a float array
  92708. */
  92709. getData(): Float32Array;
  92710. /**
  92711. * The underlying WebGL Uniform buffer.
  92712. * @returns the webgl buffer
  92713. */
  92714. getBuffer(): Nullable<DataBuffer>;
  92715. /**
  92716. * std140 layout specifies how to align data within an UBO structure.
  92717. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92718. * for specs.
  92719. */
  92720. private _fillAlignment;
  92721. /**
  92722. * Adds an uniform in the buffer.
  92723. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92724. * for the layout to be correct !
  92725. * @param name Name of the uniform, as used in the uniform block in the shader.
  92726. * @param size Data size, or data directly.
  92727. */
  92728. addUniform(name: string, size: number | number[]): void;
  92729. /**
  92730. * Adds a Matrix 4x4 to the uniform buffer.
  92731. * @param name Name of the uniform, as used in the uniform block in the shader.
  92732. * @param mat A 4x4 matrix.
  92733. */
  92734. addMatrix(name: string, mat: Matrix): void;
  92735. /**
  92736. * Adds a vec2 to the uniform buffer.
  92737. * @param name Name of the uniform, as used in the uniform block in the shader.
  92738. * @param x Define the x component value of the vec2
  92739. * @param y Define the y component value of the vec2
  92740. */
  92741. addFloat2(name: string, x: number, y: number): void;
  92742. /**
  92743. * Adds a vec3 to the uniform buffer.
  92744. * @param name Name of the uniform, as used in the uniform block in the shader.
  92745. * @param x Define the x component value of the vec3
  92746. * @param y Define the y component value of the vec3
  92747. * @param z Define the z component value of the vec3
  92748. */
  92749. addFloat3(name: string, x: number, y: number, z: number): void;
  92750. /**
  92751. * Adds a vec3 to the uniform buffer.
  92752. * @param name Name of the uniform, as used in the uniform block in the shader.
  92753. * @param color Define the vec3 from a Color
  92754. */
  92755. addColor3(name: string, color: Color3): void;
  92756. /**
  92757. * Adds a vec4 to the uniform buffer.
  92758. * @param name Name of the uniform, as used in the uniform block in the shader.
  92759. * @param color Define the rgb components from a Color
  92760. * @param alpha Define the a component of the vec4
  92761. */
  92762. addColor4(name: string, color: Color3, alpha: number): void;
  92763. /**
  92764. * Adds a vec3 to the uniform buffer.
  92765. * @param name Name of the uniform, as used in the uniform block in the shader.
  92766. * @param vector Define the vec3 components from a Vector
  92767. */
  92768. addVector3(name: string, vector: Vector3): void;
  92769. /**
  92770. * Adds a Matrix 3x3 to the uniform buffer.
  92771. * @param name Name of the uniform, as used in the uniform block in the shader.
  92772. */
  92773. addMatrix3x3(name: string): void;
  92774. /**
  92775. * Adds a Matrix 2x2 to the uniform buffer.
  92776. * @param name Name of the uniform, as used in the uniform block in the shader.
  92777. */
  92778. addMatrix2x2(name: string): void;
  92779. /**
  92780. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92781. */
  92782. create(): void;
  92783. /** @hidden */
  92784. _rebuild(): void;
  92785. /**
  92786. * Updates the WebGL Uniform Buffer on the GPU.
  92787. * If the `dynamic` flag is set to true, no cache comparison is done.
  92788. * Otherwise, the buffer will be updated only if the cache differs.
  92789. */
  92790. update(): void;
  92791. /**
  92792. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92793. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92794. * @param data Define the flattened data
  92795. * @param size Define the size of the data.
  92796. */
  92797. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92798. private _updateMatrix3x3ForUniform;
  92799. private _updateMatrix3x3ForEffect;
  92800. private _updateMatrix2x2ForEffect;
  92801. private _updateMatrix2x2ForUniform;
  92802. private _updateFloatForEffect;
  92803. private _updateFloatForUniform;
  92804. private _updateFloat2ForEffect;
  92805. private _updateFloat2ForUniform;
  92806. private _updateFloat3ForEffect;
  92807. private _updateFloat3ForUniform;
  92808. private _updateFloat4ForEffect;
  92809. private _updateFloat4ForUniform;
  92810. private _updateMatrixForEffect;
  92811. private _updateMatrixForUniform;
  92812. private _updateVector3ForEffect;
  92813. private _updateVector3ForUniform;
  92814. private _updateVector4ForEffect;
  92815. private _updateVector4ForUniform;
  92816. private _updateColor3ForEffect;
  92817. private _updateColor3ForUniform;
  92818. private _updateColor4ForEffect;
  92819. private _updateColor4ForUniform;
  92820. /**
  92821. * Sets a sampler uniform on the effect.
  92822. * @param name Define the name of the sampler.
  92823. * @param texture Define the texture to set in the sampler
  92824. */
  92825. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92826. /**
  92827. * Directly updates the value of the uniform in the cache AND on the GPU.
  92828. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92829. * @param data Define the flattened data
  92830. */
  92831. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92832. /**
  92833. * Binds this uniform buffer to an effect.
  92834. * @param effect Define the effect to bind the buffer to
  92835. * @param name Name of the uniform block in the shader.
  92836. */
  92837. bindToEffect(effect: Effect, name: string): void;
  92838. /**
  92839. * Disposes the uniform buffer.
  92840. */
  92841. dispose(): void;
  92842. }
  92843. }
  92844. declare module BABYLON {
  92845. /**
  92846. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92847. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92848. */
  92849. export class Analyser {
  92850. /**
  92851. * Gets or sets the smoothing
  92852. * @ignorenaming
  92853. */
  92854. SMOOTHING: number;
  92855. /**
  92856. * Gets or sets the FFT table size
  92857. * @ignorenaming
  92858. */
  92859. FFT_SIZE: number;
  92860. /**
  92861. * Gets or sets the bar graph amplitude
  92862. * @ignorenaming
  92863. */
  92864. BARGRAPHAMPLITUDE: number;
  92865. /**
  92866. * Gets or sets the position of the debug canvas
  92867. * @ignorenaming
  92868. */
  92869. DEBUGCANVASPOS: {
  92870. x: number;
  92871. y: number;
  92872. };
  92873. /**
  92874. * Gets or sets the debug canvas size
  92875. * @ignorenaming
  92876. */
  92877. DEBUGCANVASSIZE: {
  92878. width: number;
  92879. height: number;
  92880. };
  92881. private _byteFreqs;
  92882. private _byteTime;
  92883. private _floatFreqs;
  92884. private _webAudioAnalyser;
  92885. private _debugCanvas;
  92886. private _debugCanvasContext;
  92887. private _scene;
  92888. private _registerFunc;
  92889. private _audioEngine;
  92890. /**
  92891. * Creates a new analyser
  92892. * @param scene defines hosting scene
  92893. */
  92894. constructor(scene: Scene);
  92895. /**
  92896. * Get the number of data values you will have to play with for the visualization
  92897. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92898. * @returns a number
  92899. */
  92900. getFrequencyBinCount(): number;
  92901. /**
  92902. * Gets the current frequency data as a byte array
  92903. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92904. * @returns a Uint8Array
  92905. */
  92906. getByteFrequencyData(): Uint8Array;
  92907. /**
  92908. * Gets the current waveform as a byte array
  92909. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92910. * @returns a Uint8Array
  92911. */
  92912. getByteTimeDomainData(): Uint8Array;
  92913. /**
  92914. * Gets the current frequency data as a float array
  92915. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92916. * @returns a Float32Array
  92917. */
  92918. getFloatFrequencyData(): Float32Array;
  92919. /**
  92920. * Renders the debug canvas
  92921. */
  92922. drawDebugCanvas(): void;
  92923. /**
  92924. * Stops rendering the debug canvas and removes it
  92925. */
  92926. stopDebugCanvas(): void;
  92927. /**
  92928. * Connects two audio nodes
  92929. * @param inputAudioNode defines first node to connect
  92930. * @param outputAudioNode defines second node to connect
  92931. */
  92932. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92933. /**
  92934. * Releases all associated resources
  92935. */
  92936. dispose(): void;
  92937. }
  92938. }
  92939. declare module BABYLON {
  92940. /**
  92941. * This represents an audio engine and it is responsible
  92942. * to play, synchronize and analyse sounds throughout the application.
  92943. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92944. */
  92945. export interface IAudioEngine extends IDisposable {
  92946. /**
  92947. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92948. */
  92949. readonly canUseWebAudio: boolean;
  92950. /**
  92951. * Gets the current AudioContext if available.
  92952. */
  92953. readonly audioContext: Nullable<AudioContext>;
  92954. /**
  92955. * The master gain node defines the global audio volume of your audio engine.
  92956. */
  92957. readonly masterGain: GainNode;
  92958. /**
  92959. * Gets whether or not mp3 are supported by your browser.
  92960. */
  92961. readonly isMP3supported: boolean;
  92962. /**
  92963. * Gets whether or not ogg are supported by your browser.
  92964. */
  92965. readonly isOGGsupported: boolean;
  92966. /**
  92967. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92968. * @ignoreNaming
  92969. */
  92970. WarnedWebAudioUnsupported: boolean;
  92971. /**
  92972. * Defines if the audio engine relies on a custom unlocked button.
  92973. * In this case, the embedded button will not be displayed.
  92974. */
  92975. useCustomUnlockedButton: boolean;
  92976. /**
  92977. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92978. */
  92979. readonly unlocked: boolean;
  92980. /**
  92981. * Event raised when audio has been unlocked on the browser.
  92982. */
  92983. onAudioUnlockedObservable: Observable<AudioEngine>;
  92984. /**
  92985. * Event raised when audio has been locked on the browser.
  92986. */
  92987. onAudioLockedObservable: Observable<AudioEngine>;
  92988. /**
  92989. * Flags the audio engine in Locked state.
  92990. * This happens due to new browser policies preventing audio to autoplay.
  92991. */
  92992. lock(): void;
  92993. /**
  92994. * Unlocks the audio engine once a user action has been done on the dom.
  92995. * This is helpful to resume play once browser policies have been satisfied.
  92996. */
  92997. unlock(): void;
  92998. }
  92999. /**
  93000. * This represents the default audio engine used in babylon.
  93001. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93003. */
  93004. export class AudioEngine implements IAudioEngine {
  93005. private _audioContext;
  93006. private _audioContextInitialized;
  93007. private _muteButton;
  93008. private _hostElement;
  93009. /**
  93010. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93011. */
  93012. canUseWebAudio: boolean;
  93013. /**
  93014. * The master gain node defines the global audio volume of your audio engine.
  93015. */
  93016. masterGain: GainNode;
  93017. /**
  93018. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93019. * @ignoreNaming
  93020. */
  93021. WarnedWebAudioUnsupported: boolean;
  93022. /**
  93023. * Gets whether or not mp3 are supported by your browser.
  93024. */
  93025. isMP3supported: boolean;
  93026. /**
  93027. * Gets whether or not ogg are supported by your browser.
  93028. */
  93029. isOGGsupported: boolean;
  93030. /**
  93031. * Gets whether audio has been unlocked on the device.
  93032. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93033. * a user interaction has happened.
  93034. */
  93035. unlocked: boolean;
  93036. /**
  93037. * Defines if the audio engine relies on a custom unlocked button.
  93038. * In this case, the embedded button will not be displayed.
  93039. */
  93040. useCustomUnlockedButton: boolean;
  93041. /**
  93042. * Event raised when audio has been unlocked on the browser.
  93043. */
  93044. onAudioUnlockedObservable: Observable<AudioEngine>;
  93045. /**
  93046. * Event raised when audio has been locked on the browser.
  93047. */
  93048. onAudioLockedObservable: Observable<AudioEngine>;
  93049. /**
  93050. * Gets the current AudioContext if available.
  93051. */
  93052. readonly audioContext: Nullable<AudioContext>;
  93053. private _connectedAnalyser;
  93054. /**
  93055. * Instantiates a new audio engine.
  93056. *
  93057. * There should be only one per page as some browsers restrict the number
  93058. * of audio contexts you can create.
  93059. * @param hostElement defines the host element where to display the mute icon if necessary
  93060. */
  93061. constructor(hostElement?: Nullable<HTMLElement>);
  93062. /**
  93063. * Flags the audio engine in Locked state.
  93064. * This happens due to new browser policies preventing audio to autoplay.
  93065. */
  93066. lock(): void;
  93067. /**
  93068. * Unlocks the audio engine once a user action has been done on the dom.
  93069. * This is helpful to resume play once browser policies have been satisfied.
  93070. */
  93071. unlock(): void;
  93072. private _resumeAudioContext;
  93073. private _initializeAudioContext;
  93074. private _tryToRun;
  93075. private _triggerRunningState;
  93076. private _triggerSuspendedState;
  93077. private _displayMuteButton;
  93078. private _moveButtonToTopLeft;
  93079. private _onResize;
  93080. private _hideMuteButton;
  93081. /**
  93082. * Destroy and release the resources associated with the audio ccontext.
  93083. */
  93084. dispose(): void;
  93085. /**
  93086. * Gets the global volume sets on the master gain.
  93087. * @returns the global volume if set or -1 otherwise
  93088. */
  93089. getGlobalVolume(): number;
  93090. /**
  93091. * Sets the global volume of your experience (sets on the master gain).
  93092. * @param newVolume Defines the new global volume of the application
  93093. */
  93094. setGlobalVolume(newVolume: number): void;
  93095. /**
  93096. * Connect the audio engine to an audio analyser allowing some amazing
  93097. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93098. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93099. * @param analyser The analyser to connect to the engine
  93100. */
  93101. connectToAnalyser(analyser: Analyser): void;
  93102. }
  93103. }
  93104. declare module BABYLON {
  93105. /**
  93106. * Interface used to present a loading screen while loading a scene
  93107. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93108. */
  93109. export interface ILoadingScreen {
  93110. /**
  93111. * Function called to display the loading screen
  93112. */
  93113. displayLoadingUI: () => void;
  93114. /**
  93115. * Function called to hide the loading screen
  93116. */
  93117. hideLoadingUI: () => void;
  93118. /**
  93119. * Gets or sets the color to use for the background
  93120. */
  93121. loadingUIBackgroundColor: string;
  93122. /**
  93123. * Gets or sets the text to display while loading
  93124. */
  93125. loadingUIText: string;
  93126. }
  93127. /**
  93128. * Class used for the default loading screen
  93129. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93130. */
  93131. export class DefaultLoadingScreen implements ILoadingScreen {
  93132. private _renderingCanvas;
  93133. private _loadingText;
  93134. private _loadingDivBackgroundColor;
  93135. private _loadingDiv;
  93136. private _loadingTextDiv;
  93137. /** Gets or sets the logo url to use for the default loading screen */
  93138. static DefaultLogoUrl: string;
  93139. /** Gets or sets the spinner url to use for the default loading screen */
  93140. static DefaultSpinnerUrl: string;
  93141. /**
  93142. * Creates a new default loading screen
  93143. * @param _renderingCanvas defines the canvas used to render the scene
  93144. * @param _loadingText defines the default text to display
  93145. * @param _loadingDivBackgroundColor defines the default background color
  93146. */
  93147. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93148. /**
  93149. * Function called to display the loading screen
  93150. */
  93151. displayLoadingUI(): void;
  93152. /**
  93153. * Function called to hide the loading screen
  93154. */
  93155. hideLoadingUI(): void;
  93156. /**
  93157. * Gets or sets the text to display while loading
  93158. */
  93159. loadingUIText: string;
  93160. /**
  93161. * Gets or sets the color to use for the background
  93162. */
  93163. loadingUIBackgroundColor: string;
  93164. private _resizeLoadingUI;
  93165. }
  93166. }
  93167. declare module BABYLON {
  93168. /** @hidden */
  93169. export class WebGLPipelineContext implements IPipelineContext {
  93170. engine: Engine;
  93171. program: Nullable<WebGLProgram>;
  93172. context?: WebGLRenderingContext;
  93173. vertexShader?: WebGLShader;
  93174. fragmentShader?: WebGLShader;
  93175. isParallelCompiled: boolean;
  93176. onCompiled?: () => void;
  93177. transformFeedback?: WebGLTransformFeedback | null;
  93178. readonly isAsync: boolean;
  93179. readonly isReady: boolean;
  93180. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93181. }
  93182. }
  93183. declare module BABYLON {
  93184. /** @hidden */
  93185. export class WebGLDataBuffer extends DataBuffer {
  93186. private _buffer;
  93187. constructor(resource: WebGLBuffer);
  93188. readonly underlyingResource: any;
  93189. }
  93190. }
  93191. declare module BABYLON {
  93192. /** @hidden */
  93193. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93194. attributeProcessor(attribute: string): string;
  93195. varyingProcessor(varying: string, isFragment: boolean): string;
  93196. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93197. }
  93198. }
  93199. declare module BABYLON {
  93200. /**
  93201. * This class is used to track a performance counter which is number based.
  93202. * The user has access to many properties which give statistics of different nature.
  93203. *
  93204. * The implementer can track two kinds of Performance Counter: time and count.
  93205. * 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.
  93206. * 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.
  93207. */
  93208. export class PerfCounter {
  93209. /**
  93210. * Gets or sets a global boolean to turn on and off all the counters
  93211. */
  93212. static Enabled: boolean;
  93213. /**
  93214. * Returns the smallest value ever
  93215. */
  93216. readonly min: number;
  93217. /**
  93218. * Returns the biggest value ever
  93219. */
  93220. readonly max: number;
  93221. /**
  93222. * Returns the average value since the performance counter is running
  93223. */
  93224. readonly average: number;
  93225. /**
  93226. * Returns the average value of the last second the counter was monitored
  93227. */
  93228. readonly lastSecAverage: number;
  93229. /**
  93230. * Returns the current value
  93231. */
  93232. readonly current: number;
  93233. /**
  93234. * Gets the accumulated total
  93235. */
  93236. readonly total: number;
  93237. /**
  93238. * Gets the total value count
  93239. */
  93240. readonly count: number;
  93241. /**
  93242. * Creates a new counter
  93243. */
  93244. constructor();
  93245. /**
  93246. * Call this method to start monitoring a new frame.
  93247. * 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.
  93248. */
  93249. fetchNewFrame(): void;
  93250. /**
  93251. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93252. * @param newCount the count value to add to the monitored count
  93253. * @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.
  93254. */
  93255. addCount(newCount: number, fetchResult: boolean): void;
  93256. /**
  93257. * Start monitoring this performance counter
  93258. */
  93259. beginMonitoring(): void;
  93260. /**
  93261. * Compute the time lapsed since the previous beginMonitoring() call.
  93262. * @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
  93263. */
  93264. endMonitoring(newFrame?: boolean): void;
  93265. private _fetchResult;
  93266. private _startMonitoringTime;
  93267. private _min;
  93268. private _max;
  93269. private _average;
  93270. private _current;
  93271. private _totalValueCount;
  93272. private _totalAccumulated;
  93273. private _lastSecAverage;
  93274. private _lastSecAccumulated;
  93275. private _lastSecTime;
  93276. private _lastSecValueCount;
  93277. }
  93278. }
  93279. declare module BABYLON {
  93280. /**
  93281. * Interface for any object that can request an animation frame
  93282. */
  93283. export interface ICustomAnimationFrameRequester {
  93284. /**
  93285. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93286. */
  93287. renderFunction?: Function;
  93288. /**
  93289. * Called to request the next frame to render to
  93290. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93291. */
  93292. requestAnimationFrame: Function;
  93293. /**
  93294. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93295. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93296. */
  93297. requestID?: number;
  93298. }
  93299. }
  93300. declare module BABYLON {
  93301. /**
  93302. * Settings for finer control over video usage
  93303. */
  93304. export interface VideoTextureSettings {
  93305. /**
  93306. * Applies `autoplay` to video, if specified
  93307. */
  93308. autoPlay?: boolean;
  93309. /**
  93310. * Applies `loop` to video, if specified
  93311. */
  93312. loop?: boolean;
  93313. /**
  93314. * Automatically updates internal texture from video at every frame in the render loop
  93315. */
  93316. autoUpdateTexture: boolean;
  93317. /**
  93318. * Image src displayed during the video loading or until the user interacts with the video.
  93319. */
  93320. poster?: string;
  93321. }
  93322. /**
  93323. * If you want to display a video in your scene, this is the special texture for that.
  93324. * This special texture works similar to other textures, with the exception of a few parameters.
  93325. * @see https://doc.babylonjs.com/how_to/video_texture
  93326. */
  93327. export class VideoTexture extends Texture {
  93328. /**
  93329. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93330. */
  93331. readonly autoUpdateTexture: boolean;
  93332. /**
  93333. * The video instance used by the texture internally
  93334. */
  93335. readonly video: HTMLVideoElement;
  93336. private _onUserActionRequestedObservable;
  93337. /**
  93338. * Event triggerd when a dom action is required by the user to play the video.
  93339. * This happens due to recent changes in browser policies preventing video to auto start.
  93340. */
  93341. readonly onUserActionRequestedObservable: Observable<Texture>;
  93342. private _generateMipMaps;
  93343. private _engine;
  93344. private _stillImageCaptured;
  93345. private _displayingPosterTexture;
  93346. private _settings;
  93347. private _createInternalTextureOnEvent;
  93348. /**
  93349. * Creates a video texture.
  93350. * If you want to display a video in your scene, this is the special texture for that.
  93351. * This special texture works similar to other textures, with the exception of a few parameters.
  93352. * @see https://doc.babylonjs.com/how_to/video_texture
  93353. * @param name optional name, will detect from video source, if not defined
  93354. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93355. * @param scene is obviously the current scene.
  93356. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93357. * @param invertY is false by default but can be used to invert video on Y axis
  93358. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93359. * @param settings allows finer control over video usage
  93360. */
  93361. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93362. private _getName;
  93363. private _getVideo;
  93364. private _createInternalTexture;
  93365. private reset;
  93366. /**
  93367. * @hidden Internal method to initiate `update`.
  93368. */
  93369. _rebuild(): void;
  93370. /**
  93371. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93372. */
  93373. update(): void;
  93374. /**
  93375. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93376. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93377. */
  93378. updateTexture(isVisible: boolean): void;
  93379. protected _updateInternalTexture: () => void;
  93380. /**
  93381. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93382. * @param url New url.
  93383. */
  93384. updateURL(url: string): void;
  93385. /**
  93386. * Dispose the texture and release its associated resources.
  93387. */
  93388. dispose(): void;
  93389. /**
  93390. * Creates a video texture straight from a stream.
  93391. * @param scene Define the scene the texture should be created in
  93392. * @param stream Define the stream the texture should be created from
  93393. * @returns The created video texture as a promise
  93394. */
  93395. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93396. /**
  93397. * Creates a video texture straight from your WebCam video feed.
  93398. * @param scene Define the scene the texture should be created in
  93399. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93400. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93401. * @returns The created video texture as a promise
  93402. */
  93403. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93404. minWidth: number;
  93405. maxWidth: number;
  93406. minHeight: number;
  93407. maxHeight: number;
  93408. deviceId: string;
  93409. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93410. /**
  93411. * Creates a video texture straight from your WebCam video feed.
  93412. * @param scene Define the scene the texture should be created in
  93413. * @param onReady Define a callback to triggered once the texture will be ready
  93414. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93415. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93416. */
  93417. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93418. minWidth: number;
  93419. maxWidth: number;
  93420. minHeight: number;
  93421. maxHeight: number;
  93422. deviceId: string;
  93423. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93424. }
  93425. }
  93426. declare module BABYLON {
  93427. /**
  93428. * Defines the interface used by objects containing a viewport (like a camera)
  93429. */
  93430. interface IViewportOwnerLike {
  93431. /**
  93432. * Gets or sets the viewport
  93433. */
  93434. viewport: IViewportLike;
  93435. }
  93436. /**
  93437. * Interface for attribute information associated with buffer instanciation
  93438. */
  93439. export class InstancingAttributeInfo {
  93440. /**
  93441. * Index/offset of the attribute in the vertex shader
  93442. */
  93443. index: number;
  93444. /**
  93445. * size of the attribute, 1, 2, 3 or 4
  93446. */
  93447. attributeSize: number;
  93448. /**
  93449. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93450. * default is FLOAT
  93451. */
  93452. attribyteType: number;
  93453. /**
  93454. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93455. */
  93456. normalized: boolean;
  93457. /**
  93458. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93459. */
  93460. offset: number;
  93461. /**
  93462. * Name of the GLSL attribute, for debugging purpose only
  93463. */
  93464. attributeName: string;
  93465. }
  93466. /**
  93467. * Define options used to create a depth texture
  93468. */
  93469. export class DepthTextureCreationOptions {
  93470. /** Specifies whether or not a stencil should be allocated in the texture */
  93471. generateStencil?: boolean;
  93472. /** Specifies whether or not bilinear filtering is enable on the texture */
  93473. bilinearFiltering?: boolean;
  93474. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93475. comparisonFunction?: number;
  93476. /** Specifies if the created texture is a cube texture */
  93477. isCube?: boolean;
  93478. }
  93479. /**
  93480. * Class used to describe the capabilities of the engine relatively to the current browser
  93481. */
  93482. export class EngineCapabilities {
  93483. /** Maximum textures units per fragment shader */
  93484. maxTexturesImageUnits: number;
  93485. /** Maximum texture units per vertex shader */
  93486. maxVertexTextureImageUnits: number;
  93487. /** Maximum textures units in the entire pipeline */
  93488. maxCombinedTexturesImageUnits: number;
  93489. /** Maximum texture size */
  93490. maxTextureSize: number;
  93491. /** Maximum cube texture size */
  93492. maxCubemapTextureSize: number;
  93493. /** Maximum render texture size */
  93494. maxRenderTextureSize: number;
  93495. /** Maximum number of vertex attributes */
  93496. maxVertexAttribs: number;
  93497. /** Maximum number of varyings */
  93498. maxVaryingVectors: number;
  93499. /** Maximum number of uniforms per vertex shader */
  93500. maxVertexUniformVectors: number;
  93501. /** Maximum number of uniforms per fragment shader */
  93502. maxFragmentUniformVectors: number;
  93503. /** Defines if standard derivates (dx/dy) are supported */
  93504. standardDerivatives: boolean;
  93505. /** Defines if s3tc texture compression is supported */
  93506. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93507. /** Defines if pvrtc texture compression is supported */
  93508. pvrtc: any;
  93509. /** Defines if etc1 texture compression is supported */
  93510. etc1: any;
  93511. /** Defines if etc2 texture compression is supported */
  93512. etc2: any;
  93513. /** Defines if astc texture compression is supported */
  93514. astc: any;
  93515. /** Defines if float textures are supported */
  93516. textureFloat: boolean;
  93517. /** Defines if vertex array objects are supported */
  93518. vertexArrayObject: boolean;
  93519. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93520. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93521. /** Gets the maximum level of anisotropy supported */
  93522. maxAnisotropy: number;
  93523. /** Defines if instancing is supported */
  93524. instancedArrays: boolean;
  93525. /** Defines if 32 bits indices are supported */
  93526. uintIndices: boolean;
  93527. /** Defines if high precision shaders are supported */
  93528. highPrecisionShaderSupported: boolean;
  93529. /** Defines if depth reading in the fragment shader is supported */
  93530. fragmentDepthSupported: boolean;
  93531. /** Defines if float texture linear filtering is supported*/
  93532. textureFloatLinearFiltering: boolean;
  93533. /** Defines if rendering to float textures is supported */
  93534. textureFloatRender: boolean;
  93535. /** Defines if half float textures are supported*/
  93536. textureHalfFloat: boolean;
  93537. /** Defines if half float texture linear filtering is supported*/
  93538. textureHalfFloatLinearFiltering: boolean;
  93539. /** Defines if rendering to half float textures is supported */
  93540. textureHalfFloatRender: boolean;
  93541. /** Defines if textureLOD shader command is supported */
  93542. textureLOD: boolean;
  93543. /** Defines if draw buffers extension is supported */
  93544. drawBuffersExtension: boolean;
  93545. /** Defines if depth textures are supported */
  93546. depthTextureExtension: boolean;
  93547. /** Defines if float color buffer are supported */
  93548. colorBufferFloat: boolean;
  93549. /** Gets disjoint timer query extension (null if not supported) */
  93550. timerQuery: EXT_disjoint_timer_query;
  93551. /** Defines if timestamp can be used with timer query */
  93552. canUseTimestampForTimerQuery: boolean;
  93553. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93554. multiview: any;
  93555. /** Function used to let the system compiles shaders in background */
  93556. parallelShaderCompile: {
  93557. COMPLETION_STATUS_KHR: number;
  93558. };
  93559. }
  93560. /** Interface defining initialization parameters for Engine class */
  93561. export interface EngineOptions extends WebGLContextAttributes {
  93562. /**
  93563. * Defines if the engine should no exceed a specified device ratio
  93564. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93565. */
  93566. limitDeviceRatio?: number;
  93567. /**
  93568. * Defines if webvr should be enabled automatically
  93569. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93570. */
  93571. autoEnableWebVR?: boolean;
  93572. /**
  93573. * Defines if webgl2 should be turned off even if supported
  93574. * @see http://doc.babylonjs.com/features/webgl2
  93575. */
  93576. disableWebGL2Support?: boolean;
  93577. /**
  93578. * Defines if webaudio should be initialized as well
  93579. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93580. */
  93581. audioEngine?: boolean;
  93582. /**
  93583. * Defines if animations should run using a deterministic lock step
  93584. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93585. */
  93586. deterministicLockstep?: boolean;
  93587. /** Defines the maximum steps to use with deterministic lock step mode */
  93588. lockstepMaxSteps?: number;
  93589. /**
  93590. * Defines that engine should ignore context lost events
  93591. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93592. */
  93593. doNotHandleContextLost?: boolean;
  93594. /**
  93595. * Defines that engine should ignore modifying touch action attribute and style
  93596. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93597. */
  93598. doNotHandleTouchAction?: boolean;
  93599. /**
  93600. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93601. */
  93602. useHighPrecisionFloats?: boolean;
  93603. }
  93604. /**
  93605. * Defines the interface used by display changed events
  93606. */
  93607. export interface IDisplayChangedEventArgs {
  93608. /** Gets the vrDisplay object (if any) */
  93609. vrDisplay: Nullable<any>;
  93610. /** Gets a boolean indicating if webVR is supported */
  93611. vrSupported: boolean;
  93612. }
  93613. /**
  93614. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93615. */
  93616. export class Engine {
  93617. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93618. static ExceptionList: ({
  93619. key: string;
  93620. capture: string;
  93621. captureConstraint: number;
  93622. targets: string[];
  93623. } | {
  93624. key: string;
  93625. capture: null;
  93626. captureConstraint: null;
  93627. targets: string[];
  93628. })[];
  93629. /** Gets the list of created engines */
  93630. static readonly Instances: Engine[];
  93631. /**
  93632. * Gets the latest created engine
  93633. */
  93634. static readonly LastCreatedEngine: Nullable<Engine>;
  93635. /**
  93636. * Gets the latest created scene
  93637. */
  93638. static readonly LastCreatedScene: Nullable<Scene>;
  93639. /**
  93640. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93641. * @param flag defines which part of the materials must be marked as dirty
  93642. * @param predicate defines a predicate used to filter which materials should be affected
  93643. */
  93644. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93645. /** @hidden */
  93646. static _TextureLoaders: IInternalTextureLoader[];
  93647. /** Defines that alpha blending is disabled */
  93648. static readonly ALPHA_DISABLE: number;
  93649. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93650. static readonly ALPHA_ADD: number;
  93651. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93652. static readonly ALPHA_COMBINE: number;
  93653. /** Defines that alpha blending to DEST - SRC * DEST */
  93654. static readonly ALPHA_SUBTRACT: number;
  93655. /** Defines that alpha blending to SRC * DEST */
  93656. static readonly ALPHA_MULTIPLY: number;
  93657. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93658. static readonly ALPHA_MAXIMIZED: number;
  93659. /** Defines that alpha blending to SRC + DEST */
  93660. static readonly ALPHA_ONEONE: number;
  93661. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93662. static readonly ALPHA_PREMULTIPLIED: number;
  93663. /**
  93664. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93665. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93666. */
  93667. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93668. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93669. static readonly ALPHA_INTERPOLATE: number;
  93670. /**
  93671. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93672. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93673. */
  93674. static readonly ALPHA_SCREENMODE: number;
  93675. /** Defines that the ressource is not delayed*/
  93676. static readonly DELAYLOADSTATE_NONE: number;
  93677. /** Defines that the ressource was successfully delay loaded */
  93678. static readonly DELAYLOADSTATE_LOADED: number;
  93679. /** Defines that the ressource is currently delay loading */
  93680. static readonly DELAYLOADSTATE_LOADING: number;
  93681. /** Defines that the ressource is delayed and has not started loading */
  93682. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93684. static readonly NEVER: number;
  93685. /** 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 */
  93686. static readonly ALWAYS: number;
  93687. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93688. static readonly LESS: number;
  93689. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93690. static readonly EQUAL: number;
  93691. /** 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 */
  93692. static readonly LEQUAL: number;
  93693. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93694. static readonly GREATER: number;
  93695. /** 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 */
  93696. static readonly GEQUAL: number;
  93697. /** 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 */
  93698. static readonly NOTEQUAL: number;
  93699. /** Passed to stencilOperation to specify that stencil value must be kept */
  93700. static readonly KEEP: number;
  93701. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93702. static readonly REPLACE: number;
  93703. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93704. static readonly INCR: number;
  93705. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93706. static readonly DECR: number;
  93707. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93708. static readonly INVERT: number;
  93709. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93710. static readonly INCR_WRAP: number;
  93711. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93712. static readonly DECR_WRAP: number;
  93713. /** Texture is not repeating outside of 0..1 UVs */
  93714. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93715. /** Texture is repeating outside of 0..1 UVs */
  93716. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93717. /** Texture is repeating and mirrored */
  93718. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93719. /** ALPHA */
  93720. static readonly TEXTUREFORMAT_ALPHA: number;
  93721. /** LUMINANCE */
  93722. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93723. /** LUMINANCE_ALPHA */
  93724. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93725. /** RGB */
  93726. static readonly TEXTUREFORMAT_RGB: number;
  93727. /** RGBA */
  93728. static readonly TEXTUREFORMAT_RGBA: number;
  93729. /** RED */
  93730. static readonly TEXTUREFORMAT_RED: number;
  93731. /** RED (2nd reference) */
  93732. static readonly TEXTUREFORMAT_R: number;
  93733. /** RG */
  93734. static readonly TEXTUREFORMAT_RG: number;
  93735. /** RED_INTEGER */
  93736. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93737. /** RED_INTEGER (2nd reference) */
  93738. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93739. /** RG_INTEGER */
  93740. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93741. /** RGB_INTEGER */
  93742. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93743. /** RGBA_INTEGER */
  93744. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93745. /** UNSIGNED_BYTE */
  93746. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93747. /** UNSIGNED_BYTE (2nd reference) */
  93748. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93749. /** FLOAT */
  93750. static readonly TEXTURETYPE_FLOAT: number;
  93751. /** HALF_FLOAT */
  93752. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93753. /** BYTE */
  93754. static readonly TEXTURETYPE_BYTE: number;
  93755. /** SHORT */
  93756. static readonly TEXTURETYPE_SHORT: number;
  93757. /** UNSIGNED_SHORT */
  93758. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93759. /** INT */
  93760. static readonly TEXTURETYPE_INT: number;
  93761. /** UNSIGNED_INT */
  93762. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93763. /** UNSIGNED_SHORT_4_4_4_4 */
  93764. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93765. /** UNSIGNED_SHORT_5_5_5_1 */
  93766. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93767. /** UNSIGNED_SHORT_5_6_5 */
  93768. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93769. /** UNSIGNED_INT_2_10_10_10_REV */
  93770. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93771. /** UNSIGNED_INT_24_8 */
  93772. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93773. /** UNSIGNED_INT_10F_11F_11F_REV */
  93774. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93775. /** UNSIGNED_INT_5_9_9_9_REV */
  93776. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93777. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93778. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93779. /** nearest is mag = nearest and min = nearest and mip = linear */
  93780. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93781. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93782. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93783. /** Trilinear is mag = linear and min = linear and mip = linear */
  93784. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93785. /** nearest is mag = nearest and min = nearest and mip = linear */
  93786. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93787. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93788. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93789. /** Trilinear is mag = linear and min = linear and mip = linear */
  93790. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93791. /** mag = nearest and min = nearest and mip = nearest */
  93792. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93793. /** mag = nearest and min = linear and mip = nearest */
  93794. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93795. /** mag = nearest and min = linear and mip = linear */
  93796. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93797. /** mag = nearest and min = linear and mip = none */
  93798. static readonly TEXTURE_NEAREST_LINEAR: number;
  93799. /** mag = nearest and min = nearest and mip = none */
  93800. static readonly TEXTURE_NEAREST_NEAREST: number;
  93801. /** mag = linear and min = nearest and mip = nearest */
  93802. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93803. /** mag = linear and min = nearest and mip = linear */
  93804. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93805. /** mag = linear and min = linear and mip = none */
  93806. static readonly TEXTURE_LINEAR_LINEAR: number;
  93807. /** mag = linear and min = nearest and mip = none */
  93808. static readonly TEXTURE_LINEAR_NEAREST: number;
  93809. /** Explicit coordinates mode */
  93810. static readonly TEXTURE_EXPLICIT_MODE: number;
  93811. /** Spherical coordinates mode */
  93812. static readonly TEXTURE_SPHERICAL_MODE: number;
  93813. /** Planar coordinates mode */
  93814. static readonly TEXTURE_PLANAR_MODE: number;
  93815. /** Cubic coordinates mode */
  93816. static readonly TEXTURE_CUBIC_MODE: number;
  93817. /** Projection coordinates mode */
  93818. static readonly TEXTURE_PROJECTION_MODE: number;
  93819. /** Skybox coordinates mode */
  93820. static readonly TEXTURE_SKYBOX_MODE: number;
  93821. /** Inverse Cubic coordinates mode */
  93822. static readonly TEXTURE_INVCUBIC_MODE: number;
  93823. /** Equirectangular coordinates mode */
  93824. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93825. /** Equirectangular Fixed coordinates mode */
  93826. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93827. /** Equirectangular Fixed Mirrored coordinates mode */
  93828. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93829. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93830. static readonly SCALEMODE_FLOOR: number;
  93831. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93832. static readonly SCALEMODE_NEAREST: number;
  93833. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93834. static readonly SCALEMODE_CEILING: number;
  93835. /**
  93836. * Returns the current npm package of the sdk
  93837. */
  93838. static readonly NpmPackage: string;
  93839. /**
  93840. * Returns the current version of the framework
  93841. */
  93842. static readonly Version: string;
  93843. /**
  93844. * Returns a string describing the current engine
  93845. */
  93846. readonly description: string;
  93847. /**
  93848. * Gets or sets the epsilon value used by collision engine
  93849. */
  93850. static CollisionsEpsilon: number;
  93851. /**
  93852. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93853. */
  93854. static ShadersRepository: string;
  93855. /**
  93856. * Method called to create the default loading screen.
  93857. * This can be overriden in your own app.
  93858. * @param canvas The rendering canvas element
  93859. * @returns The loading screen
  93860. */
  93861. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93862. /**
  93863. * Method called to create the default rescale post process on each engine.
  93864. */
  93865. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93866. /** @hidden */
  93867. _shaderProcessor: IShaderProcessor;
  93868. /**
  93869. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93870. */
  93871. forcePOTTextures: boolean;
  93872. /**
  93873. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93874. */
  93875. isFullscreen: boolean;
  93876. /**
  93877. * Gets a boolean indicating if the pointer is currently locked
  93878. */
  93879. isPointerLock: boolean;
  93880. /**
  93881. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93882. */
  93883. cullBackFaces: boolean;
  93884. /**
  93885. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93886. */
  93887. renderEvenInBackground: boolean;
  93888. /**
  93889. * Gets or sets a boolean indicating that cache can be kept between frames
  93890. */
  93891. preventCacheWipeBetweenFrames: boolean;
  93892. /**
  93893. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93894. **/
  93895. enableOfflineSupport: boolean;
  93896. /**
  93897. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  93898. **/
  93899. disableManifestCheck: boolean;
  93900. /**
  93901. * Gets the list of created scenes
  93902. */
  93903. scenes: Scene[];
  93904. /**
  93905. * Event raised when a new scene is created
  93906. */
  93907. onNewSceneAddedObservable: Observable<Scene>;
  93908. /**
  93909. * Gets the list of created postprocesses
  93910. */
  93911. postProcesses: PostProcess[];
  93912. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93913. validateShaderPrograms: boolean;
  93914. /**
  93915. * Observable event triggered each time the rendering canvas is resized
  93916. */
  93917. onResizeObservable: Observable<Engine>;
  93918. /**
  93919. * Observable event triggered each time the canvas loses focus
  93920. */
  93921. onCanvasBlurObservable: Observable<Engine>;
  93922. /**
  93923. * Observable event triggered each time the canvas gains focus
  93924. */
  93925. onCanvasFocusObservable: Observable<Engine>;
  93926. /**
  93927. * Observable event triggered each time the canvas receives pointerout event
  93928. */
  93929. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93930. /**
  93931. * Observable event triggered before each texture is initialized
  93932. */
  93933. onBeforeTextureInitObservable: Observable<Texture>;
  93934. /**
  93935. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93936. */
  93937. disableUniformBuffers: boolean;
  93938. /** @hidden */
  93939. _uniformBuffers: UniformBuffer[];
  93940. /**
  93941. * Gets a boolean indicating that the engine supports uniform buffers
  93942. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93943. */
  93944. readonly supportsUniformBuffers: boolean;
  93945. /**
  93946. * Observable raised when the engine begins a new frame
  93947. */
  93948. onBeginFrameObservable: Observable<Engine>;
  93949. /**
  93950. * If set, will be used to request the next animation frame for the render loop
  93951. */
  93952. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93953. /**
  93954. * Observable raised when the engine ends the current frame
  93955. */
  93956. onEndFrameObservable: Observable<Engine>;
  93957. /**
  93958. * Observable raised when the engine is about to compile a shader
  93959. */
  93960. onBeforeShaderCompilationObservable: Observable<Engine>;
  93961. /**
  93962. * Observable raised when the engine has jsut compiled a shader
  93963. */
  93964. onAfterShaderCompilationObservable: Observable<Engine>;
  93965. /** @hidden */
  93966. _gl: WebGLRenderingContext;
  93967. private _renderingCanvas;
  93968. private _windowIsBackground;
  93969. private _webGLVersion;
  93970. protected _highPrecisionShadersAllowed: boolean;
  93971. /** @hidden */
  93972. readonly _shouldUseHighPrecisionShader: boolean;
  93973. /**
  93974. * Gets a boolean indicating that only power of 2 textures are supported
  93975. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93976. */
  93977. readonly needPOTTextures: boolean;
  93978. /** @hidden */
  93979. _badOS: boolean;
  93980. /** @hidden */
  93981. _badDesktopOS: boolean;
  93982. /**
  93983. * Gets the audio engine
  93984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93985. * @ignorenaming
  93986. */
  93987. static audioEngine: IAudioEngine;
  93988. /**
  93989. * Default AudioEngine factory responsible of creating the Audio Engine.
  93990. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93991. */
  93992. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93993. /**
  93994. * Default offline support factory responsible of creating a tool used to store data locally.
  93995. * By default, this will create a Database object if the workload has been embedded.
  93996. */
  93997. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93998. private _onFocus;
  93999. private _onBlur;
  94000. private _onCanvasPointerOut;
  94001. private _onCanvasBlur;
  94002. private _onCanvasFocus;
  94003. private _onFullscreenChange;
  94004. private _onPointerLockChange;
  94005. private _hardwareScalingLevel;
  94006. /** @hidden */
  94007. _caps: EngineCapabilities;
  94008. private _pointerLockRequested;
  94009. private _isStencilEnable;
  94010. private _colorWrite;
  94011. private _loadingScreen;
  94012. /** @hidden */
  94013. _drawCalls: PerfCounter;
  94014. private _glVersion;
  94015. private _glRenderer;
  94016. private _glVendor;
  94017. private _videoTextureSupported;
  94018. private _renderingQueueLaunched;
  94019. private _activeRenderLoops;
  94020. private _deterministicLockstep;
  94021. private _lockstepMaxSteps;
  94022. /**
  94023. * Observable signaled when a context lost event is raised
  94024. */
  94025. onContextLostObservable: Observable<Engine>;
  94026. /**
  94027. * Observable signaled when a context restored event is raised
  94028. */
  94029. onContextRestoredObservable: Observable<Engine>;
  94030. private _onContextLost;
  94031. private _onContextRestored;
  94032. private _contextWasLost;
  94033. /** @hidden */
  94034. _doNotHandleContextLost: boolean;
  94035. /**
  94036. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94037. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94038. */
  94039. doNotHandleContextLost: boolean;
  94040. private _performanceMonitor;
  94041. private _fps;
  94042. private _deltaTime;
  94043. /**
  94044. * Turn this value on if you want to pause FPS computation when in background
  94045. */
  94046. disablePerformanceMonitorInBackground: boolean;
  94047. /**
  94048. * Gets the performance monitor attached to this engine
  94049. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94050. */
  94051. readonly performanceMonitor: PerformanceMonitor;
  94052. /**
  94053. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94054. */
  94055. disableVertexArrayObjects: boolean;
  94056. /** @hidden */
  94057. protected _depthCullingState: _DepthCullingState;
  94058. /** @hidden */
  94059. protected _stencilState: _StencilState;
  94060. /** @hidden */
  94061. protected _alphaState: _AlphaState;
  94062. /** @hidden */
  94063. protected _alphaMode: number;
  94064. /** @hidden */
  94065. _internalTexturesCache: InternalTexture[];
  94066. /** @hidden */
  94067. protected _activeChannel: number;
  94068. private _currentTextureChannel;
  94069. /** @hidden */
  94070. protected _boundTexturesCache: {
  94071. [key: string]: Nullable<InternalTexture>;
  94072. };
  94073. /** @hidden */
  94074. protected _currentEffect: Nullable<Effect>;
  94075. /** @hidden */
  94076. protected _currentProgram: Nullable<WebGLProgram>;
  94077. private _compiledEffects;
  94078. private _vertexAttribArraysEnabled;
  94079. /** @hidden */
  94080. protected _cachedViewport: Nullable<IViewportLike>;
  94081. private _cachedVertexArrayObject;
  94082. /** @hidden */
  94083. protected _cachedVertexBuffers: any;
  94084. /** @hidden */
  94085. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94086. /** @hidden */
  94087. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94088. /** @hidden */
  94089. _currentRenderTarget: Nullable<InternalTexture>;
  94090. private _uintIndicesCurrentlySet;
  94091. private _currentBoundBuffer;
  94092. /** @hidden */
  94093. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94094. private _currentBufferPointers;
  94095. private _currentInstanceLocations;
  94096. private _currentInstanceBuffers;
  94097. private _textureUnits;
  94098. /** @hidden */
  94099. _workingCanvas: Nullable<HTMLCanvasElement>;
  94100. /** @hidden */
  94101. _workingContext: Nullable<CanvasRenderingContext2D>;
  94102. private _rescalePostProcess;
  94103. private _dummyFramebuffer;
  94104. private _externalData;
  94105. /** @hidden */
  94106. _bindedRenderFunction: any;
  94107. private _vaoRecordInProgress;
  94108. private _mustWipeVertexAttributes;
  94109. private _emptyTexture;
  94110. private _emptyCubeTexture;
  94111. private _emptyTexture3D;
  94112. /** @hidden */
  94113. _frameHandler: number;
  94114. private _nextFreeTextureSlots;
  94115. private _maxSimultaneousTextures;
  94116. private _activeRequests;
  94117. private _texturesSupported;
  94118. /** @hidden */
  94119. _textureFormatInUse: Nullable<string>;
  94120. /**
  94121. * Gets the list of texture formats supported
  94122. */
  94123. readonly texturesSupported: Array<string>;
  94124. /**
  94125. * Gets the list of texture formats in use
  94126. */
  94127. readonly textureFormatInUse: Nullable<string>;
  94128. /**
  94129. * Gets the current viewport
  94130. */
  94131. readonly currentViewport: Nullable<IViewportLike>;
  94132. /**
  94133. * Gets the default empty texture
  94134. */
  94135. readonly emptyTexture: InternalTexture;
  94136. /**
  94137. * Gets the default empty 3D texture
  94138. */
  94139. readonly emptyTexture3D: InternalTexture;
  94140. /**
  94141. * Gets the default empty cube texture
  94142. */
  94143. readonly emptyCubeTexture: InternalTexture;
  94144. /**
  94145. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94146. */
  94147. readonly premultipliedAlpha: boolean;
  94148. /**
  94149. * Creates a new engine
  94150. * @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
  94151. * @param antialias defines enable antialiasing (default: false)
  94152. * @param options defines further options to be sent to the getContext() function
  94153. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94154. */
  94155. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94156. /**
  94157. * Initializes a webVR display and starts listening to display change events
  94158. * The onVRDisplayChangedObservable will be notified upon these changes
  94159. * @returns The onVRDisplayChangedObservable
  94160. */
  94161. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94162. /** @hidden */
  94163. _prepareVRComponent(): void;
  94164. /** @hidden */
  94165. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94166. /** @hidden */
  94167. _submitVRFrame(): void;
  94168. /**
  94169. * Call this function to leave webVR mode
  94170. * Will do nothing if webVR is not supported or if there is no webVR device
  94171. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94172. */
  94173. disableVR(): void;
  94174. /**
  94175. * Gets a boolean indicating that the system is in VR mode and is presenting
  94176. * @returns true if VR mode is engaged
  94177. */
  94178. isVRPresenting(): boolean;
  94179. /** @hidden */
  94180. _requestVRFrame(): void;
  94181. private _disableTouchAction;
  94182. private _rebuildInternalTextures;
  94183. private _rebuildEffects;
  94184. /**
  94185. * Gets a boolean indicating if all created effects are ready
  94186. * @returns true if all effects are ready
  94187. */
  94188. areAllEffectsReady(): boolean;
  94189. private _rebuildBuffers;
  94190. private _initGLContext;
  94191. /**
  94192. * Gets version of the current webGL context
  94193. */
  94194. readonly webGLVersion: number;
  94195. /**
  94196. * Gets a string idenfifying the name of the class
  94197. * @returns "Engine" string
  94198. */
  94199. getClassName(): string;
  94200. /**
  94201. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94202. */
  94203. readonly isStencilEnable: boolean;
  94204. /** @hidden */
  94205. _prepareWorkingCanvas(): void;
  94206. /**
  94207. * Reset the texture cache to empty state
  94208. */
  94209. resetTextureCache(): void;
  94210. /**
  94211. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94212. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94213. * @returns true if engine is in deterministic lock step mode
  94214. */
  94215. isDeterministicLockStep(): boolean;
  94216. /**
  94217. * Gets the max steps when engine is running in deterministic lock step
  94218. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94219. * @returns the max steps
  94220. */
  94221. getLockstepMaxSteps(): number;
  94222. /**
  94223. * Gets an object containing information about the current webGL context
  94224. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94225. */
  94226. getGlInfo(): {
  94227. vendor: string;
  94228. renderer: string;
  94229. version: string;
  94230. };
  94231. /**
  94232. * Gets current aspect ratio
  94233. * @param viewportOwner defines the camera to use to get the aspect ratio
  94234. * @param useScreen defines if screen size must be used (or the current render target if any)
  94235. * @returns a number defining the aspect ratio
  94236. */
  94237. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94238. /**
  94239. * Gets current screen aspect ratio
  94240. * @returns a number defining the aspect ratio
  94241. */
  94242. getScreenAspectRatio(): number;
  94243. /**
  94244. * Gets the current render width
  94245. * @param useScreen defines if screen size must be used (or the current render target if any)
  94246. * @returns a number defining the current render width
  94247. */
  94248. getRenderWidth(useScreen?: boolean): number;
  94249. /**
  94250. * Gets the current render height
  94251. * @param useScreen defines if screen size must be used (or the current render target if any)
  94252. * @returns a number defining the current render height
  94253. */
  94254. getRenderHeight(useScreen?: boolean): number;
  94255. /**
  94256. * Gets the HTML canvas attached with the current webGL context
  94257. * @returns a HTML canvas
  94258. */
  94259. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94260. /**
  94261. * Gets host window
  94262. */
  94263. getHostWindow(): Window;
  94264. /**
  94265. * Gets host document
  94266. */
  94267. getHostDocument(): Document;
  94268. /**
  94269. * Gets the client rect of the HTML canvas attached with the current webGL context
  94270. * @returns a client rectanglee
  94271. */
  94272. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94273. /**
  94274. * Defines the hardware scaling level.
  94275. * By default the hardware scaling level is computed from the window device ratio.
  94276. * 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.
  94277. * @param level defines the level to use
  94278. */
  94279. setHardwareScalingLevel(level: number): void;
  94280. /**
  94281. * Gets the current hardware scaling level.
  94282. * By default the hardware scaling level is computed from the window device ratio.
  94283. * 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.
  94284. * @returns a number indicating the current hardware scaling level
  94285. */
  94286. getHardwareScalingLevel(): number;
  94287. /**
  94288. * Gets the list of loaded textures
  94289. * @returns an array containing all loaded textures
  94290. */
  94291. getLoadedTexturesCache(): InternalTexture[];
  94292. /**
  94293. * Gets the object containing all engine capabilities
  94294. * @returns the EngineCapabilities object
  94295. */
  94296. getCaps(): EngineCapabilities;
  94297. /**
  94298. * Gets the current depth function
  94299. * @returns a number defining the depth function
  94300. */
  94301. getDepthFunction(): Nullable<number>;
  94302. /**
  94303. * Sets the current depth function
  94304. * @param depthFunc defines the function to use
  94305. */
  94306. setDepthFunction(depthFunc: number): void;
  94307. /**
  94308. * Sets the current depth function to GREATER
  94309. */
  94310. setDepthFunctionToGreater(): void;
  94311. /**
  94312. * Sets the current depth function to GEQUAL
  94313. */
  94314. setDepthFunctionToGreaterOrEqual(): void;
  94315. /**
  94316. * Sets the current depth function to LESS
  94317. */
  94318. setDepthFunctionToLess(): void;
  94319. private _cachedStencilBuffer;
  94320. private _cachedStencilFunction;
  94321. private _cachedStencilMask;
  94322. private _cachedStencilOperationPass;
  94323. private _cachedStencilOperationFail;
  94324. private _cachedStencilOperationDepthFail;
  94325. private _cachedStencilReference;
  94326. /**
  94327. * Caches the the state of the stencil buffer
  94328. */
  94329. cacheStencilState(): void;
  94330. /**
  94331. * Restores the state of the stencil buffer
  94332. */
  94333. restoreStencilState(): void;
  94334. /**
  94335. * Sets the current depth function to LEQUAL
  94336. */
  94337. setDepthFunctionToLessOrEqual(): void;
  94338. /**
  94339. * Gets a boolean indicating if stencil buffer is enabled
  94340. * @returns the current stencil buffer state
  94341. */
  94342. getStencilBuffer(): boolean;
  94343. /**
  94344. * Enable or disable the stencil buffer
  94345. * @param enable defines if the stencil buffer must be enabled or disabled
  94346. */
  94347. setStencilBuffer(enable: boolean): void;
  94348. /**
  94349. * Gets the current stencil mask
  94350. * @returns a number defining the new stencil mask to use
  94351. */
  94352. getStencilMask(): number;
  94353. /**
  94354. * Sets the current stencil mask
  94355. * @param mask defines the new stencil mask to use
  94356. */
  94357. setStencilMask(mask: number): void;
  94358. /**
  94359. * Gets the current stencil function
  94360. * @returns a number defining the stencil function to use
  94361. */
  94362. getStencilFunction(): number;
  94363. /**
  94364. * Gets the current stencil reference value
  94365. * @returns a number defining the stencil reference value to use
  94366. */
  94367. getStencilFunctionReference(): number;
  94368. /**
  94369. * Gets the current stencil mask
  94370. * @returns a number defining the stencil mask to use
  94371. */
  94372. getStencilFunctionMask(): number;
  94373. /**
  94374. * Sets the current stencil function
  94375. * @param stencilFunc defines the new stencil function to use
  94376. */
  94377. setStencilFunction(stencilFunc: number): void;
  94378. /**
  94379. * Sets the current stencil reference
  94380. * @param reference defines the new stencil reference to use
  94381. */
  94382. setStencilFunctionReference(reference: number): void;
  94383. /**
  94384. * Sets the current stencil mask
  94385. * @param mask defines the new stencil mask to use
  94386. */
  94387. setStencilFunctionMask(mask: number): void;
  94388. /**
  94389. * Gets the current stencil operation when stencil fails
  94390. * @returns a number defining stencil operation to use when stencil fails
  94391. */
  94392. getStencilOperationFail(): number;
  94393. /**
  94394. * Gets the current stencil operation when depth fails
  94395. * @returns a number defining stencil operation to use when depth fails
  94396. */
  94397. getStencilOperationDepthFail(): number;
  94398. /**
  94399. * Gets the current stencil operation when stencil passes
  94400. * @returns a number defining stencil operation to use when stencil passes
  94401. */
  94402. getStencilOperationPass(): number;
  94403. /**
  94404. * Sets the stencil operation to use when stencil fails
  94405. * @param operation defines the stencil operation to use when stencil fails
  94406. */
  94407. setStencilOperationFail(operation: number): void;
  94408. /**
  94409. * Sets the stencil operation to use when depth fails
  94410. * @param operation defines the stencil operation to use when depth fails
  94411. */
  94412. setStencilOperationDepthFail(operation: number): void;
  94413. /**
  94414. * Sets the stencil operation to use when stencil passes
  94415. * @param operation defines the stencil operation to use when stencil passes
  94416. */
  94417. setStencilOperationPass(operation: number): void;
  94418. /**
  94419. * Sets a boolean indicating if the dithering state is enabled or disabled
  94420. * @param value defines the dithering state
  94421. */
  94422. setDitheringState(value: boolean): void;
  94423. /**
  94424. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94425. * @param value defines the rasterizer state
  94426. */
  94427. setRasterizerState(value: boolean): void;
  94428. /**
  94429. * stop executing a render loop function and remove it from the execution array
  94430. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94431. */
  94432. stopRenderLoop(renderFunction?: () => void): void;
  94433. /** @hidden */
  94434. _renderLoop(): void;
  94435. /**
  94436. * Register and execute a render loop. The engine can have more than one render function
  94437. * @param renderFunction defines the function to continuously execute
  94438. */
  94439. runRenderLoop(renderFunction: () => void): void;
  94440. /**
  94441. * Toggle full screen mode
  94442. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94443. */
  94444. switchFullscreen(requestPointerLock: boolean): void;
  94445. /**
  94446. * Enters full screen mode
  94447. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94448. */
  94449. enterFullscreen(requestPointerLock: boolean): void;
  94450. /**
  94451. * Exits full screen mode
  94452. */
  94453. exitFullscreen(): void;
  94454. /**
  94455. * Enters Pointerlock mode
  94456. */
  94457. enterPointerlock(): void;
  94458. /**
  94459. * Exits Pointerlock mode
  94460. */
  94461. exitPointerlock(): void;
  94462. /**
  94463. * Clear the current render buffer or the current render target (if any is set up)
  94464. * @param color defines the color to use
  94465. * @param backBuffer defines if the back buffer must be cleared
  94466. * @param depth defines if the depth buffer must be cleared
  94467. * @param stencil defines if the stencil buffer must be cleared
  94468. */
  94469. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94470. /**
  94471. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94472. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94473. * @param y defines the y-coordinate of the corner of the clear rectangle
  94474. * @param width defines the width of the clear rectangle
  94475. * @param height defines the height of the clear rectangle
  94476. * @param clearColor defines the clear color
  94477. */
  94478. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94479. /**
  94480. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94481. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94482. * @param y defines the y-coordinate of the corner of the clear rectangle
  94483. * @param width defines the width of the clear rectangle
  94484. * @param height defines the height of the clear rectangle
  94485. */
  94486. enableScissor(x: number, y: number, width: number, height: number): void;
  94487. /**
  94488. * Disable previously set scissor test rectangle
  94489. */
  94490. disableScissor(): void;
  94491. private _viewportCached;
  94492. /** @hidden */
  94493. _viewport(x: number, y: number, width: number, height: number): void;
  94494. /**
  94495. * Set the WebGL's viewport
  94496. * @param viewport defines the viewport element to be used
  94497. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94498. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94499. */
  94500. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94501. /**
  94502. * Directly set the WebGL Viewport
  94503. * @param x defines the x coordinate of the viewport (in screen space)
  94504. * @param y defines the y coordinate of the viewport (in screen space)
  94505. * @param width defines the width of the viewport (in screen space)
  94506. * @param height defines the height of the viewport (in screen space)
  94507. * @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
  94508. */
  94509. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94510. /**
  94511. * Begin a new frame
  94512. */
  94513. beginFrame(): void;
  94514. /**
  94515. * Enf the current frame
  94516. */
  94517. endFrame(): void;
  94518. /**
  94519. * Resize the view according to the canvas' size
  94520. */
  94521. resize(): void;
  94522. /**
  94523. * Force a specific size of the canvas
  94524. * @param width defines the new canvas' width
  94525. * @param height defines the new canvas' height
  94526. */
  94527. setSize(width: number, height: number): void;
  94528. /**
  94529. * Binds the frame buffer to the specified texture.
  94530. * @param texture The texture to render to or null for the default canvas
  94531. * @param faceIndex The face of the texture to render to in case of cube texture
  94532. * @param requiredWidth The width of the target to render to
  94533. * @param requiredHeight The height of the target to render to
  94534. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94535. * @param depthStencilTexture The depth stencil texture to use to render
  94536. * @param lodLevel defines le lod level to bind to the frame buffer
  94537. */
  94538. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94539. /** @hidden */
  94540. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94541. /**
  94542. * Unbind the current render target texture from the webGL context
  94543. * @param texture defines the render target texture to unbind
  94544. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94545. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94546. */
  94547. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94548. /**
  94549. * Force the mipmap generation for the given render target texture
  94550. * @param texture defines the render target texture to use
  94551. */
  94552. generateMipMapsForCubemap(texture: InternalTexture): void;
  94553. /**
  94554. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94555. */
  94556. flushFramebuffer(): void;
  94557. /**
  94558. * Unbind the current render target and bind the default framebuffer
  94559. */
  94560. restoreDefaultFramebuffer(): void;
  94561. /**
  94562. * Create an uniform buffer
  94563. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94564. * @param elements defines the content of the uniform buffer
  94565. * @returns the webGL uniform buffer
  94566. */
  94567. createUniformBuffer(elements: FloatArray): DataBuffer;
  94568. /**
  94569. * Create a dynamic uniform buffer
  94570. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94571. * @param elements defines the content of the uniform buffer
  94572. * @returns the webGL uniform buffer
  94573. */
  94574. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94575. /**
  94576. * Update an existing uniform buffer
  94577. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94578. * @param uniformBuffer defines the target uniform buffer
  94579. * @param elements defines the content to update
  94580. * @param offset defines the offset in the uniform buffer where update should start
  94581. * @param count defines the size of the data to update
  94582. */
  94583. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94584. private _resetVertexBufferBinding;
  94585. /**
  94586. * Creates a vertex buffer
  94587. * @param data the data for the vertex buffer
  94588. * @returns the new WebGL static buffer
  94589. */
  94590. createVertexBuffer(data: DataArray): DataBuffer;
  94591. /**
  94592. * Creates a dynamic vertex buffer
  94593. * @param data the data for the dynamic vertex buffer
  94594. * @returns the new WebGL dynamic buffer
  94595. */
  94596. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94597. /**
  94598. * Update a dynamic index buffer
  94599. * @param indexBuffer defines the target index buffer
  94600. * @param indices defines the data to update
  94601. * @param offset defines the offset in the target index buffer where update should start
  94602. */
  94603. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94604. /**
  94605. * Updates a dynamic vertex buffer.
  94606. * @param vertexBuffer the vertex buffer to update
  94607. * @param data the data used to update the vertex buffer
  94608. * @param byteOffset the byte offset of the data
  94609. * @param byteLength the byte length of the data
  94610. */
  94611. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94612. private _resetIndexBufferBinding;
  94613. /**
  94614. * Creates a new index buffer
  94615. * @param indices defines the content of the index buffer
  94616. * @param updatable defines if the index buffer must be updatable
  94617. * @returns a new webGL buffer
  94618. */
  94619. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94620. /**
  94621. * Bind a webGL buffer to the webGL context
  94622. * @param buffer defines the buffer to bind
  94623. */
  94624. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94625. /**
  94626. * Bind an uniform buffer to the current webGL context
  94627. * @param buffer defines the buffer to bind
  94628. */
  94629. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94630. /**
  94631. * Bind a buffer to the current webGL context at a given location
  94632. * @param buffer defines the buffer to bind
  94633. * @param location defines the index where to bind the buffer
  94634. */
  94635. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94636. /**
  94637. * Bind a specific block at a given index in a specific shader program
  94638. * @param pipelineContext defines the pipeline context to use
  94639. * @param blockName defines the block name
  94640. * @param index defines the index where to bind the block
  94641. */
  94642. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94643. private bindIndexBuffer;
  94644. private bindBuffer;
  94645. /**
  94646. * update the bound buffer with the given data
  94647. * @param data defines the data to update
  94648. */
  94649. updateArrayBuffer(data: Float32Array): void;
  94650. private _vertexAttribPointer;
  94651. private _bindIndexBufferWithCache;
  94652. private _bindVertexBuffersAttributes;
  94653. /**
  94654. * Records a vertex array object
  94655. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94656. * @param vertexBuffers defines the list of vertex buffers to store
  94657. * @param indexBuffer defines the index buffer to store
  94658. * @param effect defines the effect to store
  94659. * @returns the new vertex array object
  94660. */
  94661. recordVertexArrayObject(vertexBuffers: {
  94662. [key: string]: VertexBuffer;
  94663. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94664. /**
  94665. * Bind a specific vertex array object
  94666. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94667. * @param vertexArrayObject defines the vertex array object to bind
  94668. * @param indexBuffer defines the index buffer to bind
  94669. */
  94670. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94671. /**
  94672. * Bind webGl buffers directly to the webGL context
  94673. * @param vertexBuffer defines the vertex buffer to bind
  94674. * @param indexBuffer defines the index buffer to bind
  94675. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94676. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94677. * @param effect defines the effect associated with the vertex buffer
  94678. */
  94679. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94680. private _unbindVertexArrayObject;
  94681. /**
  94682. * Bind a list of vertex buffers to the webGL context
  94683. * @param vertexBuffers defines the list of vertex buffers to bind
  94684. * @param indexBuffer defines the index buffer to bind
  94685. * @param effect defines the effect associated with the vertex buffers
  94686. */
  94687. bindBuffers(vertexBuffers: {
  94688. [key: string]: Nullable<VertexBuffer>;
  94689. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94690. /**
  94691. * Unbind all instance attributes
  94692. */
  94693. unbindInstanceAttributes(): void;
  94694. /**
  94695. * Release and free the memory of a vertex array object
  94696. * @param vao defines the vertex array object to delete
  94697. */
  94698. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94699. /** @hidden */
  94700. _releaseBuffer(buffer: DataBuffer): boolean;
  94701. /**
  94702. * Creates a webGL buffer to use with instanciation
  94703. * @param capacity defines the size of the buffer
  94704. * @returns the webGL buffer
  94705. */
  94706. createInstancesBuffer(capacity: number): DataBuffer;
  94707. /**
  94708. * Delete a webGL buffer used with instanciation
  94709. * @param buffer defines the webGL buffer to delete
  94710. */
  94711. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94712. /**
  94713. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94714. * @param instancesBuffer defines the webGL buffer to update and bind
  94715. * @param data defines the data to store in the buffer
  94716. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94717. */
  94718. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94719. /**
  94720. * Apply all cached states (depth, culling, stencil and alpha)
  94721. */
  94722. applyStates(): void;
  94723. /**
  94724. * Send a draw order
  94725. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94726. * @param indexStart defines the starting index
  94727. * @param indexCount defines the number of index to draw
  94728. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94729. */
  94730. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94731. /**
  94732. * Draw a list of points
  94733. * @param verticesStart defines the index of first vertex to draw
  94734. * @param verticesCount defines the count of vertices to draw
  94735. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94736. */
  94737. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94738. /**
  94739. * Draw a list of unindexed primitives
  94740. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94741. * @param verticesStart defines the index of first vertex to draw
  94742. * @param verticesCount defines the count of vertices to draw
  94743. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94744. */
  94745. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94746. /**
  94747. * Draw a list of indexed primitives
  94748. * @param fillMode defines the primitive to use
  94749. * @param indexStart defines the starting index
  94750. * @param indexCount defines the number of index to draw
  94751. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94752. */
  94753. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94754. /**
  94755. * Draw a list of unindexed primitives
  94756. * @param fillMode defines the primitive to use
  94757. * @param verticesStart defines the index of first vertex to draw
  94758. * @param verticesCount defines the count of vertices to draw
  94759. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94760. */
  94761. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94762. private _drawMode;
  94763. /** @hidden */
  94764. _releaseEffect(effect: Effect): void;
  94765. /** @hidden */
  94766. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94767. /**
  94768. * Create a new effect (used to store vertex/fragment shaders)
  94769. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94770. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94771. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94772. * @param samplers defines an array of string used to represent textures
  94773. * @param defines defines the string containing the defines to use to compile the shaders
  94774. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94775. * @param onCompiled defines a function to call when the effect creation is successful
  94776. * @param onError defines a function to call when the effect creation has failed
  94777. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94778. * @returns the new Effect
  94779. */
  94780. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94781. private _compileShader;
  94782. private _compileRawShader;
  94783. /**
  94784. * Directly creates a webGL program
  94785. * @param pipelineContext defines the pipeline context to attach to
  94786. * @param vertexCode defines the vertex shader code to use
  94787. * @param fragmentCode defines the fragment shader code to use
  94788. * @param context defines the webGL context to use (if not set, the current one will be used)
  94789. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94790. * @returns the new webGL program
  94791. */
  94792. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94793. /**
  94794. * Creates a webGL program
  94795. * @param pipelineContext defines the pipeline context to attach to
  94796. * @param vertexCode defines the vertex shader code to use
  94797. * @param fragmentCode defines the fragment shader code to use
  94798. * @param defines defines the string containing the defines to use to compile the shaders
  94799. * @param context defines the webGL context to use (if not set, the current one will be used)
  94800. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94801. * @returns the new webGL program
  94802. */
  94803. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94804. /**
  94805. * Creates a new pipeline context
  94806. * @returns the new pipeline
  94807. */
  94808. createPipelineContext(): WebGLPipelineContext;
  94809. private _createShaderProgram;
  94810. private _finalizePipelineContext;
  94811. /** @hidden */
  94812. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94813. /** @hidden */
  94814. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94815. /** @hidden */
  94816. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94817. /**
  94818. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94819. * @param pipelineContext defines the pipeline context to use
  94820. * @param uniformsNames defines the list of uniform names
  94821. * @returns an array of webGL uniform locations
  94822. */
  94823. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94824. /**
  94825. * Gets the lsit of active attributes for a given webGL program
  94826. * @param pipelineContext defines the pipeline context to use
  94827. * @param attributesNames defines the list of attribute names to get
  94828. * @returns an array of indices indicating the offset of each attribute
  94829. */
  94830. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94831. /**
  94832. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94833. * @param effect defines the effect to activate
  94834. */
  94835. enableEffect(effect: Nullable<Effect>): void;
  94836. /**
  94837. * Set the value of an uniform to an array of int32
  94838. * @param uniform defines the webGL uniform location where to store the value
  94839. * @param array defines the array of int32 to store
  94840. */
  94841. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94842. /**
  94843. * Set the value of an uniform to an array of int32 (stored as vec2)
  94844. * @param uniform defines the webGL uniform location where to store the value
  94845. * @param array defines the array of int32 to store
  94846. */
  94847. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94848. /**
  94849. * Set the value of an uniform to an array of int32 (stored as vec3)
  94850. * @param uniform defines the webGL uniform location where to store the value
  94851. * @param array defines the array of int32 to store
  94852. */
  94853. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94854. /**
  94855. * Set the value of an uniform to an array of int32 (stored as vec4)
  94856. * @param uniform defines the webGL uniform location where to store the value
  94857. * @param array defines the array of int32 to store
  94858. */
  94859. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94860. /**
  94861. * Set the value of an uniform to an array of float32
  94862. * @param uniform defines the webGL uniform location where to store the value
  94863. * @param array defines the array of float32 to store
  94864. */
  94865. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94866. /**
  94867. * Set the value of an uniform to an array of float32 (stored as vec2)
  94868. * @param uniform defines the webGL uniform location where to store the value
  94869. * @param array defines the array of float32 to store
  94870. */
  94871. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94872. /**
  94873. * Set the value of an uniform to an array of float32 (stored as vec3)
  94874. * @param uniform defines the webGL uniform location where to store the value
  94875. * @param array defines the array of float32 to store
  94876. */
  94877. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94878. /**
  94879. * Set the value of an uniform to an array of float32 (stored as vec4)
  94880. * @param uniform defines the webGL uniform location where to store the value
  94881. * @param array defines the array of float32 to store
  94882. */
  94883. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94884. /**
  94885. * Set the value of an uniform to an array of number
  94886. * @param uniform defines the webGL uniform location where to store the value
  94887. * @param array defines the array of number to store
  94888. */
  94889. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94890. /**
  94891. * Set the value of an uniform to an array of number (stored as vec2)
  94892. * @param uniform defines the webGL uniform location where to store the value
  94893. * @param array defines the array of number to store
  94894. */
  94895. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94896. /**
  94897. * Set the value of an uniform to an array of number (stored as vec3)
  94898. * @param uniform defines the webGL uniform location where to store the value
  94899. * @param array defines the array of number to store
  94900. */
  94901. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94902. /**
  94903. * Set the value of an uniform to an array of number (stored as vec4)
  94904. * @param uniform defines the webGL uniform location where to store the value
  94905. * @param array defines the array of number to store
  94906. */
  94907. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94908. /**
  94909. * Set the value of an uniform to an array of float32 (stored as matrices)
  94910. * @param uniform defines the webGL uniform location where to store the value
  94911. * @param matrices defines the array of float32 to store
  94912. */
  94913. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94914. /**
  94915. * Set the value of an uniform to a matrix (3x3)
  94916. * @param uniform defines the webGL uniform location where to store the value
  94917. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94918. */
  94919. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94920. /**
  94921. * Set the value of an uniform to a matrix (2x2)
  94922. * @param uniform defines the webGL uniform location where to store the value
  94923. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94924. */
  94925. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94926. /**
  94927. * Set the value of an uniform to a number (int)
  94928. * @param uniform defines the webGL uniform location where to store the value
  94929. * @param value defines the int number to store
  94930. */
  94931. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94932. /**
  94933. * Set the value of an uniform to a number (float)
  94934. * @param uniform defines the webGL uniform location where to store the value
  94935. * @param value defines the float number to store
  94936. */
  94937. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94938. /**
  94939. * Set the value of an uniform to a vec2
  94940. * @param uniform defines the webGL uniform location where to store the value
  94941. * @param x defines the 1st component of the value
  94942. * @param y defines the 2nd component of the value
  94943. */
  94944. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94945. /**
  94946. * Set the value of an uniform to a vec3
  94947. * @param uniform defines the webGL uniform location where to store the value
  94948. * @param x defines the 1st component of the value
  94949. * @param y defines the 2nd component of the value
  94950. * @param z defines the 3rd component of the value
  94951. */
  94952. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94953. /**
  94954. * Set the value of an uniform to a boolean
  94955. * @param uniform defines the webGL uniform location where to store the value
  94956. * @param bool defines the boolean to store
  94957. */
  94958. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94959. /**
  94960. * Set the value of an uniform to a vec4
  94961. * @param uniform defines the webGL uniform location where to store the value
  94962. * @param x defines the 1st component of the value
  94963. * @param y defines the 2nd component of the value
  94964. * @param z defines the 3rd component of the value
  94965. * @param w defines the 4th component of the value
  94966. */
  94967. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94968. /**
  94969. * Sets a Color4 on a uniform variable
  94970. * @param uniform defines the uniform location
  94971. * @param color4 defines the value to be set
  94972. */
  94973. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94974. /**
  94975. * Set various states to the webGL context
  94976. * @param culling defines backface culling state
  94977. * @param zOffset defines the value to apply to zOffset (0 by default)
  94978. * @param force defines if states must be applied even if cache is up to date
  94979. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94980. */
  94981. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94982. /**
  94983. * Set the z offset to apply to current rendering
  94984. * @param value defines the offset to apply
  94985. */
  94986. setZOffset(value: number): void;
  94987. /**
  94988. * Gets the current value of the zOffset
  94989. * @returns the current zOffset state
  94990. */
  94991. getZOffset(): number;
  94992. /**
  94993. * Enable or disable depth buffering
  94994. * @param enable defines the state to set
  94995. */
  94996. setDepthBuffer(enable: boolean): void;
  94997. /**
  94998. * Gets a boolean indicating if depth writing is enabled
  94999. * @returns the current depth writing state
  95000. */
  95001. getDepthWrite(): boolean;
  95002. /**
  95003. * Enable or disable depth writing
  95004. * @param enable defines the state to set
  95005. */
  95006. setDepthWrite(enable: boolean): void;
  95007. /**
  95008. * Enable or disable color writing
  95009. * @param enable defines the state to set
  95010. */
  95011. setColorWrite(enable: boolean): void;
  95012. /**
  95013. * Gets a boolean indicating if color writing is enabled
  95014. * @returns the current color writing state
  95015. */
  95016. getColorWrite(): boolean;
  95017. /**
  95018. * Sets alpha constants used by some alpha blending modes
  95019. * @param r defines the red component
  95020. * @param g defines the green component
  95021. * @param b defines the blue component
  95022. * @param a defines the alpha component
  95023. */
  95024. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95025. /**
  95026. * Sets the current alpha mode
  95027. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95028. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95029. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95030. */
  95031. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95032. /**
  95033. * Gets the current alpha mode
  95034. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95035. * @returns the current alpha mode
  95036. */
  95037. getAlphaMode(): number;
  95038. /**
  95039. * Clears the list of texture accessible through engine.
  95040. * This can help preventing texture load conflict due to name collision.
  95041. */
  95042. clearInternalTexturesCache(): void;
  95043. /**
  95044. * Force the entire cache to be cleared
  95045. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95046. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95047. */
  95048. wipeCaches(bruteForce?: boolean): void;
  95049. /**
  95050. * Set the compressed texture format to use, based on the formats you have, and the formats
  95051. * supported by the hardware / browser.
  95052. *
  95053. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95054. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95055. * to API arguments needed to compressed textures. This puts the burden on the container
  95056. * generator to house the arcane code for determining these for current & future formats.
  95057. *
  95058. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95059. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95060. *
  95061. * Note: The result of this call is not taken into account when a texture is base64.
  95062. *
  95063. * @param formatsAvailable defines the list of those format families you have created
  95064. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95065. *
  95066. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95067. * @returns The extension selected.
  95068. */
  95069. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95070. /** @hidden */
  95071. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95072. min: number;
  95073. mag: number;
  95074. };
  95075. /** @hidden */
  95076. _createTexture(): WebGLTexture;
  95077. /**
  95078. * Usually called from Texture.ts.
  95079. * Passed information to create a WebGLTexture
  95080. * @param urlArg defines a value which contains one of the following:
  95081. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95082. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95083. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95084. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95085. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  95086. * @param scene needed for loading to the correct scene
  95087. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95088. * @param onLoad optional callback to be called upon successful completion
  95089. * @param onError optional callback to be called upon failure
  95090. * @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
  95091. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95092. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95093. * @param forcedExtension defines the extension to use to pick the right loader
  95094. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95095. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95096. */
  95097. 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>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95098. /**
  95099. * @hidden
  95100. * Rescales a texture
  95101. * @param source input texutre
  95102. * @param destination destination texture
  95103. * @param scene scene to use to render the resize
  95104. * @param internalFormat format to use when resizing
  95105. * @param onComplete callback to be called when resize has completed
  95106. */
  95107. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95108. private _unpackFlipYCached;
  95109. /**
  95110. * In case you are sharing the context with other applications, it might
  95111. * be interested to not cache the unpack flip y state to ensure a consistent
  95112. * value would be set.
  95113. */
  95114. enableUnpackFlipYCached: boolean;
  95115. /** @hidden */
  95116. _unpackFlipY(value: boolean): void;
  95117. /** @hidden */
  95118. _getUnpackAlignement(): number;
  95119. /**
  95120. * Creates a dynamic texture
  95121. * @param width defines the width of the texture
  95122. * @param height defines the height of the texture
  95123. * @param generateMipMaps defines if the engine should generate the mip levels
  95124. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95125. * @returns the dynamic texture inside an InternalTexture
  95126. */
  95127. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95128. /**
  95129. * Update the sampling mode of a given texture
  95130. * @param samplingMode defines the required sampling mode
  95131. * @param texture defines the texture to update
  95132. */
  95133. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95134. /**
  95135. * Update the content of a dynamic texture
  95136. * @param texture defines the texture to update
  95137. * @param canvas defines the canvas containing the source
  95138. * @param invertY defines if data must be stored with Y axis inverted
  95139. * @param premulAlpha defines if alpha is stored as premultiplied
  95140. * @param format defines the format of the data
  95141. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95142. */
  95143. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95144. /**
  95145. * Update a video texture
  95146. * @param texture defines the texture to update
  95147. * @param video defines the video element to use
  95148. * @param invertY defines if data must be stored with Y axis inverted
  95149. */
  95150. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95151. /**
  95152. * Updates a depth texture Comparison Mode and Function.
  95153. * If the comparison Function is equal to 0, the mode will be set to none.
  95154. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95155. * @param texture The texture to set the comparison function for
  95156. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95157. */
  95158. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95159. /** @hidden */
  95160. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95161. width: number;
  95162. height: number;
  95163. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95164. /**
  95165. * Creates a depth stencil texture.
  95166. * This is only available in WebGL 2 or with the depth texture extension available.
  95167. * @param size The size of face edge in the texture.
  95168. * @param options The options defining the texture.
  95169. * @returns The texture
  95170. */
  95171. createDepthStencilTexture(size: number | {
  95172. width: number;
  95173. height: number;
  95174. }, options: DepthTextureCreationOptions): InternalTexture;
  95175. /**
  95176. * Creates a depth stencil texture.
  95177. * This is only available in WebGL 2 or with the depth texture extension available.
  95178. * @param size The size of face edge in the texture.
  95179. * @param options The options defining the texture.
  95180. * @returns The texture
  95181. */
  95182. private _createDepthStencilTexture;
  95183. /**
  95184. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95185. * @param renderTarget The render target to set the frame buffer for
  95186. */
  95187. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95188. /**
  95189. * Creates a new render target texture
  95190. * @param size defines the size of the texture
  95191. * @param options defines the options used to create the texture
  95192. * @returns a new render target texture stored in an InternalTexture
  95193. */
  95194. createRenderTargetTexture(size: number | {
  95195. width: number;
  95196. height: number;
  95197. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95198. /** @hidden */
  95199. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95200. /**
  95201. * Updates the sample count of a render target texture
  95202. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95203. * @param texture defines the texture to update
  95204. * @param samples defines the sample count to set
  95205. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95206. */
  95207. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95208. /** @hidden */
  95209. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95210. /** @hidden */
  95211. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95212. /** @hidden */
  95213. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95214. /** @hidden */
  95215. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95216. /**
  95217. * @hidden
  95218. */
  95219. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95220. private _prepareWebGLTextureContinuation;
  95221. private _prepareWebGLTexture;
  95222. /** @hidden */
  95223. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95224. /** @hidden */
  95225. _releaseFramebufferObjects(texture: InternalTexture): void;
  95226. /** @hidden */
  95227. _releaseTexture(texture: InternalTexture): void;
  95228. private setProgram;
  95229. private _boundUniforms;
  95230. /**
  95231. * Binds an effect to the webGL context
  95232. * @param effect defines the effect to bind
  95233. */
  95234. bindSamplers(effect: Effect): void;
  95235. private _activateCurrentTexture;
  95236. /** @hidden */
  95237. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95238. /** @hidden */
  95239. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95240. /**
  95241. * Sets a texture to the webGL context from a postprocess
  95242. * @param channel defines the channel to use
  95243. * @param postProcess defines the source postprocess
  95244. */
  95245. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95246. /**
  95247. * Binds the output of the passed in post process to the texture channel specified
  95248. * @param channel The channel the texture should be bound to
  95249. * @param postProcess The post process which's output should be bound
  95250. */
  95251. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95252. /**
  95253. * Unbind all textures from the webGL context
  95254. */
  95255. unbindAllTextures(): void;
  95256. /**
  95257. * Sets a texture to the according uniform.
  95258. * @param channel The texture channel
  95259. * @param uniform The uniform to set
  95260. * @param texture The texture to apply
  95261. */
  95262. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95263. /**
  95264. * Sets a depth stencil texture from a render target to the according uniform.
  95265. * @param channel The texture channel
  95266. * @param uniform The uniform to set
  95267. * @param texture The render target texture containing the depth stencil texture to apply
  95268. */
  95269. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95270. private _bindSamplerUniformToChannel;
  95271. private _getTextureWrapMode;
  95272. private _setTexture;
  95273. /**
  95274. * Sets an array of texture to the webGL context
  95275. * @param channel defines the channel where the texture array must be set
  95276. * @param uniform defines the associated uniform location
  95277. * @param textures defines the array of textures to bind
  95278. */
  95279. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95280. /** @hidden */
  95281. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95282. private _setTextureParameterFloat;
  95283. private _setTextureParameterInteger;
  95284. /**
  95285. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95286. * @param x defines the x coordinate of the rectangle where pixels must be read
  95287. * @param y defines the y coordinate of the rectangle where pixels must be read
  95288. * @param width defines the width of the rectangle where pixels must be read
  95289. * @param height defines the height of the rectangle where pixels must be read
  95290. * @returns a Uint8Array containing RGBA colors
  95291. */
  95292. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95293. /**
  95294. * Add an externaly attached data from its key.
  95295. * This method call will fail and return false, if such key already exists.
  95296. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95297. * @param key the unique key that identifies the data
  95298. * @param data the data object to associate to the key for this Engine instance
  95299. * @return true if no such key were already present and the data was added successfully, false otherwise
  95300. */
  95301. addExternalData<T>(key: string, data: T): boolean;
  95302. /**
  95303. * Get an externaly attached data from its key
  95304. * @param key the unique key that identifies the data
  95305. * @return the associated data, if present (can be null), or undefined if not present
  95306. */
  95307. getExternalData<T>(key: string): T;
  95308. /**
  95309. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95310. * @param key the unique key that identifies the data
  95311. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95312. * @return the associated data, can be null if the factory returned null.
  95313. */
  95314. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95315. /**
  95316. * Remove an externaly attached data from the Engine instance
  95317. * @param key the unique key that identifies the data
  95318. * @return true if the data was successfully removed, false if it doesn't exist
  95319. */
  95320. removeExternalData(key: string): boolean;
  95321. /**
  95322. * Unbind all vertex attributes from the webGL context
  95323. */
  95324. unbindAllAttributes(): void;
  95325. /**
  95326. * 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
  95327. */
  95328. releaseEffects(): void;
  95329. /**
  95330. * Dispose and release all associated resources
  95331. */
  95332. dispose(): void;
  95333. /**
  95334. * Display the loading screen
  95335. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95336. */
  95337. displayLoadingUI(): void;
  95338. /**
  95339. * Hide the loading screen
  95340. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95341. */
  95342. hideLoadingUI(): void;
  95343. /**
  95344. * Gets the current loading screen object
  95345. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95346. */
  95347. /**
  95348. * Sets the current loading screen object
  95349. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95350. */
  95351. loadingScreen: ILoadingScreen;
  95352. /**
  95353. * Sets the current loading screen text
  95354. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95355. */
  95356. loadingUIText: string;
  95357. /**
  95358. * Sets the current loading screen background color
  95359. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95360. */
  95361. loadingUIBackgroundColor: string;
  95362. /**
  95363. * Attach a new callback raised when context lost event is fired
  95364. * @param callback defines the callback to call
  95365. */
  95366. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95367. /**
  95368. * Attach a new callback raised when context restored event is fired
  95369. * @param callback defines the callback to call
  95370. */
  95371. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95372. /**
  95373. * Gets the source code of the vertex shader associated with a specific webGL program
  95374. * @param program defines the program to use
  95375. * @returns a string containing the source code of the vertex shader associated with the program
  95376. */
  95377. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95378. /**
  95379. * Gets the source code of the fragment shader associated with a specific webGL program
  95380. * @param program defines the program to use
  95381. * @returns a string containing the source code of the fragment shader associated with the program
  95382. */
  95383. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95384. /**
  95385. * Get the current error code of the webGL context
  95386. * @returns the error code
  95387. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95388. */
  95389. getError(): number;
  95390. /**
  95391. * Gets the current framerate
  95392. * @returns a number representing the framerate
  95393. */
  95394. getFps(): number;
  95395. /**
  95396. * Gets the time spent between current and previous frame
  95397. * @returns a number representing the delta time in ms
  95398. */
  95399. getDeltaTime(): number;
  95400. private _measureFps;
  95401. /** @hidden */
  95402. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95403. private _canRenderToFloatFramebuffer;
  95404. private _canRenderToHalfFloatFramebuffer;
  95405. private _canRenderToFramebuffer;
  95406. /** @hidden */
  95407. _getWebGLTextureType(type: number): number;
  95408. /** @hidden */
  95409. _getInternalFormat(format: number): number;
  95410. /** @hidden */
  95411. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95412. /** @hidden */
  95413. _getRGBAMultiSampleBufferFormat(type: number): number;
  95414. /** @hidden */
  95415. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95416. /** @hidden */
  95417. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95418. /**
  95419. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95420. * @returns true if the engine can be created
  95421. * @ignorenaming
  95422. */
  95423. static isSupported(): boolean;
  95424. /**
  95425. * Find the next highest power of two.
  95426. * @param x Number to start search from.
  95427. * @return Next highest power of two.
  95428. */
  95429. static CeilingPOT(x: number): number;
  95430. /**
  95431. * Find the next lowest power of two.
  95432. * @param x Number to start search from.
  95433. * @return Next lowest power of two.
  95434. */
  95435. static FloorPOT(x: number): number;
  95436. /**
  95437. * Find the nearest power of two.
  95438. * @param x Number to start search from.
  95439. * @return Next nearest power of two.
  95440. */
  95441. static NearestPOT(x: number): number;
  95442. /**
  95443. * Get the closest exponent of two
  95444. * @param value defines the value to approximate
  95445. * @param max defines the maximum value to return
  95446. * @param mode defines how to define the closest value
  95447. * @returns closest exponent of two of the given value
  95448. */
  95449. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95450. /**
  95451. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95452. * @param func - the function to be called
  95453. * @param requester - the object that will request the next frame. Falls back to window.
  95454. * @returns frame number
  95455. */
  95456. static QueueNewFrame(func: () => void, requester?: any): number;
  95457. /**
  95458. * Ask the browser to promote the current element to pointerlock mode
  95459. * @param element defines the DOM element to promote
  95460. */
  95461. static _RequestPointerlock(element: HTMLElement): void;
  95462. /**
  95463. * Asks the browser to exit pointerlock mode
  95464. */
  95465. static _ExitPointerlock(): void;
  95466. /**
  95467. * Ask the browser to promote the current element to fullscreen rendering mode
  95468. * @param element defines the DOM element to promote
  95469. */
  95470. static _RequestFullscreen(element: HTMLElement): void;
  95471. /**
  95472. * Asks the browser to exit fullscreen mode
  95473. */
  95474. static _ExitFullscreen(): void;
  95475. }
  95476. }
  95477. declare module BABYLON {
  95478. /**
  95479. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95480. * during the life time of the application.
  95481. */
  95482. export class EngineStore {
  95483. /** Gets the list of created engines */
  95484. static Instances: Engine[];
  95485. /** @hidden */
  95486. static _LastCreatedScene: Nullable<Scene>;
  95487. /**
  95488. * Gets the latest created engine
  95489. */
  95490. static readonly LastCreatedEngine: Nullable<Engine>;
  95491. /**
  95492. * Gets the latest created scene
  95493. */
  95494. static readonly LastCreatedScene: Nullable<Scene>;
  95495. /**
  95496. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95497. * @ignorenaming
  95498. */
  95499. static UseFallbackTexture: boolean;
  95500. /**
  95501. * Texture content used if a texture cannot loaded
  95502. * @ignorenaming
  95503. */
  95504. static FallbackTexture: string;
  95505. }
  95506. }
  95507. declare module BABYLON {
  95508. /**
  95509. * Helper class that provides a small promise polyfill
  95510. */
  95511. export class PromisePolyfill {
  95512. /**
  95513. * Static function used to check if the polyfill is required
  95514. * If this is the case then the function will inject the polyfill to window.Promise
  95515. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95516. */
  95517. static Apply(force?: boolean): void;
  95518. }
  95519. }
  95520. declare module BABYLON {
  95521. /**
  95522. * Interface for screenshot methods with describe argument called `size` as object with options
  95523. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  95524. */
  95525. export interface IScreenshotSize {
  95526. /**
  95527. * number in pixels for canvas height
  95528. */
  95529. height?: number;
  95530. /**
  95531. * multiplier allowing render at a higher or lower resolution
  95532. * If value is defined then height and width will be ignored and taken from camera
  95533. */
  95534. precision?: number;
  95535. /**
  95536. * number in pixels for canvas width
  95537. */
  95538. width?: number;
  95539. }
  95540. }
  95541. declare module BABYLON {
  95542. interface IColor4Like {
  95543. r: float;
  95544. g: float;
  95545. b: float;
  95546. a: float;
  95547. }
  95548. /**
  95549. * Class containing a set of static utilities functions
  95550. */
  95551. export class Tools {
  95552. /**
  95553. * Gets or sets the base URL to use to load assets
  95554. */
  95555. static BaseUrl: string;
  95556. /**
  95557. * Enable/Disable Custom HTTP Request Headers globally.
  95558. * default = false
  95559. * @see CustomRequestHeaders
  95560. */
  95561. static UseCustomRequestHeaders: boolean;
  95562. /**
  95563. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95564. * i.e. when loading files, where the server/service expects an Authorization header
  95565. */
  95566. static CustomRequestHeaders: {
  95567. [key: string]: string;
  95568. };
  95569. /**
  95570. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95571. */
  95572. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95573. /**
  95574. * Default behaviour for cors in the application.
  95575. * It can be a string if the expected behavior is identical in the entire app.
  95576. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95577. */
  95578. static CorsBehavior: string | ((url: string | string[]) => string);
  95579. /**
  95580. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95581. * @ignorenaming
  95582. */
  95583. static UseFallbackTexture: boolean;
  95584. /**
  95585. * Use this object to register external classes like custom textures or material
  95586. * to allow the laoders to instantiate them
  95587. */
  95588. static RegisteredExternalClasses: {
  95589. [key: string]: Object;
  95590. };
  95591. /**
  95592. * Texture content used if a texture cannot loaded
  95593. * @ignorenaming
  95594. */
  95595. static fallbackTexture: string;
  95596. /**
  95597. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95598. * @param u defines the coordinate on X axis
  95599. * @param v defines the coordinate on Y axis
  95600. * @param width defines the width of the source data
  95601. * @param height defines the height of the source data
  95602. * @param pixels defines the source byte array
  95603. * @param color defines the output color
  95604. */
  95605. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95606. /**
  95607. * Interpolates between a and b via alpha
  95608. * @param a The lower value (returned when alpha = 0)
  95609. * @param b The upper value (returned when alpha = 1)
  95610. * @param alpha The interpolation-factor
  95611. * @return The mixed value
  95612. */
  95613. static Mix(a: number, b: number, alpha: number): number;
  95614. /**
  95615. * Tries to instantiate a new object from a given class name
  95616. * @param className defines the class name to instantiate
  95617. * @returns the new object or null if the system was not able to do the instantiation
  95618. */
  95619. static Instantiate(className: string): any;
  95620. /**
  95621. * Provides a slice function that will work even on IE
  95622. * @param data defines the array to slice
  95623. * @param start defines the start of the data (optional)
  95624. * @param end defines the end of the data (optional)
  95625. * @returns the new sliced array
  95626. */
  95627. static Slice<T>(data: T, start?: number, end?: number): T;
  95628. /**
  95629. * Polyfill for setImmediate
  95630. * @param action defines the action to execute after the current execution block
  95631. */
  95632. static SetImmediate(action: () => void): void;
  95633. /**
  95634. * Function indicating if a number is an exponent of 2
  95635. * @param value defines the value to test
  95636. * @returns true if the value is an exponent of 2
  95637. */
  95638. static IsExponentOfTwo(value: number): boolean;
  95639. private static _tmpFloatArray;
  95640. /**
  95641. * Returns the nearest 32-bit single precision float representation of a Number
  95642. * @param value A Number. If the parameter is of a different type, it will get converted
  95643. * to a number or to NaN if it cannot be converted
  95644. * @returns number
  95645. */
  95646. static FloatRound(value: number): number;
  95647. /**
  95648. * Extracts the filename from a path
  95649. * @param path defines the path to use
  95650. * @returns the filename
  95651. */
  95652. static GetFilename(path: string): string;
  95653. /**
  95654. * Extracts the "folder" part of a path (everything before the filename).
  95655. * @param uri The URI to extract the info from
  95656. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95657. * @returns The "folder" part of the path
  95658. */
  95659. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95660. /**
  95661. * Extracts text content from a DOM element hierarchy
  95662. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95663. */
  95664. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95665. /**
  95666. * Convert an angle in radians to degrees
  95667. * @param angle defines the angle to convert
  95668. * @returns the angle in degrees
  95669. */
  95670. static ToDegrees(angle: number): number;
  95671. /**
  95672. * Convert an angle in degrees to radians
  95673. * @param angle defines the angle to convert
  95674. * @returns the angle in radians
  95675. */
  95676. static ToRadians(angle: number): number;
  95677. /**
  95678. * Encode a buffer to a base64 string
  95679. * @param buffer defines the buffer to encode
  95680. * @returns the encoded string
  95681. */
  95682. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95683. /**
  95684. * Returns an array if obj is not an array
  95685. * @param obj defines the object to evaluate as an array
  95686. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95687. * @returns either obj directly if obj is an array or a new array containing obj
  95688. */
  95689. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95690. /**
  95691. * Gets the pointer prefix to use
  95692. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95693. */
  95694. static GetPointerPrefix(): string;
  95695. /**
  95696. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95697. * @param url define the url we are trying
  95698. * @param element define the dom element where to configure the cors policy
  95699. */
  95700. static SetCorsBehavior(url: string | string[], element: {
  95701. crossOrigin: string | null;
  95702. }): void;
  95703. /**
  95704. * Removes unwanted characters from an url
  95705. * @param url defines the url to clean
  95706. * @returns the cleaned url
  95707. */
  95708. static CleanUrl(url: string): string;
  95709. /**
  95710. * Gets or sets a function used to pre-process url before using them to load assets
  95711. */
  95712. static PreprocessUrl: (url: string) => string;
  95713. /**
  95714. * Loads an image as an HTMLImageElement.
  95715. * @param input url string, ArrayBuffer, or Blob to load
  95716. * @param onLoad callback called when the image successfully loads
  95717. * @param onError callback called when the image fails to load
  95718. * @param offlineProvider offline provider for caching
  95719. * @returns the HTMLImageElement of the loaded image
  95720. */
  95721. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95722. /**
  95723. * Loads a file
  95724. * @param url url string, ArrayBuffer, or Blob to load
  95725. * @param onSuccess callback called when the file successfully loads
  95726. * @param onProgress callback called while file is loading (if the server supports this mode)
  95727. * @param offlineProvider defines the offline provider for caching
  95728. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95729. * @param onError callback called when the file fails to load
  95730. * @returns a file request object
  95731. */
  95732. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95733. /**
  95734. * Loads a file from a url
  95735. * @param url the file url to load
  95736. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95737. */
  95738. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95739. /**
  95740. * Load a script (identified by an url). When the url returns, the
  95741. * content of this file is added into a new script element, attached to the DOM (body element)
  95742. * @param scriptUrl defines the url of the script to laod
  95743. * @param onSuccess defines the callback called when the script is loaded
  95744. * @param onError defines the callback to call if an error occurs
  95745. * @param scriptId defines the id of the script element
  95746. */
  95747. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95748. /**
  95749. * Load an asynchronous script (identified by an url). When the url returns, the
  95750. * content of this file is added into a new script element, attached to the DOM (body element)
  95751. * @param scriptUrl defines the url of the script to laod
  95752. * @param scriptId defines the id of the script element
  95753. * @returns a promise request object
  95754. */
  95755. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95756. /**
  95757. * Loads a file from a blob
  95758. * @param fileToLoad defines the blob to use
  95759. * @param callback defines the callback to call when data is loaded
  95760. * @param progressCallback defines the callback to call during loading process
  95761. * @returns a file request object
  95762. */
  95763. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95764. /**
  95765. * Loads a file
  95766. * @param fileToLoad defines the file to load
  95767. * @param callback defines the callback to call when data is loaded
  95768. * @param progressCallBack defines the callback to call during loading process
  95769. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95770. * @returns a file request object
  95771. */
  95772. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95773. /**
  95774. * Creates a data url from a given string content
  95775. * @param content defines the content to convert
  95776. * @returns the new data url link
  95777. */
  95778. static FileAsURL(content: string): string;
  95779. /**
  95780. * Format the given number to a specific decimal format
  95781. * @param value defines the number to format
  95782. * @param decimals defines the number of decimals to use
  95783. * @returns the formatted string
  95784. */
  95785. static Format(value: number, decimals?: number): string;
  95786. /**
  95787. * Tries to copy an object by duplicating every property
  95788. * @param source defines the source object
  95789. * @param destination defines the target object
  95790. * @param doNotCopyList defines a list of properties to avoid
  95791. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95792. */
  95793. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95794. /**
  95795. * Gets a boolean indicating if the given object has no own property
  95796. * @param obj defines the object to test
  95797. * @returns true if object has no own property
  95798. */
  95799. static IsEmpty(obj: any): boolean;
  95800. /**
  95801. * Function used to register events at window level
  95802. * @param windowElement defines the Window object to use
  95803. * @param events defines the events to register
  95804. */
  95805. static RegisterTopRootEvents(windowElement: Window, events: {
  95806. name: string;
  95807. handler: Nullable<(e: FocusEvent) => any>;
  95808. }[]): void;
  95809. /**
  95810. * Function used to unregister events from window level
  95811. * @param events defines the events to unregister
  95812. */
  95813. static UnregisterTopRootEvents(windowElement: Window, events: {
  95814. name: string;
  95815. handler: Nullable<(e: FocusEvent) => any>;
  95816. }[]): void;
  95817. /**
  95818. * @ignore
  95819. */
  95820. static _ScreenshotCanvas: HTMLCanvasElement;
  95821. /**
  95822. * Dumps the current bound framebuffer
  95823. * @param width defines the rendering width
  95824. * @param height defines the rendering height
  95825. * @param engine defines the hosting engine
  95826. * @param successCallback defines the callback triggered once the data are available
  95827. * @param mimeType defines the mime type of the result
  95828. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95829. */
  95830. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95831. /**
  95832. * Converts the canvas data to blob.
  95833. * This acts as a polyfill for browsers not supporting the to blob function.
  95834. * @param canvas Defines the canvas to extract the data from
  95835. * @param successCallback Defines the callback triggered once the data are available
  95836. * @param mimeType Defines the mime type of the result
  95837. */
  95838. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95839. /**
  95840. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95841. * @param successCallback defines the callback triggered once the data are available
  95842. * @param mimeType defines the mime type of the result
  95843. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95844. */
  95845. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95846. /**
  95847. * Downloads a blob in the browser
  95848. * @param blob defines the blob to download
  95849. * @param fileName defines the name of the downloaded file
  95850. */
  95851. static Download(blob: Blob, fileName: string): void;
  95852. /**
  95853. * Captures a screenshot of the current rendering
  95854. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95855. * @param engine defines the rendering engine
  95856. * @param camera defines the source camera
  95857. * @param size This parameter can be set to a single number or to an object with the
  95858. * following (optional) properties: precision, width, height. If a single number is passed,
  95859. * it will be used for both width and height. If an object is passed, the screenshot size
  95860. * will be derived from the parameters. The precision property is a multiplier allowing
  95861. * rendering at a higher or lower resolution
  95862. * @param successCallback defines the callback receives a single parameter which contains the
  95863. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95864. * src parameter of an <img> to display it
  95865. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95866. * Check your browser for supported MIME types
  95867. */
  95868. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  95869. /**
  95870. * Captures a screenshot of the current rendering
  95871. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95872. * @param engine defines the rendering engine
  95873. * @param camera defines the source camera
  95874. * @param size This parameter can be set to a single number or to an object with the
  95875. * following (optional) properties: precision, width, height. If a single number is passed,
  95876. * it will be used for both width and height. If an object is passed, the screenshot size
  95877. * will be derived from the parameters. The precision property is a multiplier allowing
  95878. * rendering at a higher or lower resolution
  95879. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95880. * Check your browser for supported MIME types
  95881. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95882. * to the src parameter of an <img> to display it
  95883. */
  95884. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  95885. /**
  95886. * Generates an image screenshot from the specified camera.
  95887. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95888. * @param engine The engine to use for rendering
  95889. * @param camera The camera to use for rendering
  95890. * @param size This parameter can be set to a single number or to an object with the
  95891. * following (optional) properties: precision, width, height. If a single number is passed,
  95892. * it will be used for both width and height. If an object is passed, the screenshot size
  95893. * will be derived from the parameters. The precision property is a multiplier allowing
  95894. * rendering at a higher or lower resolution
  95895. * @param successCallback The callback receives a single parameter which contains the
  95896. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95897. * src parameter of an <img> to display it
  95898. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95899. * Check your browser for supported MIME types
  95900. * @param samples Texture samples (default: 1)
  95901. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95902. * @param fileName A name for for the downloaded file.
  95903. */
  95904. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95905. /**
  95906. * Generates an image screenshot from the specified camera.
  95907. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95908. * @param engine The engine to use for rendering
  95909. * @param camera The camera to use for rendering
  95910. * @param size This parameter can be set to a single number or to an object with the
  95911. * following (optional) properties: precision, width, height. If a single number is passed,
  95912. * it will be used for both width and height. If an object is passed, the screenshot size
  95913. * will be derived from the parameters. The precision property is a multiplier allowing
  95914. * rendering at a higher or lower resolution
  95915. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95916. * Check your browser for supported MIME types
  95917. * @param samples Texture samples (default: 1)
  95918. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95919. * @param fileName A name for for the downloaded file.
  95920. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95921. * to the src parameter of an <img> to display it
  95922. */
  95923. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  95924. /**
  95925. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95926. * Be aware Math.random() could cause collisions, but:
  95927. * "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"
  95928. * @returns a pseudo random id
  95929. */
  95930. static RandomId(): string;
  95931. /**
  95932. * Test if the given uri is a base64 string
  95933. * @param uri The uri to test
  95934. * @return True if the uri is a base64 string or false otherwise
  95935. */
  95936. static IsBase64(uri: string): boolean;
  95937. /**
  95938. * Decode the given base64 uri.
  95939. * @param uri The uri to decode
  95940. * @return The decoded base64 data.
  95941. */
  95942. static DecodeBase64(uri: string): ArrayBuffer;
  95943. /**
  95944. * Gets the absolute url.
  95945. * @param url the input url
  95946. * @return the absolute url
  95947. */
  95948. static GetAbsoluteUrl(url: string): string;
  95949. /**
  95950. * No log
  95951. */
  95952. static readonly NoneLogLevel: number;
  95953. /**
  95954. * Only message logs
  95955. */
  95956. static readonly MessageLogLevel: number;
  95957. /**
  95958. * Only warning logs
  95959. */
  95960. static readonly WarningLogLevel: number;
  95961. /**
  95962. * Only error logs
  95963. */
  95964. static readonly ErrorLogLevel: number;
  95965. /**
  95966. * All logs
  95967. */
  95968. static readonly AllLogLevel: number;
  95969. /**
  95970. * Gets a value indicating the number of loading errors
  95971. * @ignorenaming
  95972. */
  95973. static readonly errorsCount: number;
  95974. /**
  95975. * Callback called when a new log is added
  95976. */
  95977. static OnNewCacheEntry: (entry: string) => void;
  95978. /**
  95979. * Log a message to the console
  95980. * @param message defines the message to log
  95981. */
  95982. static Log(message: string): void;
  95983. /**
  95984. * Write a warning message to the console
  95985. * @param message defines the message to log
  95986. */
  95987. static Warn(message: string): void;
  95988. /**
  95989. * Write an error message to the console
  95990. * @param message defines the message to log
  95991. */
  95992. static Error(message: string): void;
  95993. /**
  95994. * Gets current log cache (list of logs)
  95995. */
  95996. static readonly LogCache: string;
  95997. /**
  95998. * Clears the log cache
  95999. */
  96000. static ClearLogCache(): void;
  96001. /**
  96002. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96003. */
  96004. static LogLevels: number;
  96005. /**
  96006. * Checks if the window object exists
  96007. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96008. */
  96009. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96010. /**
  96011. * No performance log
  96012. */
  96013. static readonly PerformanceNoneLogLevel: number;
  96014. /**
  96015. * Use user marks to log performance
  96016. */
  96017. static readonly PerformanceUserMarkLogLevel: number;
  96018. /**
  96019. * Log performance to the console
  96020. */
  96021. static readonly PerformanceConsoleLogLevel: number;
  96022. private static _performance;
  96023. /**
  96024. * Sets the current performance log level
  96025. */
  96026. static PerformanceLogLevel: number;
  96027. private static _StartPerformanceCounterDisabled;
  96028. private static _EndPerformanceCounterDisabled;
  96029. private static _StartUserMark;
  96030. private static _EndUserMark;
  96031. private static _StartPerformanceConsole;
  96032. private static _EndPerformanceConsole;
  96033. /**
  96034. * Starts a performance counter
  96035. */
  96036. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96037. /**
  96038. * Ends a specific performance coutner
  96039. */
  96040. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96041. /**
  96042. * Gets either window.performance.now() if supported or Date.now() else
  96043. */
  96044. static readonly Now: number;
  96045. /**
  96046. * This method will return the name of the class used to create the instance of the given object.
  96047. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96048. * @param object the object to get the class name from
  96049. * @param isType defines if the object is actually a type
  96050. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96051. */
  96052. static GetClassName(object: any, isType?: boolean): string;
  96053. /**
  96054. * Gets the first element of an array satisfying a given predicate
  96055. * @param array defines the array to browse
  96056. * @param predicate defines the predicate to use
  96057. * @returns null if not found or the element
  96058. */
  96059. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96060. /**
  96061. * This method will return the name of the full name of the class, including its owning module (if any).
  96062. * 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).
  96063. * @param object the object to get the class name from
  96064. * @param isType defines if the object is actually a type
  96065. * @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.
  96066. * @ignorenaming
  96067. */
  96068. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96069. /**
  96070. * Returns a promise that resolves after the given amount of time.
  96071. * @param delay Number of milliseconds to delay
  96072. * @returns Promise that resolves after the given amount of time
  96073. */
  96074. static DelayAsync(delay: number): Promise<void>;
  96075. }
  96076. /**
  96077. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96078. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96079. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96080. * @param name The name of the class, case should be preserved
  96081. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96082. */
  96083. export function className(name: string, module?: string): (target: Object) => void;
  96084. /**
  96085. * An implementation of a loop for asynchronous functions.
  96086. */
  96087. export class AsyncLoop {
  96088. /**
  96089. * Defines the number of iterations for the loop
  96090. */
  96091. iterations: number;
  96092. /**
  96093. * Defines the current index of the loop.
  96094. */
  96095. index: number;
  96096. private _done;
  96097. private _fn;
  96098. private _successCallback;
  96099. /**
  96100. * Constructor.
  96101. * @param iterations the number of iterations.
  96102. * @param func the function to run each iteration
  96103. * @param successCallback the callback that will be called upon succesful execution
  96104. * @param offset starting offset.
  96105. */
  96106. constructor(
  96107. /**
  96108. * Defines the number of iterations for the loop
  96109. */
  96110. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96111. /**
  96112. * Execute the next iteration. Must be called after the last iteration was finished.
  96113. */
  96114. executeNext(): void;
  96115. /**
  96116. * Break the loop and run the success callback.
  96117. */
  96118. breakLoop(): void;
  96119. /**
  96120. * Create and run an async loop.
  96121. * @param iterations the number of iterations.
  96122. * @param fn the function to run each iteration
  96123. * @param successCallback the callback that will be called upon succesful execution
  96124. * @param offset starting offset.
  96125. * @returns the created async loop object
  96126. */
  96127. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96128. /**
  96129. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96130. * @param iterations total number of iterations
  96131. * @param syncedIterations number of synchronous iterations in each async iteration.
  96132. * @param fn the function to call each iteration.
  96133. * @param callback a success call back that will be called when iterating stops.
  96134. * @param breakFunction a break condition (optional)
  96135. * @param timeout timeout settings for the setTimeout function. default - 0.
  96136. * @returns the created async loop object
  96137. */
  96138. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96139. }
  96140. }
  96141. declare module BABYLON {
  96142. /** @hidden */
  96143. export interface ICollisionCoordinator {
  96144. createCollider(): Collider;
  96145. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96146. init(scene: Scene): void;
  96147. }
  96148. /** @hidden */
  96149. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96150. private _scene;
  96151. private _scaledPosition;
  96152. private _scaledVelocity;
  96153. private _finalPosition;
  96154. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96155. createCollider(): Collider;
  96156. init(scene: Scene): void;
  96157. private _collideWithWorld;
  96158. }
  96159. }
  96160. declare module BABYLON {
  96161. /**
  96162. * Class used to manage all inputs for the scene.
  96163. */
  96164. export class InputManager {
  96165. /** The distance in pixel that you have to move to prevent some events */
  96166. static DragMovementThreshold: number;
  96167. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96168. static LongPressDelay: number;
  96169. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96170. static DoubleClickDelay: number;
  96171. /** If you need to check double click without raising a single click at first click, enable this flag */
  96172. static ExclusiveDoubleClickMode: boolean;
  96173. private _wheelEventName;
  96174. private _onPointerMove;
  96175. private _onPointerDown;
  96176. private _onPointerUp;
  96177. private _initClickEvent;
  96178. private _initActionManager;
  96179. private _delayedSimpleClick;
  96180. private _delayedSimpleClickTimeout;
  96181. private _previousDelayedSimpleClickTimeout;
  96182. private _meshPickProceed;
  96183. private _previousButtonPressed;
  96184. private _currentPickResult;
  96185. private _previousPickResult;
  96186. private _totalPointersPressed;
  96187. private _doubleClickOccured;
  96188. private _pointerOverMesh;
  96189. private _pickedDownMesh;
  96190. private _pickedUpMesh;
  96191. private _pointerX;
  96192. private _pointerY;
  96193. private _unTranslatedPointerX;
  96194. private _unTranslatedPointerY;
  96195. private _startingPointerPosition;
  96196. private _previousStartingPointerPosition;
  96197. private _startingPointerTime;
  96198. private _previousStartingPointerTime;
  96199. private _pointerCaptures;
  96200. private _onKeyDown;
  96201. private _onKeyUp;
  96202. private _onCanvasFocusObserver;
  96203. private _onCanvasBlurObserver;
  96204. private _scene;
  96205. /**
  96206. * Creates a new InputManager
  96207. * @param scene defines the hosting scene
  96208. */
  96209. constructor(scene: Scene);
  96210. /**
  96211. * Gets the mesh that is currently under the pointer
  96212. */
  96213. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96214. /**
  96215. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96216. */
  96217. readonly unTranslatedPointer: Vector2;
  96218. /**
  96219. * Gets or sets the current on-screen X position of the pointer
  96220. */
  96221. pointerX: number;
  96222. /**
  96223. * Gets or sets the current on-screen Y position of the pointer
  96224. */
  96225. pointerY: number;
  96226. private _updatePointerPosition;
  96227. private _processPointerMove;
  96228. private _setRayOnPointerInfo;
  96229. private _checkPrePointerObservable;
  96230. /**
  96231. * Use this method to simulate a pointer move on a mesh
  96232. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96233. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96234. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96235. */
  96236. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96237. /**
  96238. * Use this method to simulate a pointer down on a mesh
  96239. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96240. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96241. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96242. */
  96243. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96244. private _processPointerDown;
  96245. /** @hidden */
  96246. _isPointerSwiping(): boolean;
  96247. /**
  96248. * Use this method to simulate a pointer up on a mesh
  96249. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96250. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96251. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96252. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96253. */
  96254. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96255. private _processPointerUp;
  96256. /**
  96257. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96258. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96259. * @returns true if the pointer was captured
  96260. */
  96261. isPointerCaptured(pointerId?: number): boolean;
  96262. /**
  96263. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96264. * @param attachUp defines if you want to attach events to pointerup
  96265. * @param attachDown defines if you want to attach events to pointerdown
  96266. * @param attachMove defines if you want to attach events to pointermove
  96267. */
  96268. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96269. /**
  96270. * Detaches all event handlers
  96271. */
  96272. detachControl(): void;
  96273. /**
  96274. * Force the value of meshUnderPointer
  96275. * @param mesh defines the mesh to use
  96276. */
  96277. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96278. /**
  96279. * Gets the mesh under the pointer
  96280. * @returns a Mesh or null if no mesh is under the pointer
  96281. */
  96282. getPointerOverMesh(): Nullable<AbstractMesh>;
  96283. }
  96284. }
  96285. declare module BABYLON {
  96286. /**
  96287. * Helper class used to generate session unique ID
  96288. */
  96289. export class UniqueIdGenerator {
  96290. private static _UniqueIdCounter;
  96291. /**
  96292. * Gets an unique (relatively to the current scene) Id
  96293. */
  96294. static readonly UniqueId: number;
  96295. }
  96296. }
  96297. declare module BABYLON {
  96298. /**
  96299. * This class defines the direct association between an animation and a target
  96300. */
  96301. export class TargetedAnimation {
  96302. /**
  96303. * Animation to perform
  96304. */
  96305. animation: Animation;
  96306. /**
  96307. * Target to animate
  96308. */
  96309. target: any;
  96310. /**
  96311. * Serialize the object
  96312. * @returns the JSON object representing the current entity
  96313. */
  96314. serialize(): any;
  96315. }
  96316. /**
  96317. * Use this class to create coordinated animations on multiple targets
  96318. */
  96319. export class AnimationGroup implements IDisposable {
  96320. /** The name of the animation group */
  96321. name: string;
  96322. private _scene;
  96323. private _targetedAnimations;
  96324. private _animatables;
  96325. private _from;
  96326. private _to;
  96327. private _isStarted;
  96328. private _isPaused;
  96329. private _speedRatio;
  96330. private _loopAnimation;
  96331. /**
  96332. * Gets or sets the unique id of the node
  96333. */
  96334. uniqueId: number;
  96335. /**
  96336. * This observable will notify when one animation have ended
  96337. */
  96338. onAnimationEndObservable: Observable<TargetedAnimation>;
  96339. /**
  96340. * Observer raised when one animation loops
  96341. */
  96342. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96343. /**
  96344. * This observable will notify when all animations have ended.
  96345. */
  96346. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96347. /**
  96348. * This observable will notify when all animations have paused.
  96349. */
  96350. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96351. /**
  96352. * This observable will notify when all animations are playing.
  96353. */
  96354. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96355. /**
  96356. * Gets the first frame
  96357. */
  96358. readonly from: number;
  96359. /**
  96360. * Gets the last frame
  96361. */
  96362. readonly to: number;
  96363. /**
  96364. * Define if the animations are started
  96365. */
  96366. readonly isStarted: boolean;
  96367. /**
  96368. * Gets a value indicating that the current group is playing
  96369. */
  96370. readonly isPlaying: boolean;
  96371. /**
  96372. * Gets or sets the speed ratio to use for all animations
  96373. */
  96374. /**
  96375. * Gets or sets the speed ratio to use for all animations
  96376. */
  96377. speedRatio: number;
  96378. /**
  96379. * Gets or sets if all animations should loop or not
  96380. */
  96381. loopAnimation: boolean;
  96382. /**
  96383. * Gets the targeted animations for this animation group
  96384. */
  96385. readonly targetedAnimations: Array<TargetedAnimation>;
  96386. /**
  96387. * returning the list of animatables controlled by this animation group.
  96388. */
  96389. readonly animatables: Array<Animatable>;
  96390. /**
  96391. * Instantiates a new Animation Group.
  96392. * This helps managing several animations at once.
  96393. * @see http://doc.babylonjs.com/how_to/group
  96394. * @param name Defines the name of the group
  96395. * @param scene Defines the scene the group belongs to
  96396. */
  96397. constructor(
  96398. /** The name of the animation group */
  96399. name: string, scene?: Nullable<Scene>);
  96400. /**
  96401. * Add an animation (with its target) in the group
  96402. * @param animation defines the animation we want to add
  96403. * @param target defines the target of the animation
  96404. * @returns the TargetedAnimation object
  96405. */
  96406. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96407. /**
  96408. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96409. * It can add constant keys at begin or end
  96410. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96411. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96412. * @returns the animation group
  96413. */
  96414. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96415. /**
  96416. * Start all animations on given targets
  96417. * @param loop defines if animations must loop
  96418. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96419. * @param from defines the from key (optional)
  96420. * @param to defines the to key (optional)
  96421. * @returns the current animation group
  96422. */
  96423. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96424. /**
  96425. * Pause all animations
  96426. * @returns the animation group
  96427. */
  96428. pause(): AnimationGroup;
  96429. /**
  96430. * Play all animations to initial state
  96431. * This function will start() the animations if they were not started or will restart() them if they were paused
  96432. * @param loop defines if animations must loop
  96433. * @returns the animation group
  96434. */
  96435. play(loop?: boolean): AnimationGroup;
  96436. /**
  96437. * Reset all animations to initial state
  96438. * @returns the animation group
  96439. */
  96440. reset(): AnimationGroup;
  96441. /**
  96442. * Restart animations from key 0
  96443. * @returns the animation group
  96444. */
  96445. restart(): AnimationGroup;
  96446. /**
  96447. * Stop all animations
  96448. * @returns the animation group
  96449. */
  96450. stop(): AnimationGroup;
  96451. /**
  96452. * Set animation weight for all animatables
  96453. * @param weight defines the weight to use
  96454. * @return the animationGroup
  96455. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96456. */
  96457. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96458. /**
  96459. * Synchronize and normalize all animatables with a source animatable
  96460. * @param root defines the root animatable to synchronize with
  96461. * @return the animationGroup
  96462. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96463. */
  96464. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96465. /**
  96466. * Goes to a specific frame in this animation group
  96467. * @param frame the frame number to go to
  96468. * @return the animationGroup
  96469. */
  96470. goToFrame(frame: number): AnimationGroup;
  96471. /**
  96472. * Dispose all associated resources
  96473. */
  96474. dispose(): void;
  96475. private _checkAnimationGroupEnded;
  96476. /**
  96477. * Clone the current animation group and returns a copy
  96478. * @param newName defines the name of the new group
  96479. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96480. * @returns the new aniamtion group
  96481. */
  96482. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96483. /**
  96484. * Serializes the animationGroup to an object
  96485. * @returns Serialized object
  96486. */
  96487. serialize(): any;
  96488. /**
  96489. * Returns a new AnimationGroup object parsed from the source provided.
  96490. * @param parsedAnimationGroup defines the source
  96491. * @param scene defines the scene that will receive the animationGroup
  96492. * @returns a new AnimationGroup
  96493. */
  96494. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96495. /**
  96496. * Returns the string "AnimationGroup"
  96497. * @returns "AnimationGroup"
  96498. */
  96499. getClassName(): string;
  96500. /**
  96501. * Creates a detailled string about the object
  96502. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96503. * @returns a string representing the object
  96504. */
  96505. toString(fullDetails?: boolean): string;
  96506. }
  96507. }
  96508. declare module BABYLON {
  96509. /**
  96510. * Define an interface for all classes that will hold resources
  96511. */
  96512. export interface IDisposable {
  96513. /**
  96514. * Releases all held resources
  96515. */
  96516. dispose(): void;
  96517. }
  96518. /** Interface defining initialization parameters for Scene class */
  96519. export interface SceneOptions {
  96520. /**
  96521. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96522. * It will improve performance when the number of geometries becomes important.
  96523. */
  96524. useGeometryUniqueIdsMap?: boolean;
  96525. /**
  96526. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96527. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96528. */
  96529. useMaterialMeshMap?: boolean;
  96530. /**
  96531. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96532. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96533. */
  96534. useClonedMeshhMap?: boolean;
  96535. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96536. virtual?: boolean;
  96537. }
  96538. /**
  96539. * Represents a scene to be rendered by the engine.
  96540. * @see http://doc.babylonjs.com/features/scene
  96541. */
  96542. export class Scene extends AbstractScene implements IAnimatable {
  96543. /** The fog is deactivated */
  96544. static readonly FOGMODE_NONE: number;
  96545. /** The fog density is following an exponential function */
  96546. static readonly FOGMODE_EXP: number;
  96547. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96548. static readonly FOGMODE_EXP2: number;
  96549. /** The fog density is following a linear function. */
  96550. static readonly FOGMODE_LINEAR: number;
  96551. /**
  96552. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96553. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96554. */
  96555. static MinDeltaTime: number;
  96556. /**
  96557. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96558. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96559. */
  96560. static MaxDeltaTime: number;
  96561. /**
  96562. * Factory used to create the default material.
  96563. * @param name The name of the material to create
  96564. * @param scene The scene to create the material for
  96565. * @returns The default material
  96566. */
  96567. static DefaultMaterialFactory(scene: Scene): Material;
  96568. /**
  96569. * Factory used to create the a collision coordinator.
  96570. * @returns The collision coordinator
  96571. */
  96572. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96573. /** @hidden */
  96574. _inputManager: InputManager;
  96575. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96576. cameraToUseForPointers: Nullable<Camera>;
  96577. /** @hidden */
  96578. readonly _isScene: boolean;
  96579. /**
  96580. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96581. */
  96582. autoClear: boolean;
  96583. /**
  96584. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96585. */
  96586. autoClearDepthAndStencil: boolean;
  96587. /**
  96588. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96589. */
  96590. clearColor: Color4;
  96591. /**
  96592. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96593. */
  96594. ambientColor: Color3;
  96595. /**
  96596. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96597. * It should only be one of the following (if not the default embedded one):
  96598. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96599. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96600. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96601. * The material properties need to be setup according to the type of texture in use.
  96602. */
  96603. environmentBRDFTexture: BaseTexture;
  96604. /** @hidden */
  96605. protected _environmentTexture: Nullable<BaseTexture>;
  96606. /**
  96607. * Texture used in all pbr material as the reflection texture.
  96608. * As in the majority of the scene they are the same (exception for multi room and so on),
  96609. * this is easier to reference from here than from all the materials.
  96610. */
  96611. /**
  96612. * Texture used in all pbr material as the reflection texture.
  96613. * As in the majority of the scene they are the same (exception for multi room and so on),
  96614. * this is easier to set here than in all the materials.
  96615. */
  96616. environmentTexture: Nullable<BaseTexture>;
  96617. /** @hidden */
  96618. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96619. /**
  96620. * Default image processing configuration used either in the rendering
  96621. * Forward main pass or through the imageProcessingPostProcess if present.
  96622. * As in the majority of the scene they are the same (exception for multi camera),
  96623. * this is easier to reference from here than from all the materials and post process.
  96624. *
  96625. * No setter as we it is a shared configuration, you can set the values instead.
  96626. */
  96627. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96628. private _forceWireframe;
  96629. /**
  96630. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96631. */
  96632. forceWireframe: boolean;
  96633. private _forcePointsCloud;
  96634. /**
  96635. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96636. */
  96637. forcePointsCloud: boolean;
  96638. /**
  96639. * Gets or sets the active clipplane 1
  96640. */
  96641. clipPlane: Nullable<Plane>;
  96642. /**
  96643. * Gets or sets the active clipplane 2
  96644. */
  96645. clipPlane2: Nullable<Plane>;
  96646. /**
  96647. * Gets or sets the active clipplane 3
  96648. */
  96649. clipPlane3: Nullable<Plane>;
  96650. /**
  96651. * Gets or sets the active clipplane 4
  96652. */
  96653. clipPlane4: Nullable<Plane>;
  96654. /**
  96655. * Gets or sets a boolean indicating if animations are enabled
  96656. */
  96657. animationsEnabled: boolean;
  96658. private _animationPropertiesOverride;
  96659. /**
  96660. * Gets or sets the animation properties override
  96661. */
  96662. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96663. /**
  96664. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96665. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96666. */
  96667. useConstantAnimationDeltaTime: boolean;
  96668. /**
  96669. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96670. * Please note that it requires to run a ray cast through the scene on every frame
  96671. */
  96672. constantlyUpdateMeshUnderPointer: boolean;
  96673. /**
  96674. * Defines the HTML cursor to use when hovering over interactive elements
  96675. */
  96676. hoverCursor: string;
  96677. /**
  96678. * Defines the HTML default cursor to use (empty by default)
  96679. */
  96680. defaultCursor: string;
  96681. /**
  96682. * This is used to call preventDefault() on pointer down
  96683. * in order to block unwanted artifacts like system double clicks
  96684. */
  96685. preventDefaultOnPointerDown: boolean;
  96686. /**
  96687. * This is used to call preventDefault() on pointer up
  96688. * in order to block unwanted artifacts like system double clicks
  96689. */
  96690. preventDefaultOnPointerUp: boolean;
  96691. /**
  96692. * Gets or sets user defined metadata
  96693. */
  96694. metadata: any;
  96695. /**
  96696. * For internal use only. Please do not use.
  96697. */
  96698. reservedDataStore: any;
  96699. /**
  96700. * Gets the name of the plugin used to load this scene (null by default)
  96701. */
  96702. loadingPluginName: string;
  96703. /**
  96704. * Use this array to add regular expressions used to disable offline support for specific urls
  96705. */
  96706. disableOfflineSupportExceptionRules: RegExp[];
  96707. /**
  96708. * An event triggered when the scene is disposed.
  96709. */
  96710. onDisposeObservable: Observable<Scene>;
  96711. private _onDisposeObserver;
  96712. /** Sets a function to be executed when this scene is disposed. */
  96713. onDispose: () => void;
  96714. /**
  96715. * An event triggered before rendering the scene (right after animations and physics)
  96716. */
  96717. onBeforeRenderObservable: Observable<Scene>;
  96718. private _onBeforeRenderObserver;
  96719. /** Sets a function to be executed before rendering this scene */
  96720. beforeRender: Nullable<() => void>;
  96721. /**
  96722. * An event triggered after rendering the scene
  96723. */
  96724. onAfterRenderObservable: Observable<Scene>;
  96725. /**
  96726. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96727. */
  96728. onAfterRenderCameraObservable: Observable<Camera>;
  96729. private _onAfterRenderObserver;
  96730. /** Sets a function to be executed after rendering this scene */
  96731. afterRender: Nullable<() => void>;
  96732. /**
  96733. * An event triggered before animating the scene
  96734. */
  96735. onBeforeAnimationsObservable: Observable<Scene>;
  96736. /**
  96737. * An event triggered after animations processing
  96738. */
  96739. onAfterAnimationsObservable: Observable<Scene>;
  96740. /**
  96741. * An event triggered before draw calls are ready to be sent
  96742. */
  96743. onBeforeDrawPhaseObservable: Observable<Scene>;
  96744. /**
  96745. * An event triggered after draw calls have been sent
  96746. */
  96747. onAfterDrawPhaseObservable: Observable<Scene>;
  96748. /**
  96749. * An event triggered when the scene is ready
  96750. */
  96751. onReadyObservable: Observable<Scene>;
  96752. /**
  96753. * An event triggered before rendering a camera
  96754. */
  96755. onBeforeCameraRenderObservable: Observable<Camera>;
  96756. private _onBeforeCameraRenderObserver;
  96757. /** Sets a function to be executed before rendering a camera*/
  96758. beforeCameraRender: () => void;
  96759. /**
  96760. * An event triggered after rendering a camera
  96761. */
  96762. onAfterCameraRenderObservable: Observable<Camera>;
  96763. private _onAfterCameraRenderObserver;
  96764. /** Sets a function to be executed after rendering a camera*/
  96765. afterCameraRender: () => void;
  96766. /**
  96767. * An event triggered when active meshes evaluation is about to start
  96768. */
  96769. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96770. /**
  96771. * An event triggered when active meshes evaluation is done
  96772. */
  96773. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96774. /**
  96775. * An event triggered when particles rendering is about to start
  96776. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96777. */
  96778. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96779. /**
  96780. * An event triggered when particles rendering is done
  96781. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96782. */
  96783. onAfterParticlesRenderingObservable: Observable<Scene>;
  96784. /**
  96785. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96786. */
  96787. onDataLoadedObservable: Observable<Scene>;
  96788. /**
  96789. * An event triggered when a camera is created
  96790. */
  96791. onNewCameraAddedObservable: Observable<Camera>;
  96792. /**
  96793. * An event triggered when a camera is removed
  96794. */
  96795. onCameraRemovedObservable: Observable<Camera>;
  96796. /**
  96797. * An event triggered when a light is created
  96798. */
  96799. onNewLightAddedObservable: Observable<Light>;
  96800. /**
  96801. * An event triggered when a light is removed
  96802. */
  96803. onLightRemovedObservable: Observable<Light>;
  96804. /**
  96805. * An event triggered when a geometry is created
  96806. */
  96807. onNewGeometryAddedObservable: Observable<Geometry>;
  96808. /**
  96809. * An event triggered when a geometry is removed
  96810. */
  96811. onGeometryRemovedObservable: Observable<Geometry>;
  96812. /**
  96813. * An event triggered when a transform node is created
  96814. */
  96815. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96816. /**
  96817. * An event triggered when a transform node is removed
  96818. */
  96819. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96820. /**
  96821. * An event triggered when a mesh is created
  96822. */
  96823. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96824. /**
  96825. * An event triggered when a mesh is removed
  96826. */
  96827. onMeshRemovedObservable: Observable<AbstractMesh>;
  96828. /**
  96829. * An event triggered when a skeleton is created
  96830. */
  96831. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96832. /**
  96833. * An event triggered when a skeleton is removed
  96834. */
  96835. onSkeletonRemovedObservable: Observable<Skeleton>;
  96836. /**
  96837. * An event triggered when a material is created
  96838. */
  96839. onNewMaterialAddedObservable: Observable<Material>;
  96840. /**
  96841. * An event triggered when a material is removed
  96842. */
  96843. onMaterialRemovedObservable: Observable<Material>;
  96844. /**
  96845. * An event triggered when a texture is created
  96846. */
  96847. onNewTextureAddedObservable: Observable<BaseTexture>;
  96848. /**
  96849. * An event triggered when a texture is removed
  96850. */
  96851. onTextureRemovedObservable: Observable<BaseTexture>;
  96852. /**
  96853. * An event triggered when render targets are about to be rendered
  96854. * Can happen multiple times per frame.
  96855. */
  96856. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96857. /**
  96858. * An event triggered when render targets were rendered.
  96859. * Can happen multiple times per frame.
  96860. */
  96861. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96862. /**
  96863. * An event triggered before calculating deterministic simulation step
  96864. */
  96865. onBeforeStepObservable: Observable<Scene>;
  96866. /**
  96867. * An event triggered after calculating deterministic simulation step
  96868. */
  96869. onAfterStepObservable: Observable<Scene>;
  96870. /**
  96871. * An event triggered when the activeCamera property is updated
  96872. */
  96873. onActiveCameraChanged: Observable<Scene>;
  96874. /**
  96875. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96876. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96877. * 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)
  96878. */
  96879. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96880. /**
  96881. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96882. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96883. * 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)
  96884. */
  96885. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96886. /**
  96887. * This Observable will when a mesh has been imported into the scene.
  96888. */
  96889. onMeshImportedObservable: Observable<AbstractMesh>;
  96890. /**
  96891. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96892. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96893. */
  96894. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96895. /** @hidden */
  96896. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96897. /**
  96898. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96899. */
  96900. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96901. /**
  96902. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96903. */
  96904. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96905. /**
  96906. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96907. */
  96908. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96909. /** Callback called when a pointer move is detected */
  96910. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96911. /** Callback called when a pointer down is detected */
  96912. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96913. /** Callback called when a pointer up is detected */
  96914. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96915. /** Callback called when a pointer pick is detected */
  96916. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96917. /**
  96918. * 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).
  96919. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96920. */
  96921. onPrePointerObservable: Observable<PointerInfoPre>;
  96922. /**
  96923. * Observable event triggered each time an input event is received from the rendering canvas
  96924. */
  96925. onPointerObservable: Observable<PointerInfo>;
  96926. /**
  96927. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96928. */
  96929. readonly unTranslatedPointer: Vector2;
  96930. /**
  96931. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96932. */
  96933. static DragMovementThreshold: number;
  96934. /**
  96935. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96936. */
  96937. static LongPressDelay: number;
  96938. /**
  96939. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96940. */
  96941. static DoubleClickDelay: number;
  96942. /** If you need to check double click without raising a single click at first click, enable this flag */
  96943. static ExclusiveDoubleClickMode: boolean;
  96944. /** @hidden */
  96945. _mirroredCameraPosition: Nullable<Vector3>;
  96946. /**
  96947. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96948. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96949. */
  96950. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96951. /**
  96952. * Observable event triggered each time an keyboard event is received from the hosting window
  96953. */
  96954. onKeyboardObservable: Observable<KeyboardInfo>;
  96955. private _useRightHandedSystem;
  96956. /**
  96957. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96958. */
  96959. useRightHandedSystem: boolean;
  96960. private _timeAccumulator;
  96961. private _currentStepId;
  96962. private _currentInternalStep;
  96963. /**
  96964. * Sets the step Id used by deterministic lock step
  96965. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96966. * @param newStepId defines the step Id
  96967. */
  96968. setStepId(newStepId: number): void;
  96969. /**
  96970. * Gets the step Id used by deterministic lock step
  96971. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96972. * @returns the step Id
  96973. */
  96974. getStepId(): number;
  96975. /**
  96976. * Gets the internal step used by deterministic lock step
  96977. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96978. * @returns the internal step
  96979. */
  96980. getInternalStep(): number;
  96981. private _fogEnabled;
  96982. /**
  96983. * Gets or sets a boolean indicating if fog is enabled on this scene
  96984. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96985. * (Default is true)
  96986. */
  96987. fogEnabled: boolean;
  96988. private _fogMode;
  96989. /**
  96990. * Gets or sets the fog mode to use
  96991. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96992. * | mode | value |
  96993. * | --- | --- |
  96994. * | FOGMODE_NONE | 0 |
  96995. * | FOGMODE_EXP | 1 |
  96996. * | FOGMODE_EXP2 | 2 |
  96997. * | FOGMODE_LINEAR | 3 |
  96998. */
  96999. fogMode: number;
  97000. /**
  97001. * Gets or sets the fog color to use
  97002. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97003. * (Default is Color3(0.2, 0.2, 0.3))
  97004. */
  97005. fogColor: Color3;
  97006. /**
  97007. * Gets or sets the fog density to use
  97008. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97009. * (Default is 0.1)
  97010. */
  97011. fogDensity: number;
  97012. /**
  97013. * Gets or sets the fog start distance to use
  97014. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97015. * (Default is 0)
  97016. */
  97017. fogStart: number;
  97018. /**
  97019. * Gets or sets the fog end distance to use
  97020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97021. * (Default is 1000)
  97022. */
  97023. fogEnd: number;
  97024. private _shadowsEnabled;
  97025. /**
  97026. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97027. */
  97028. shadowsEnabled: boolean;
  97029. private _lightsEnabled;
  97030. /**
  97031. * Gets or sets a boolean indicating if lights are enabled on this scene
  97032. */
  97033. lightsEnabled: boolean;
  97034. /** All of the active cameras added to this scene. */
  97035. activeCameras: Camera[];
  97036. /** @hidden */
  97037. _activeCamera: Nullable<Camera>;
  97038. /** Gets or sets the current active camera */
  97039. activeCamera: Nullable<Camera>;
  97040. private _defaultMaterial;
  97041. /** The default material used on meshes when no material is affected */
  97042. /** The default material used on meshes when no material is affected */
  97043. defaultMaterial: Material;
  97044. private _texturesEnabled;
  97045. /**
  97046. * Gets or sets a boolean indicating if textures are enabled on this scene
  97047. */
  97048. texturesEnabled: boolean;
  97049. /**
  97050. * Gets or sets a boolean indicating if particles are enabled on this scene
  97051. */
  97052. particlesEnabled: boolean;
  97053. /**
  97054. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97055. */
  97056. spritesEnabled: boolean;
  97057. private _skeletonsEnabled;
  97058. /**
  97059. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97060. */
  97061. skeletonsEnabled: boolean;
  97062. /**
  97063. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97064. */
  97065. lensFlaresEnabled: boolean;
  97066. /**
  97067. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97068. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97069. */
  97070. collisionsEnabled: boolean;
  97071. private _collisionCoordinator;
  97072. /** @hidden */
  97073. readonly collisionCoordinator: ICollisionCoordinator;
  97074. /**
  97075. * Defines the gravity applied to this scene (used only for collisions)
  97076. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97077. */
  97078. gravity: Vector3;
  97079. /**
  97080. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97081. */
  97082. postProcessesEnabled: boolean;
  97083. /**
  97084. * The list of postprocesses added to the scene
  97085. */
  97086. postProcesses: PostProcess[];
  97087. /**
  97088. * Gets the current postprocess manager
  97089. */
  97090. postProcessManager: PostProcessManager;
  97091. /**
  97092. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97093. */
  97094. renderTargetsEnabled: boolean;
  97095. /**
  97096. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97097. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97098. */
  97099. dumpNextRenderTargets: boolean;
  97100. /**
  97101. * The list of user defined render targets added to the scene
  97102. */
  97103. customRenderTargets: RenderTargetTexture[];
  97104. /**
  97105. * Defines if texture loading must be delayed
  97106. * If true, textures will only be loaded when they need to be rendered
  97107. */
  97108. useDelayedTextureLoading: boolean;
  97109. /**
  97110. * Gets the list of meshes imported to the scene through SceneLoader
  97111. */
  97112. importedMeshesFiles: String[];
  97113. /**
  97114. * Gets or sets a boolean indicating if probes are enabled on this scene
  97115. */
  97116. probesEnabled: boolean;
  97117. /**
  97118. * Gets or sets the current offline provider to use to store scene data
  97119. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97120. */
  97121. offlineProvider: IOfflineProvider;
  97122. /**
  97123. * Gets or sets the action manager associated with the scene
  97124. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97125. */
  97126. actionManager: AbstractActionManager;
  97127. private _meshesForIntersections;
  97128. /**
  97129. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97130. */
  97131. proceduralTexturesEnabled: boolean;
  97132. private _engine;
  97133. private _totalVertices;
  97134. /** @hidden */
  97135. _activeIndices: PerfCounter;
  97136. /** @hidden */
  97137. _activeParticles: PerfCounter;
  97138. /** @hidden */
  97139. _activeBones: PerfCounter;
  97140. private _animationRatio;
  97141. /** @hidden */
  97142. _animationTimeLast: number;
  97143. /** @hidden */
  97144. _animationTime: number;
  97145. /**
  97146. * Gets or sets a general scale for animation speed
  97147. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97148. */
  97149. animationTimeScale: number;
  97150. /** @hidden */
  97151. _cachedMaterial: Nullable<Material>;
  97152. /** @hidden */
  97153. _cachedEffect: Nullable<Effect>;
  97154. /** @hidden */
  97155. _cachedVisibility: Nullable<number>;
  97156. private _renderId;
  97157. private _frameId;
  97158. private _executeWhenReadyTimeoutId;
  97159. private _intermediateRendering;
  97160. private _viewUpdateFlag;
  97161. private _projectionUpdateFlag;
  97162. /** @hidden */
  97163. _toBeDisposed: Nullable<IDisposable>[];
  97164. private _activeRequests;
  97165. /** @hidden */
  97166. _pendingData: any[];
  97167. private _isDisposed;
  97168. /**
  97169. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97170. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97171. */
  97172. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97173. private _activeMeshes;
  97174. private _processedMaterials;
  97175. private _renderTargets;
  97176. /** @hidden */
  97177. _activeParticleSystems: SmartArray<IParticleSystem>;
  97178. private _activeSkeletons;
  97179. private _softwareSkinnedMeshes;
  97180. private _renderingManager;
  97181. /** @hidden */
  97182. _activeAnimatables: Animatable[];
  97183. private _transformMatrix;
  97184. private _sceneUbo;
  97185. /** @hidden */
  97186. _viewMatrix: Matrix;
  97187. private _projectionMatrix;
  97188. /** @hidden */
  97189. _forcedViewPosition: Nullable<Vector3>;
  97190. /** @hidden */
  97191. _frustumPlanes: Plane[];
  97192. /**
  97193. * Gets the list of frustum planes (built from the active camera)
  97194. */
  97195. readonly frustumPlanes: Plane[];
  97196. /**
  97197. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97198. * This is useful if there are more lights that the maximum simulteanous authorized
  97199. */
  97200. requireLightSorting: boolean;
  97201. /** @hidden */
  97202. readonly useMaterialMeshMap: boolean;
  97203. /** @hidden */
  97204. readonly useClonedMeshhMap: boolean;
  97205. private _externalData;
  97206. private _uid;
  97207. /**
  97208. * @hidden
  97209. * Backing store of defined scene components.
  97210. */
  97211. _components: ISceneComponent[];
  97212. /**
  97213. * @hidden
  97214. * Backing store of defined scene components.
  97215. */
  97216. _serializableComponents: ISceneSerializableComponent[];
  97217. /**
  97218. * List of components to register on the next registration step.
  97219. */
  97220. private _transientComponents;
  97221. /**
  97222. * Registers the transient components if needed.
  97223. */
  97224. private _registerTransientComponents;
  97225. /**
  97226. * @hidden
  97227. * Add a component to the scene.
  97228. * Note that the ccomponent could be registered on th next frame if this is called after
  97229. * the register component stage.
  97230. * @param component Defines the component to add to the scene
  97231. */
  97232. _addComponent(component: ISceneComponent): void;
  97233. /**
  97234. * @hidden
  97235. * Gets a component from the scene.
  97236. * @param name defines the name of the component to retrieve
  97237. * @returns the component or null if not present
  97238. */
  97239. _getComponent(name: string): Nullable<ISceneComponent>;
  97240. /**
  97241. * @hidden
  97242. * Defines the actions happening before camera updates.
  97243. */
  97244. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97245. /**
  97246. * @hidden
  97247. * Defines the actions happening before clear the canvas.
  97248. */
  97249. _beforeClearStage: Stage<SimpleStageAction>;
  97250. /**
  97251. * @hidden
  97252. * Defines the actions when collecting render targets for the frame.
  97253. */
  97254. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97255. /**
  97256. * @hidden
  97257. * Defines the actions happening for one camera in the frame.
  97258. */
  97259. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97260. /**
  97261. * @hidden
  97262. * Defines the actions happening during the per mesh ready checks.
  97263. */
  97264. _isReadyForMeshStage: Stage<MeshStageAction>;
  97265. /**
  97266. * @hidden
  97267. * Defines the actions happening before evaluate active mesh checks.
  97268. */
  97269. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97270. /**
  97271. * @hidden
  97272. * Defines the actions happening during the evaluate sub mesh checks.
  97273. */
  97274. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97275. /**
  97276. * @hidden
  97277. * Defines the actions happening during the active mesh stage.
  97278. */
  97279. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97280. /**
  97281. * @hidden
  97282. * Defines the actions happening during the per camera render target step.
  97283. */
  97284. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97285. /**
  97286. * @hidden
  97287. * Defines the actions happening just before the active camera is drawing.
  97288. */
  97289. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97290. /**
  97291. * @hidden
  97292. * Defines the actions happening just before a render target is drawing.
  97293. */
  97294. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97295. /**
  97296. * @hidden
  97297. * Defines the actions happening just before a rendering group is drawing.
  97298. */
  97299. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97300. /**
  97301. * @hidden
  97302. * Defines the actions happening just before a mesh is drawing.
  97303. */
  97304. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97305. /**
  97306. * @hidden
  97307. * Defines the actions happening just after a mesh has been drawn.
  97308. */
  97309. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97310. /**
  97311. * @hidden
  97312. * Defines the actions happening just after a rendering group has been drawn.
  97313. */
  97314. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97315. /**
  97316. * @hidden
  97317. * Defines the actions happening just after the active camera has been drawn.
  97318. */
  97319. _afterCameraDrawStage: Stage<CameraStageAction>;
  97320. /**
  97321. * @hidden
  97322. * Defines the actions happening just after a render target has been drawn.
  97323. */
  97324. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97325. /**
  97326. * @hidden
  97327. * Defines the actions happening just after rendering all cameras and computing intersections.
  97328. */
  97329. _afterRenderStage: Stage<SimpleStageAction>;
  97330. /**
  97331. * @hidden
  97332. * Defines the actions happening when a pointer move event happens.
  97333. */
  97334. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97335. /**
  97336. * @hidden
  97337. * Defines the actions happening when a pointer down event happens.
  97338. */
  97339. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97340. /**
  97341. * @hidden
  97342. * Defines the actions happening when a pointer up event happens.
  97343. */
  97344. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97345. /**
  97346. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97347. */
  97348. private geometriesByUniqueId;
  97349. /**
  97350. * Creates a new Scene
  97351. * @param engine defines the engine to use to render this scene
  97352. * @param options defines the scene options
  97353. */
  97354. constructor(engine: Engine, options?: SceneOptions);
  97355. /**
  97356. * Gets a string idenfifying the name of the class
  97357. * @returns "Scene" string
  97358. */
  97359. getClassName(): string;
  97360. private _defaultMeshCandidates;
  97361. /**
  97362. * @hidden
  97363. */
  97364. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97365. private _defaultSubMeshCandidates;
  97366. /**
  97367. * @hidden
  97368. */
  97369. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97370. /**
  97371. * Sets the default candidate providers for the scene.
  97372. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97373. * and getCollidingSubMeshCandidates to their default function
  97374. */
  97375. setDefaultCandidateProviders(): void;
  97376. /**
  97377. * Gets the mesh that is currently under the pointer
  97378. */
  97379. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97380. /**
  97381. * Gets or sets the current on-screen X position of the pointer
  97382. */
  97383. pointerX: number;
  97384. /**
  97385. * Gets or sets the current on-screen Y position of the pointer
  97386. */
  97387. pointerY: number;
  97388. /**
  97389. * Gets the cached material (ie. the latest rendered one)
  97390. * @returns the cached material
  97391. */
  97392. getCachedMaterial(): Nullable<Material>;
  97393. /**
  97394. * Gets the cached effect (ie. the latest rendered one)
  97395. * @returns the cached effect
  97396. */
  97397. getCachedEffect(): Nullable<Effect>;
  97398. /**
  97399. * Gets the cached visibility state (ie. the latest rendered one)
  97400. * @returns the cached visibility state
  97401. */
  97402. getCachedVisibility(): Nullable<number>;
  97403. /**
  97404. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97405. * @param material defines the current material
  97406. * @param effect defines the current effect
  97407. * @param visibility defines the current visibility state
  97408. * @returns true if one parameter is not cached
  97409. */
  97410. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97411. /**
  97412. * Gets the engine associated with the scene
  97413. * @returns an Engine
  97414. */
  97415. getEngine(): Engine;
  97416. /**
  97417. * Gets the total number of vertices rendered per frame
  97418. * @returns the total number of vertices rendered per frame
  97419. */
  97420. getTotalVertices(): number;
  97421. /**
  97422. * Gets the performance counter for total vertices
  97423. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97424. */
  97425. readonly totalVerticesPerfCounter: PerfCounter;
  97426. /**
  97427. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97428. * @returns the total number of active indices rendered per frame
  97429. */
  97430. getActiveIndices(): number;
  97431. /**
  97432. * Gets the performance counter for active indices
  97433. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97434. */
  97435. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97436. /**
  97437. * Gets the total number of active particles rendered per frame
  97438. * @returns the total number of active particles rendered per frame
  97439. */
  97440. getActiveParticles(): number;
  97441. /**
  97442. * Gets the performance counter for active particles
  97443. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97444. */
  97445. readonly activeParticlesPerfCounter: PerfCounter;
  97446. /**
  97447. * Gets the total number of active bones rendered per frame
  97448. * @returns the total number of active bones rendered per frame
  97449. */
  97450. getActiveBones(): number;
  97451. /**
  97452. * Gets the performance counter for active bones
  97453. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97454. */
  97455. readonly activeBonesPerfCounter: PerfCounter;
  97456. /**
  97457. * Gets the array of active meshes
  97458. * @returns an array of AbstractMesh
  97459. */
  97460. getActiveMeshes(): SmartArray<AbstractMesh>;
  97461. /**
  97462. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97463. * @returns a number
  97464. */
  97465. getAnimationRatio(): number;
  97466. /**
  97467. * Gets an unique Id for the current render phase
  97468. * @returns a number
  97469. */
  97470. getRenderId(): number;
  97471. /**
  97472. * Gets an unique Id for the current frame
  97473. * @returns a number
  97474. */
  97475. getFrameId(): number;
  97476. /** Call this function if you want to manually increment the render Id*/
  97477. incrementRenderId(): void;
  97478. private _createUbo;
  97479. /**
  97480. * Use this method to simulate a pointer move on a mesh
  97481. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97482. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97483. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97484. * @returns the current scene
  97485. */
  97486. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97487. /**
  97488. * Use this method to simulate a pointer down on a mesh
  97489. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97490. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97491. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97492. * @returns the current scene
  97493. */
  97494. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97495. /**
  97496. * Use this method to simulate a pointer up on a mesh
  97497. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97498. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97499. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97500. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97501. * @returns the current scene
  97502. */
  97503. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97504. /**
  97505. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97506. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97507. * @returns true if the pointer was captured
  97508. */
  97509. isPointerCaptured(pointerId?: number): boolean;
  97510. /**
  97511. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97512. * @param attachUp defines if you want to attach events to pointerup
  97513. * @param attachDown defines if you want to attach events to pointerdown
  97514. * @param attachMove defines if you want to attach events to pointermove
  97515. */
  97516. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97517. /** Detaches all event handlers*/
  97518. detachControl(): void;
  97519. /**
  97520. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97521. * Delay loaded resources are not taking in account
  97522. * @return true if all required resources are ready
  97523. */
  97524. isReady(): boolean;
  97525. /** Resets all cached information relative to material (including effect and visibility) */
  97526. resetCachedMaterial(): void;
  97527. /**
  97528. * Registers a function to be called before every frame render
  97529. * @param func defines the function to register
  97530. */
  97531. registerBeforeRender(func: () => void): void;
  97532. /**
  97533. * Unregisters a function called before every frame render
  97534. * @param func defines the function to unregister
  97535. */
  97536. unregisterBeforeRender(func: () => void): void;
  97537. /**
  97538. * Registers a function to be called after every frame render
  97539. * @param func defines the function to register
  97540. */
  97541. registerAfterRender(func: () => void): void;
  97542. /**
  97543. * Unregisters a function called after every frame render
  97544. * @param func defines the function to unregister
  97545. */
  97546. unregisterAfterRender(func: () => void): void;
  97547. private _executeOnceBeforeRender;
  97548. /**
  97549. * The provided function will run before render once and will be disposed afterwards.
  97550. * A timeout delay can be provided so that the function will be executed in N ms.
  97551. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97552. * @param func The function to be executed.
  97553. * @param timeout optional delay in ms
  97554. */
  97555. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97556. /** @hidden */
  97557. _addPendingData(data: any): void;
  97558. /** @hidden */
  97559. _removePendingData(data: any): void;
  97560. /**
  97561. * Returns the number of items waiting to be loaded
  97562. * @returns the number of items waiting to be loaded
  97563. */
  97564. getWaitingItemsCount(): number;
  97565. /**
  97566. * Returns a boolean indicating if the scene is still loading data
  97567. */
  97568. readonly isLoading: boolean;
  97569. /**
  97570. * Registers a function to be executed when the scene is ready
  97571. * @param {Function} func - the function to be executed
  97572. */
  97573. executeWhenReady(func: () => void): void;
  97574. /**
  97575. * Returns a promise that resolves when the scene is ready
  97576. * @returns A promise that resolves when the scene is ready
  97577. */
  97578. whenReadyAsync(): Promise<void>;
  97579. /** @hidden */
  97580. _checkIsReady(): void;
  97581. /**
  97582. * Gets all animatable attached to the scene
  97583. */
  97584. readonly animatables: Animatable[];
  97585. /**
  97586. * Resets the last animation time frame.
  97587. * Useful to override when animations start running when loading a scene for the first time.
  97588. */
  97589. resetLastAnimationTimeFrame(): void;
  97590. /**
  97591. * Gets the current view matrix
  97592. * @returns a Matrix
  97593. */
  97594. getViewMatrix(): Matrix;
  97595. /**
  97596. * Gets the current projection matrix
  97597. * @returns a Matrix
  97598. */
  97599. getProjectionMatrix(): Matrix;
  97600. /**
  97601. * Gets the current transform matrix
  97602. * @returns a Matrix made of View * Projection
  97603. */
  97604. getTransformMatrix(): Matrix;
  97605. /**
  97606. * Sets the current transform matrix
  97607. * @param viewL defines the View matrix to use
  97608. * @param projectionL defines the Projection matrix to use
  97609. * @param viewR defines the right View matrix to use (if provided)
  97610. * @param projectionR defines the right Projection matrix to use (if provided)
  97611. */
  97612. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97613. /**
  97614. * Gets the uniform buffer used to store scene data
  97615. * @returns a UniformBuffer
  97616. */
  97617. getSceneUniformBuffer(): UniformBuffer;
  97618. /**
  97619. * Gets an unique (relatively to the current scene) Id
  97620. * @returns an unique number for the scene
  97621. */
  97622. getUniqueId(): number;
  97623. /**
  97624. * Add a mesh to the list of scene's meshes
  97625. * @param newMesh defines the mesh to add
  97626. * @param recursive if all child meshes should also be added to the scene
  97627. */
  97628. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97629. /**
  97630. * Remove a mesh for the list of scene's meshes
  97631. * @param toRemove defines the mesh to remove
  97632. * @param recursive if all child meshes should also be removed from the scene
  97633. * @returns the index where the mesh was in the mesh list
  97634. */
  97635. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97636. /**
  97637. * Add a transform node to the list of scene's transform nodes
  97638. * @param newTransformNode defines the transform node to add
  97639. */
  97640. addTransformNode(newTransformNode: TransformNode): void;
  97641. /**
  97642. * Remove a transform node for the list of scene's transform nodes
  97643. * @param toRemove defines the transform node to remove
  97644. * @returns the index where the transform node was in the transform node list
  97645. */
  97646. removeTransformNode(toRemove: TransformNode): number;
  97647. /**
  97648. * Remove a skeleton for the list of scene's skeletons
  97649. * @param toRemove defines the skeleton to remove
  97650. * @returns the index where the skeleton was in the skeleton list
  97651. */
  97652. removeSkeleton(toRemove: Skeleton): number;
  97653. /**
  97654. * Remove a morph target for the list of scene's morph targets
  97655. * @param toRemove defines the morph target to remove
  97656. * @returns the index where the morph target was in the morph target list
  97657. */
  97658. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97659. /**
  97660. * Remove a light for the list of scene's lights
  97661. * @param toRemove defines the light to remove
  97662. * @returns the index where the light was in the light list
  97663. */
  97664. removeLight(toRemove: Light): number;
  97665. /**
  97666. * Remove a camera for the list of scene's cameras
  97667. * @param toRemove defines the camera to remove
  97668. * @returns the index where the camera was in the camera list
  97669. */
  97670. removeCamera(toRemove: Camera): number;
  97671. /**
  97672. * Remove a particle system for the list of scene's particle systems
  97673. * @param toRemove defines the particle system to remove
  97674. * @returns the index where the particle system was in the particle system list
  97675. */
  97676. removeParticleSystem(toRemove: IParticleSystem): number;
  97677. /**
  97678. * Remove a animation for the list of scene's animations
  97679. * @param toRemove defines the animation to remove
  97680. * @returns the index where the animation was in the animation list
  97681. */
  97682. removeAnimation(toRemove: Animation): number;
  97683. /**
  97684. * Will stop the animation of the given target
  97685. * @param target - the target
  97686. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97687. * @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)
  97688. */
  97689. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97690. /**
  97691. * Removes the given animation group from this scene.
  97692. * @param toRemove The animation group to remove
  97693. * @returns The index of the removed animation group
  97694. */
  97695. removeAnimationGroup(toRemove: AnimationGroup): number;
  97696. /**
  97697. * Removes the given multi-material from this scene.
  97698. * @param toRemove The multi-material to remove
  97699. * @returns The index of the removed multi-material
  97700. */
  97701. removeMultiMaterial(toRemove: MultiMaterial): number;
  97702. /**
  97703. * Removes the given material from this scene.
  97704. * @param toRemove The material to remove
  97705. * @returns The index of the removed material
  97706. */
  97707. removeMaterial(toRemove: Material): number;
  97708. /**
  97709. * Removes the given action manager from this scene.
  97710. * @param toRemove The action manager to remove
  97711. * @returns The index of the removed action manager
  97712. */
  97713. removeActionManager(toRemove: AbstractActionManager): number;
  97714. /**
  97715. * Removes the given texture from this scene.
  97716. * @param toRemove The texture to remove
  97717. * @returns The index of the removed texture
  97718. */
  97719. removeTexture(toRemove: BaseTexture): number;
  97720. /**
  97721. * Adds the given light to this scene
  97722. * @param newLight The light to add
  97723. */
  97724. addLight(newLight: Light): void;
  97725. /**
  97726. * Sorts the list list based on light priorities
  97727. */
  97728. sortLightsByPriority(): void;
  97729. /**
  97730. * Adds the given camera to this scene
  97731. * @param newCamera The camera to add
  97732. */
  97733. addCamera(newCamera: Camera): void;
  97734. /**
  97735. * Adds the given skeleton to this scene
  97736. * @param newSkeleton The skeleton to add
  97737. */
  97738. addSkeleton(newSkeleton: Skeleton): void;
  97739. /**
  97740. * Adds the given particle system to this scene
  97741. * @param newParticleSystem The particle system to add
  97742. */
  97743. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97744. /**
  97745. * Adds the given animation to this scene
  97746. * @param newAnimation The animation to add
  97747. */
  97748. addAnimation(newAnimation: Animation): void;
  97749. /**
  97750. * Adds the given animation group to this scene.
  97751. * @param newAnimationGroup The animation group to add
  97752. */
  97753. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97754. /**
  97755. * Adds the given multi-material to this scene
  97756. * @param newMultiMaterial The multi-material to add
  97757. */
  97758. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97759. /**
  97760. * Adds the given material to this scene
  97761. * @param newMaterial The material to add
  97762. */
  97763. addMaterial(newMaterial: Material): void;
  97764. /**
  97765. * Adds the given morph target to this scene
  97766. * @param newMorphTargetManager The morph target to add
  97767. */
  97768. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97769. /**
  97770. * Adds the given geometry to this scene
  97771. * @param newGeometry The geometry to add
  97772. */
  97773. addGeometry(newGeometry: Geometry): void;
  97774. /**
  97775. * Adds the given action manager to this scene
  97776. * @param newActionManager The action manager to add
  97777. */
  97778. addActionManager(newActionManager: AbstractActionManager): void;
  97779. /**
  97780. * Adds the given texture to this scene.
  97781. * @param newTexture The texture to add
  97782. */
  97783. addTexture(newTexture: BaseTexture): void;
  97784. /**
  97785. * Switch active camera
  97786. * @param newCamera defines the new active camera
  97787. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97788. */
  97789. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97790. /**
  97791. * sets the active camera of the scene using its ID
  97792. * @param id defines the camera's ID
  97793. * @return the new active camera or null if none found.
  97794. */
  97795. setActiveCameraByID(id: string): Nullable<Camera>;
  97796. /**
  97797. * sets the active camera of the scene using its name
  97798. * @param name defines the camera's name
  97799. * @returns the new active camera or null if none found.
  97800. */
  97801. setActiveCameraByName(name: string): Nullable<Camera>;
  97802. /**
  97803. * get an animation group using its name
  97804. * @param name defines the material's name
  97805. * @return the animation group or null if none found.
  97806. */
  97807. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97808. /**
  97809. * Get a material using its unique id
  97810. * @param uniqueId defines the material's unique id
  97811. * @return the material or null if none found.
  97812. */
  97813. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97814. /**
  97815. * get a material using its id
  97816. * @param id defines the material's ID
  97817. * @return the material or null if none found.
  97818. */
  97819. getMaterialByID(id: string): Nullable<Material>;
  97820. /**
  97821. * Gets a the last added material using a given id
  97822. * @param id defines the material's ID
  97823. * @return the last material with the given id or null if none found.
  97824. */
  97825. getLastMaterialByID(id: string): Nullable<Material>;
  97826. /**
  97827. * Gets a material using its name
  97828. * @param name defines the material's name
  97829. * @return the material or null if none found.
  97830. */
  97831. getMaterialByName(name: string): Nullable<Material>;
  97832. /**
  97833. * Get a texture using its unique id
  97834. * @param uniqueId defines the texture's unique id
  97835. * @return the texture or null if none found.
  97836. */
  97837. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  97838. /**
  97839. * Gets a camera using its id
  97840. * @param id defines the id to look for
  97841. * @returns the camera or null if not found
  97842. */
  97843. getCameraByID(id: string): Nullable<Camera>;
  97844. /**
  97845. * Gets a camera using its unique id
  97846. * @param uniqueId defines the unique id to look for
  97847. * @returns the camera or null if not found
  97848. */
  97849. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97850. /**
  97851. * Gets a camera using its name
  97852. * @param name defines the camera's name
  97853. * @return the camera or null if none found.
  97854. */
  97855. getCameraByName(name: string): Nullable<Camera>;
  97856. /**
  97857. * Gets a bone using its id
  97858. * @param id defines the bone's id
  97859. * @return the bone or null if not found
  97860. */
  97861. getBoneByID(id: string): Nullable<Bone>;
  97862. /**
  97863. * Gets a bone using its id
  97864. * @param name defines the bone's name
  97865. * @return the bone or null if not found
  97866. */
  97867. getBoneByName(name: string): Nullable<Bone>;
  97868. /**
  97869. * Gets a light node using its name
  97870. * @param name defines the the light's name
  97871. * @return the light or null if none found.
  97872. */
  97873. getLightByName(name: string): Nullable<Light>;
  97874. /**
  97875. * Gets a light node using its id
  97876. * @param id defines the light's id
  97877. * @return the light or null if none found.
  97878. */
  97879. getLightByID(id: string): Nullable<Light>;
  97880. /**
  97881. * Gets a light node using its scene-generated unique ID
  97882. * @param uniqueId defines the light's unique id
  97883. * @return the light or null if none found.
  97884. */
  97885. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97886. /**
  97887. * Gets a particle system by id
  97888. * @param id defines the particle system id
  97889. * @return the corresponding system or null if none found
  97890. */
  97891. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97892. /**
  97893. * Gets a geometry using its ID
  97894. * @param id defines the geometry's id
  97895. * @return the geometry or null if none found.
  97896. */
  97897. getGeometryByID(id: string): Nullable<Geometry>;
  97898. private _getGeometryByUniqueID;
  97899. /**
  97900. * Add a new geometry to this scene
  97901. * @param geometry defines the geometry to be added to the scene.
  97902. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97903. * @return a boolean defining if the geometry was added or not
  97904. */
  97905. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97906. /**
  97907. * Removes an existing geometry
  97908. * @param geometry defines the geometry to be removed from the scene
  97909. * @return a boolean defining if the geometry was removed or not
  97910. */
  97911. removeGeometry(geometry: Geometry): boolean;
  97912. /**
  97913. * Gets the list of geometries attached to the scene
  97914. * @returns an array of Geometry
  97915. */
  97916. getGeometries(): Geometry[];
  97917. /**
  97918. * Gets the first added mesh found of a given ID
  97919. * @param id defines the id to search for
  97920. * @return the mesh found or null if not found at all
  97921. */
  97922. getMeshByID(id: string): Nullable<AbstractMesh>;
  97923. /**
  97924. * Gets a list of meshes using their id
  97925. * @param id defines the id to search for
  97926. * @returns a list of meshes
  97927. */
  97928. getMeshesByID(id: string): Array<AbstractMesh>;
  97929. /**
  97930. * Gets the first added transform node found of a given ID
  97931. * @param id defines the id to search for
  97932. * @return the found transform node or null if not found at all.
  97933. */
  97934. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97935. /**
  97936. * Gets a transform node with its auto-generated unique id
  97937. * @param uniqueId efines the unique id to search for
  97938. * @return the found transform node or null if not found at all.
  97939. */
  97940. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97941. /**
  97942. * Gets a list of transform nodes using their id
  97943. * @param id defines the id to search for
  97944. * @returns a list of transform nodes
  97945. */
  97946. getTransformNodesByID(id: string): Array<TransformNode>;
  97947. /**
  97948. * Gets a mesh with its auto-generated unique id
  97949. * @param uniqueId defines the unique id to search for
  97950. * @return the found mesh or null if not found at all.
  97951. */
  97952. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97953. /**
  97954. * Gets a the last added mesh using a given id
  97955. * @param id defines the id to search for
  97956. * @return the found mesh or null if not found at all.
  97957. */
  97958. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97959. /**
  97960. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97961. * @param id defines the id to search for
  97962. * @return the found node or null if not found at all
  97963. */
  97964. getLastEntryByID(id: string): Nullable<Node>;
  97965. /**
  97966. * Gets a node (Mesh, Camera, Light) using a given id
  97967. * @param id defines the id to search for
  97968. * @return the found node or null if not found at all
  97969. */
  97970. getNodeByID(id: string): Nullable<Node>;
  97971. /**
  97972. * Gets a node (Mesh, Camera, Light) using a given name
  97973. * @param name defines the name to search for
  97974. * @return the found node or null if not found at all.
  97975. */
  97976. getNodeByName(name: string): Nullable<Node>;
  97977. /**
  97978. * Gets a mesh using a given name
  97979. * @param name defines the name to search for
  97980. * @return the found mesh or null if not found at all.
  97981. */
  97982. getMeshByName(name: string): Nullable<AbstractMesh>;
  97983. /**
  97984. * Gets a transform node using a given name
  97985. * @param name defines the name to search for
  97986. * @return the found transform node or null if not found at all.
  97987. */
  97988. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97989. /**
  97990. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97991. * @param id defines the id to search for
  97992. * @return the found skeleton or null if not found at all.
  97993. */
  97994. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97995. /**
  97996. * Gets a skeleton using a given auto generated unique id
  97997. * @param uniqueId defines the unique id to search for
  97998. * @return the found skeleton or null if not found at all.
  97999. */
  98000. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98001. /**
  98002. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98003. * @param id defines the id to search for
  98004. * @return the found skeleton or null if not found at all.
  98005. */
  98006. getSkeletonById(id: string): Nullable<Skeleton>;
  98007. /**
  98008. * Gets a skeleton using a given name
  98009. * @param name defines the name to search for
  98010. * @return the found skeleton or null if not found at all.
  98011. */
  98012. getSkeletonByName(name: string): Nullable<Skeleton>;
  98013. /**
  98014. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98015. * @param id defines the id to search for
  98016. * @return the found morph target manager or null if not found at all.
  98017. */
  98018. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98019. /**
  98020. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98021. * @param id defines the id to search for
  98022. * @return the found morph target or null if not found at all.
  98023. */
  98024. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98025. /**
  98026. * Gets a boolean indicating if the given mesh is active
  98027. * @param mesh defines the mesh to look for
  98028. * @returns true if the mesh is in the active list
  98029. */
  98030. isActiveMesh(mesh: AbstractMesh): boolean;
  98031. /**
  98032. * Return a unique id as a string which can serve as an identifier for the scene
  98033. */
  98034. readonly uid: string;
  98035. /**
  98036. * Add an externaly attached data from its key.
  98037. * This method call will fail and return false, if such key already exists.
  98038. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98039. * @param key the unique key that identifies the data
  98040. * @param data the data object to associate to the key for this Engine instance
  98041. * @return true if no such key were already present and the data was added successfully, false otherwise
  98042. */
  98043. addExternalData<T>(key: string, data: T): boolean;
  98044. /**
  98045. * Get an externaly attached data from its key
  98046. * @param key the unique key that identifies the data
  98047. * @return the associated data, if present (can be null), or undefined if not present
  98048. */
  98049. getExternalData<T>(key: string): Nullable<T>;
  98050. /**
  98051. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98052. * @param key the unique key that identifies the data
  98053. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98054. * @return the associated data, can be null if the factory returned null.
  98055. */
  98056. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98057. /**
  98058. * Remove an externaly attached data from the Engine instance
  98059. * @param key the unique key that identifies the data
  98060. * @return true if the data was successfully removed, false if it doesn't exist
  98061. */
  98062. removeExternalData(key: string): boolean;
  98063. private _evaluateSubMesh;
  98064. /**
  98065. * Clear the processed materials smart array preventing retention point in material dispose.
  98066. */
  98067. freeProcessedMaterials(): void;
  98068. private _preventFreeActiveMeshesAndRenderingGroups;
  98069. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98070. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98071. * when disposing several meshes in a row or a hierarchy of meshes.
  98072. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98073. */
  98074. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98075. /**
  98076. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98077. */
  98078. freeActiveMeshes(): void;
  98079. /**
  98080. * Clear the info related to rendering groups preventing retention points during dispose.
  98081. */
  98082. freeRenderingGroups(): void;
  98083. /** @hidden */
  98084. _isInIntermediateRendering(): boolean;
  98085. /**
  98086. * Lambda returning the list of potentially active meshes.
  98087. */
  98088. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98089. /**
  98090. * Lambda returning the list of potentially active sub meshes.
  98091. */
  98092. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98093. /**
  98094. * Lambda returning the list of potentially intersecting sub meshes.
  98095. */
  98096. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98097. /**
  98098. * Lambda returning the list of potentially colliding sub meshes.
  98099. */
  98100. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98101. private _activeMeshesFrozen;
  98102. /**
  98103. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98104. * @returns the current scene
  98105. */
  98106. freezeActiveMeshes(): Scene;
  98107. /**
  98108. * Use this function to restart evaluating active meshes on every frame
  98109. * @returns the current scene
  98110. */
  98111. unfreezeActiveMeshes(): Scene;
  98112. private _evaluateActiveMeshes;
  98113. private _activeMesh;
  98114. /**
  98115. * Update the transform matrix to update from the current active camera
  98116. * @param force defines a boolean used to force the update even if cache is up to date
  98117. */
  98118. updateTransformMatrix(force?: boolean): void;
  98119. private _bindFrameBuffer;
  98120. /** @hidden */
  98121. _allowPostProcessClearColor: boolean;
  98122. /** @hidden */
  98123. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98124. private _processSubCameras;
  98125. private _checkIntersections;
  98126. /** @hidden */
  98127. _advancePhysicsEngineStep(step: number): void;
  98128. /**
  98129. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98130. */
  98131. getDeterministicFrameTime: () => number;
  98132. /** @hidden */
  98133. _animate(): void;
  98134. /** Execute all animations (for a frame) */
  98135. animate(): void;
  98136. /**
  98137. * Render the scene
  98138. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98139. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98140. */
  98141. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98142. /**
  98143. * Freeze all materials
  98144. * A frozen material will not be updatable but should be faster to render
  98145. */
  98146. freezeMaterials(): void;
  98147. /**
  98148. * Unfreeze all materials
  98149. * A frozen material will not be updatable but should be faster to render
  98150. */
  98151. unfreezeMaterials(): void;
  98152. /**
  98153. * Releases all held ressources
  98154. */
  98155. dispose(): void;
  98156. /**
  98157. * Gets if the scene is already disposed
  98158. */
  98159. readonly isDisposed: boolean;
  98160. /**
  98161. * Call this function to reduce memory footprint of the scene.
  98162. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98163. */
  98164. clearCachedVertexData(): void;
  98165. /**
  98166. * This function will remove the local cached buffer data from texture.
  98167. * It will save memory but will prevent the texture from being rebuilt
  98168. */
  98169. cleanCachedTextureBuffer(): void;
  98170. /**
  98171. * Get the world extend vectors with an optional filter
  98172. *
  98173. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98174. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98175. */
  98176. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98177. min: Vector3;
  98178. max: Vector3;
  98179. };
  98180. /**
  98181. * Creates a ray that can be used to pick in the scene
  98182. * @param x defines the x coordinate of the origin (on-screen)
  98183. * @param y defines the y coordinate of the origin (on-screen)
  98184. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98185. * @param camera defines the camera to use for the picking
  98186. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98187. * @returns a Ray
  98188. */
  98189. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98190. /**
  98191. * Creates a ray that can be used to pick in the scene
  98192. * @param x defines the x coordinate of the origin (on-screen)
  98193. * @param y defines the y coordinate of the origin (on-screen)
  98194. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98195. * @param result defines the ray where to store the picking ray
  98196. * @param camera defines the camera to use for the picking
  98197. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98198. * @returns the current scene
  98199. */
  98200. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98201. /**
  98202. * Creates a ray that can be used to pick in the scene
  98203. * @param x defines the x coordinate of the origin (on-screen)
  98204. * @param y defines the y coordinate of the origin (on-screen)
  98205. * @param camera defines the camera to use for the picking
  98206. * @returns a Ray
  98207. */
  98208. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98209. /**
  98210. * Creates a ray that can be used to pick in the scene
  98211. * @param x defines the x coordinate of the origin (on-screen)
  98212. * @param y defines the y coordinate of the origin (on-screen)
  98213. * @param result defines the ray where to store the picking ray
  98214. * @param camera defines the camera to use for the picking
  98215. * @returns the current scene
  98216. */
  98217. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98218. /** Launch a ray to try to pick a mesh in the scene
  98219. * @param x position on screen
  98220. * @param y position on screen
  98221. * @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
  98222. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98223. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98224. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98225. * @returns a PickingInfo
  98226. */
  98227. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98228. /** Use the given ray to pick a mesh in the scene
  98229. * @param ray The ray to use to pick meshes
  98230. * @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
  98231. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98232. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98233. * @returns a PickingInfo
  98234. */
  98235. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98236. /**
  98237. * Launch a ray to try to pick a mesh in the scene
  98238. * @param x X position on screen
  98239. * @param y Y position on screen
  98240. * @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
  98241. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98242. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98243. * @returns an array of PickingInfo
  98244. */
  98245. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98246. /**
  98247. * Launch a ray to try to pick a mesh in the scene
  98248. * @param ray Ray to use
  98249. * @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
  98250. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98251. * @returns an array of PickingInfo
  98252. */
  98253. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98254. /**
  98255. * Force the value of meshUnderPointer
  98256. * @param mesh defines the mesh to use
  98257. */
  98258. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98259. /**
  98260. * Gets the mesh under the pointer
  98261. * @returns a Mesh or null if no mesh is under the pointer
  98262. */
  98263. getPointerOverMesh(): Nullable<AbstractMesh>;
  98264. /** @hidden */
  98265. _rebuildGeometries(): void;
  98266. /** @hidden */
  98267. _rebuildTextures(): void;
  98268. private _getByTags;
  98269. /**
  98270. * Get a list of meshes by tags
  98271. * @param tagsQuery defines the tags query to use
  98272. * @param forEach defines a predicate used to filter results
  98273. * @returns an array of Mesh
  98274. */
  98275. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98276. /**
  98277. * Get a list of cameras by tags
  98278. * @param tagsQuery defines the tags query to use
  98279. * @param forEach defines a predicate used to filter results
  98280. * @returns an array of Camera
  98281. */
  98282. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98283. /**
  98284. * Get a list of lights by tags
  98285. * @param tagsQuery defines the tags query to use
  98286. * @param forEach defines a predicate used to filter results
  98287. * @returns an array of Light
  98288. */
  98289. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98290. /**
  98291. * Get a list of materials by tags
  98292. * @param tagsQuery defines the tags query to use
  98293. * @param forEach defines a predicate used to filter results
  98294. * @returns an array of Material
  98295. */
  98296. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98297. /**
  98298. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98299. * This allowed control for front to back rendering or reversly depending of the special needs.
  98300. *
  98301. * @param renderingGroupId The rendering group id corresponding to its index
  98302. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98303. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98304. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98305. */
  98306. 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;
  98307. /**
  98308. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98309. *
  98310. * @param renderingGroupId The rendering group id corresponding to its index
  98311. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98312. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98313. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98314. */
  98315. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98316. /**
  98317. * Gets the current auto clear configuration for one rendering group of the rendering
  98318. * manager.
  98319. * @param index the rendering group index to get the information for
  98320. * @returns The auto clear setup for the requested rendering group
  98321. */
  98322. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98323. private _blockMaterialDirtyMechanism;
  98324. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98325. blockMaterialDirtyMechanism: boolean;
  98326. /**
  98327. * Will flag all materials as dirty to trigger new shader compilation
  98328. * @param flag defines the flag used to specify which material part must be marked as dirty
  98329. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98330. */
  98331. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98332. /** @hidden */
  98333. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  98334. /** @hidden */
  98335. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98336. }
  98337. }
  98338. declare module BABYLON {
  98339. /**
  98340. * Set of assets to keep when moving a scene into an asset container.
  98341. */
  98342. export class KeepAssets extends AbstractScene {
  98343. }
  98344. /**
  98345. * Container with a set of assets that can be added or removed from a scene.
  98346. */
  98347. export class AssetContainer extends AbstractScene {
  98348. /**
  98349. * The scene the AssetContainer belongs to.
  98350. */
  98351. scene: Scene;
  98352. /**
  98353. * Instantiates an AssetContainer.
  98354. * @param scene The scene the AssetContainer belongs to.
  98355. */
  98356. constructor(scene: Scene);
  98357. /**
  98358. * Adds all the assets from the container to the scene.
  98359. */
  98360. addAllToScene(): void;
  98361. /**
  98362. * Removes all the assets in the container from the scene
  98363. */
  98364. removeAllFromScene(): void;
  98365. /**
  98366. * Disposes all the assets in the container
  98367. */
  98368. dispose(): void;
  98369. private _moveAssets;
  98370. /**
  98371. * Removes all the assets contained in the scene and adds them to the container.
  98372. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98373. */
  98374. moveAllFromScene(keepAssets?: KeepAssets): void;
  98375. /**
  98376. * 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.
  98377. * @returns the root mesh
  98378. */
  98379. createRootMesh(): Mesh;
  98380. }
  98381. }
  98382. declare module BABYLON {
  98383. /**
  98384. * Defines how the parser contract is defined.
  98385. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98386. */
  98387. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98388. /**
  98389. * Defines how the individual parser contract is defined.
  98390. * These parser can parse an individual asset
  98391. */
  98392. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98393. /**
  98394. * Base class of the scene acting as a container for the different elements composing a scene.
  98395. * This class is dynamically extended by the different components of the scene increasing
  98396. * flexibility and reducing coupling
  98397. */
  98398. export abstract class AbstractScene {
  98399. /**
  98400. * Stores the list of available parsers in the application.
  98401. */
  98402. private static _BabylonFileParsers;
  98403. /**
  98404. * Stores the list of available individual parsers in the application.
  98405. */
  98406. private static _IndividualBabylonFileParsers;
  98407. /**
  98408. * Adds a parser in the list of available ones
  98409. * @param name Defines the name of the parser
  98410. * @param parser Defines the parser to add
  98411. */
  98412. static AddParser(name: string, parser: BabylonFileParser): void;
  98413. /**
  98414. * Gets a general parser from the list of avaialble ones
  98415. * @param name Defines the name of the parser
  98416. * @returns the requested parser or null
  98417. */
  98418. static GetParser(name: string): Nullable<BabylonFileParser>;
  98419. /**
  98420. * Adds n individual parser in the list of available ones
  98421. * @param name Defines the name of the parser
  98422. * @param parser Defines the parser to add
  98423. */
  98424. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98425. /**
  98426. * Gets an individual parser from the list of avaialble ones
  98427. * @param name Defines the name of the parser
  98428. * @returns the requested parser or null
  98429. */
  98430. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98431. /**
  98432. * Parser json data and populate both a scene and its associated container object
  98433. * @param jsonData Defines the data to parse
  98434. * @param scene Defines the scene to parse the data for
  98435. * @param container Defines the container attached to the parsing sequence
  98436. * @param rootUrl Defines the root url of the data
  98437. */
  98438. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98439. /**
  98440. * Gets the list of root nodes (ie. nodes with no parent)
  98441. */
  98442. rootNodes: Node[];
  98443. /** All of the cameras added to this scene
  98444. * @see http://doc.babylonjs.com/babylon101/cameras
  98445. */
  98446. cameras: Camera[];
  98447. /**
  98448. * All of the lights added to this scene
  98449. * @see http://doc.babylonjs.com/babylon101/lights
  98450. */
  98451. lights: Light[];
  98452. /**
  98453. * All of the (abstract) meshes added to this scene
  98454. */
  98455. meshes: AbstractMesh[];
  98456. /**
  98457. * The list of skeletons added to the scene
  98458. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98459. */
  98460. skeletons: Skeleton[];
  98461. /**
  98462. * All of the particle systems added to this scene
  98463. * @see http://doc.babylonjs.com/babylon101/particles
  98464. */
  98465. particleSystems: IParticleSystem[];
  98466. /**
  98467. * Gets a list of Animations associated with the scene
  98468. */
  98469. animations: Animation[];
  98470. /**
  98471. * All of the animation groups added to this scene
  98472. * @see http://doc.babylonjs.com/how_to/group
  98473. */
  98474. animationGroups: AnimationGroup[];
  98475. /**
  98476. * All of the multi-materials added to this scene
  98477. * @see http://doc.babylonjs.com/how_to/multi_materials
  98478. */
  98479. multiMaterials: MultiMaterial[];
  98480. /**
  98481. * All of the materials added to this scene
  98482. * In the context of a Scene, it is not supposed to be modified manually.
  98483. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98484. * Note also that the order of the Material wihin the array is not significant and might change.
  98485. * @see http://doc.babylonjs.com/babylon101/materials
  98486. */
  98487. materials: Material[];
  98488. /**
  98489. * The list of morph target managers added to the scene
  98490. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98491. */
  98492. morphTargetManagers: MorphTargetManager[];
  98493. /**
  98494. * The list of geometries used in the scene.
  98495. */
  98496. geometries: Geometry[];
  98497. /**
  98498. * All of the tranform nodes added to this scene
  98499. * In the context of a Scene, it is not supposed to be modified manually.
  98500. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98501. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98502. * @see http://doc.babylonjs.com/how_to/transformnode
  98503. */
  98504. transformNodes: TransformNode[];
  98505. /**
  98506. * ActionManagers available on the scene.
  98507. */
  98508. actionManagers: AbstractActionManager[];
  98509. /**
  98510. * Textures to keep.
  98511. */
  98512. textures: BaseTexture[];
  98513. /**
  98514. * Environment texture for the scene
  98515. */
  98516. environmentTexture: Nullable<BaseTexture>;
  98517. }
  98518. }
  98519. declare module BABYLON {
  98520. /**
  98521. * Interface used to define options for Sound class
  98522. */
  98523. export interface ISoundOptions {
  98524. /**
  98525. * Does the sound autoplay once loaded.
  98526. */
  98527. autoplay?: boolean;
  98528. /**
  98529. * Does the sound loop after it finishes playing once.
  98530. */
  98531. loop?: boolean;
  98532. /**
  98533. * Sound's volume
  98534. */
  98535. volume?: number;
  98536. /**
  98537. * Is it a spatial sound?
  98538. */
  98539. spatialSound?: boolean;
  98540. /**
  98541. * Maximum distance to hear that sound
  98542. */
  98543. maxDistance?: number;
  98544. /**
  98545. * Uses user defined attenuation function
  98546. */
  98547. useCustomAttenuation?: boolean;
  98548. /**
  98549. * Define the roll off factor of spatial sounds.
  98550. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98551. */
  98552. rolloffFactor?: number;
  98553. /**
  98554. * Define the reference distance the sound should be heard perfectly.
  98555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98556. */
  98557. refDistance?: number;
  98558. /**
  98559. * Define the distance attenuation model the sound will follow.
  98560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98561. */
  98562. distanceModel?: string;
  98563. /**
  98564. * Defines the playback speed (1 by default)
  98565. */
  98566. playbackRate?: number;
  98567. /**
  98568. * Defines if the sound is from a streaming source
  98569. */
  98570. streaming?: boolean;
  98571. /**
  98572. * Defines an optional length (in seconds) inside the sound file
  98573. */
  98574. length?: number;
  98575. /**
  98576. * Defines an optional offset (in seconds) inside the sound file
  98577. */
  98578. offset?: number;
  98579. /**
  98580. * If true, URLs will not be required to state the audio file codec to use.
  98581. */
  98582. skipCodecCheck?: boolean;
  98583. }
  98584. /**
  98585. * Defines a sound that can be played in the application.
  98586. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98587. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98588. */
  98589. export class Sound {
  98590. /**
  98591. * The name of the sound in the scene.
  98592. */
  98593. name: string;
  98594. /**
  98595. * Does the sound autoplay once loaded.
  98596. */
  98597. autoplay: boolean;
  98598. /**
  98599. * Does the sound loop after it finishes playing once.
  98600. */
  98601. loop: boolean;
  98602. /**
  98603. * Does the sound use a custom attenuation curve to simulate the falloff
  98604. * happening when the source gets further away from the camera.
  98605. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98606. */
  98607. useCustomAttenuation: boolean;
  98608. /**
  98609. * The sound track id this sound belongs to.
  98610. */
  98611. soundTrackId: number;
  98612. /**
  98613. * Is this sound currently played.
  98614. */
  98615. isPlaying: boolean;
  98616. /**
  98617. * Is this sound currently paused.
  98618. */
  98619. isPaused: boolean;
  98620. /**
  98621. * Does this sound enables spatial sound.
  98622. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98623. */
  98624. spatialSound: boolean;
  98625. /**
  98626. * Define the reference distance the sound should be heard perfectly.
  98627. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98628. */
  98629. refDistance: number;
  98630. /**
  98631. * Define the roll off factor of spatial sounds.
  98632. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98633. */
  98634. rolloffFactor: number;
  98635. /**
  98636. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98638. */
  98639. maxDistance: number;
  98640. /**
  98641. * Define the distance attenuation model the sound will follow.
  98642. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98643. */
  98644. distanceModel: string;
  98645. /**
  98646. * @hidden
  98647. * Back Compat
  98648. **/
  98649. onended: () => any;
  98650. /**
  98651. * Observable event when the current playing sound finishes.
  98652. */
  98653. onEndedObservable: Observable<Sound>;
  98654. private _panningModel;
  98655. private _playbackRate;
  98656. private _streaming;
  98657. private _startTime;
  98658. private _startOffset;
  98659. private _position;
  98660. /** @hidden */
  98661. _positionInEmitterSpace: boolean;
  98662. private _localDirection;
  98663. private _volume;
  98664. private _isReadyToPlay;
  98665. private _isDirectional;
  98666. private _readyToPlayCallback;
  98667. private _audioBuffer;
  98668. private _soundSource;
  98669. private _streamingSource;
  98670. private _soundPanner;
  98671. private _soundGain;
  98672. private _inputAudioNode;
  98673. private _outputAudioNode;
  98674. private _coneInnerAngle;
  98675. private _coneOuterAngle;
  98676. private _coneOuterGain;
  98677. private _scene;
  98678. private _connectedTransformNode;
  98679. private _customAttenuationFunction;
  98680. private _registerFunc;
  98681. private _isOutputConnected;
  98682. private _htmlAudioElement;
  98683. private _urlType;
  98684. private _length?;
  98685. private _offset?;
  98686. /** @hidden */
  98687. static _SceneComponentInitialization: (scene: Scene) => void;
  98688. /**
  98689. * Create a sound and attach it to a scene
  98690. * @param name Name of your sound
  98691. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98692. * @param scene defines the scene the sound belongs to
  98693. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98694. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98695. */
  98696. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98697. /**
  98698. * Release the sound and its associated resources
  98699. */
  98700. dispose(): void;
  98701. /**
  98702. * Gets if the sounds is ready to be played or not.
  98703. * @returns true if ready, otherwise false
  98704. */
  98705. isReady(): boolean;
  98706. private _soundLoaded;
  98707. /**
  98708. * Sets the data of the sound from an audiobuffer
  98709. * @param audioBuffer The audioBuffer containing the data
  98710. */
  98711. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98712. /**
  98713. * Updates the current sounds options such as maxdistance, loop...
  98714. * @param options A JSON object containing values named as the object properties
  98715. */
  98716. updateOptions(options: ISoundOptions): void;
  98717. private _createSpatialParameters;
  98718. private _updateSpatialParameters;
  98719. /**
  98720. * Switch the panning model to HRTF:
  98721. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98722. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98723. */
  98724. switchPanningModelToHRTF(): void;
  98725. /**
  98726. * Switch the panning model to Equal Power:
  98727. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98729. */
  98730. switchPanningModelToEqualPower(): void;
  98731. private _switchPanningModel;
  98732. /**
  98733. * Connect this sound to a sound track audio node like gain...
  98734. * @param soundTrackAudioNode the sound track audio node to connect to
  98735. */
  98736. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98737. /**
  98738. * Transform this sound into a directional source
  98739. * @param coneInnerAngle Size of the inner cone in degree
  98740. * @param coneOuterAngle Size of the outer cone in degree
  98741. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98742. */
  98743. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98744. /**
  98745. * Gets or sets the inner angle for the directional cone.
  98746. */
  98747. /**
  98748. * Gets or sets the inner angle for the directional cone.
  98749. */
  98750. directionalConeInnerAngle: number;
  98751. /**
  98752. * Gets or sets the outer angle for the directional cone.
  98753. */
  98754. /**
  98755. * Gets or sets the outer angle for the directional cone.
  98756. */
  98757. directionalConeOuterAngle: number;
  98758. /**
  98759. * Sets the position of the emitter if spatial sound is enabled
  98760. * @param newPosition Defines the new posisiton
  98761. */
  98762. setPosition(newPosition: Vector3): void;
  98763. /**
  98764. * Sets the local direction of the emitter if spatial sound is enabled
  98765. * @param newLocalDirection Defines the new local direction
  98766. */
  98767. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98768. private _updateDirection;
  98769. /** @hidden */
  98770. updateDistanceFromListener(): void;
  98771. /**
  98772. * Sets a new custom attenuation function for the sound.
  98773. * @param callback Defines the function used for the attenuation
  98774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98775. */
  98776. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98777. /**
  98778. * Play the sound
  98779. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98780. * @param offset (optional) Start the sound at a specific time in seconds
  98781. * @param length (optional) Sound duration (in seconds)
  98782. */
  98783. play(time?: number, offset?: number, length?: number): void;
  98784. private _onended;
  98785. /**
  98786. * Stop the sound
  98787. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98788. */
  98789. stop(time?: number): void;
  98790. /**
  98791. * Put the sound in pause
  98792. */
  98793. pause(): void;
  98794. /**
  98795. * Sets a dedicated volume for this sounds
  98796. * @param newVolume Define the new volume of the sound
  98797. * @param time Define time for gradual change to new volume
  98798. */
  98799. setVolume(newVolume: number, time?: number): void;
  98800. /**
  98801. * Set the sound play back rate
  98802. * @param newPlaybackRate Define the playback rate the sound should be played at
  98803. */
  98804. setPlaybackRate(newPlaybackRate: number): void;
  98805. /**
  98806. * Gets the volume of the sound.
  98807. * @returns the volume of the sound
  98808. */
  98809. getVolume(): number;
  98810. /**
  98811. * Attach the sound to a dedicated mesh
  98812. * @param transformNode The transform node to connect the sound with
  98813. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98814. */
  98815. attachToMesh(transformNode: TransformNode): void;
  98816. /**
  98817. * Detach the sound from the previously attached mesh
  98818. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98819. */
  98820. detachFromMesh(): void;
  98821. private _onRegisterAfterWorldMatrixUpdate;
  98822. /**
  98823. * Clone the current sound in the scene.
  98824. * @returns the new sound clone
  98825. */
  98826. clone(): Nullable<Sound>;
  98827. /**
  98828. * Gets the current underlying audio buffer containing the data
  98829. * @returns the audio buffer
  98830. */
  98831. getAudioBuffer(): Nullable<AudioBuffer>;
  98832. /**
  98833. * Serializes the Sound in a JSON representation
  98834. * @returns the JSON representation of the sound
  98835. */
  98836. serialize(): any;
  98837. /**
  98838. * Parse a JSON representation of a sound to innstantiate in a given scene
  98839. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98840. * @param scene Define the scene the new parsed sound should be created in
  98841. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98842. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98843. * @returns the newly parsed sound
  98844. */
  98845. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98846. }
  98847. }
  98848. declare module BABYLON {
  98849. /**
  98850. * This defines an action helpful to play a defined sound on a triggered action.
  98851. */
  98852. export class PlaySoundAction extends Action {
  98853. private _sound;
  98854. /**
  98855. * Instantiate the action
  98856. * @param triggerOptions defines the trigger options
  98857. * @param sound defines the sound to play
  98858. * @param condition defines the trigger related conditions
  98859. */
  98860. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98861. /** @hidden */
  98862. _prepare(): void;
  98863. /**
  98864. * Execute the action and play the sound.
  98865. */
  98866. execute(): void;
  98867. /**
  98868. * Serializes the actions and its related information.
  98869. * @param parent defines the object to serialize in
  98870. * @returns the serialized object
  98871. */
  98872. serialize(parent: any): any;
  98873. }
  98874. /**
  98875. * This defines an action helpful to stop a defined sound on a triggered action.
  98876. */
  98877. export class StopSoundAction extends Action {
  98878. private _sound;
  98879. /**
  98880. * Instantiate the action
  98881. * @param triggerOptions defines the trigger options
  98882. * @param sound defines the sound to stop
  98883. * @param condition defines the trigger related conditions
  98884. */
  98885. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98886. /** @hidden */
  98887. _prepare(): void;
  98888. /**
  98889. * Execute the action and stop the sound.
  98890. */
  98891. execute(): void;
  98892. /**
  98893. * Serializes the actions and its related information.
  98894. * @param parent defines the object to serialize in
  98895. * @returns the serialized object
  98896. */
  98897. serialize(parent: any): any;
  98898. }
  98899. }
  98900. declare module BABYLON {
  98901. /**
  98902. * This defines an action responsible to change the value of a property
  98903. * by interpolating between its current value and the newly set one once triggered.
  98904. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98905. */
  98906. export class InterpolateValueAction extends Action {
  98907. /**
  98908. * Defines the path of the property where the value should be interpolated
  98909. */
  98910. propertyPath: string;
  98911. /**
  98912. * Defines the target value at the end of the interpolation.
  98913. */
  98914. value: any;
  98915. /**
  98916. * Defines the time it will take for the property to interpolate to the value.
  98917. */
  98918. duration: number;
  98919. /**
  98920. * Defines if the other scene animations should be stopped when the action has been triggered
  98921. */
  98922. stopOtherAnimations?: boolean;
  98923. /**
  98924. * Defines a callback raised once the interpolation animation has been done.
  98925. */
  98926. onInterpolationDone?: () => void;
  98927. /**
  98928. * Observable triggered once the interpolation animation has been done.
  98929. */
  98930. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98931. private _target;
  98932. private _effectiveTarget;
  98933. private _property;
  98934. /**
  98935. * Instantiate the action
  98936. * @param triggerOptions defines the trigger options
  98937. * @param target defines the object containing the value to interpolate
  98938. * @param propertyPath defines the path to the property in the target object
  98939. * @param value defines the target value at the end of the interpolation
  98940. * @param duration deines the time it will take for the property to interpolate to the value.
  98941. * @param condition defines the trigger related conditions
  98942. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98943. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98944. */
  98945. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98946. /** @hidden */
  98947. _prepare(): void;
  98948. /**
  98949. * Execute the action starts the value interpolation.
  98950. */
  98951. execute(): void;
  98952. /**
  98953. * Serializes the actions and its related information.
  98954. * @param parent defines the object to serialize in
  98955. * @returns the serialized object
  98956. */
  98957. serialize(parent: any): any;
  98958. }
  98959. }
  98960. declare module BABYLON {
  98961. /**
  98962. * Options allowed during the creation of a sound track.
  98963. */
  98964. export interface ISoundTrackOptions {
  98965. /**
  98966. * The volume the sound track should take during creation
  98967. */
  98968. volume?: number;
  98969. /**
  98970. * Define if the sound track is the main sound track of the scene
  98971. */
  98972. mainTrack?: boolean;
  98973. }
  98974. /**
  98975. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98976. * It will be also used in a future release to apply effects on a specific track.
  98977. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98978. */
  98979. export class SoundTrack {
  98980. /**
  98981. * The unique identifier of the sound track in the scene.
  98982. */
  98983. id: number;
  98984. /**
  98985. * The list of sounds included in the sound track.
  98986. */
  98987. soundCollection: Array<Sound>;
  98988. private _outputAudioNode;
  98989. private _scene;
  98990. private _isMainTrack;
  98991. private _connectedAnalyser;
  98992. private _options;
  98993. private _isInitialized;
  98994. /**
  98995. * Creates a new sound track.
  98996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98997. * @param scene Define the scene the sound track belongs to
  98998. * @param options
  98999. */
  99000. constructor(scene: Scene, options?: ISoundTrackOptions);
  99001. private _initializeSoundTrackAudioGraph;
  99002. /**
  99003. * Release the sound track and its associated resources
  99004. */
  99005. dispose(): void;
  99006. /**
  99007. * Adds a sound to this sound track
  99008. * @param sound define the cound to add
  99009. * @ignoreNaming
  99010. */
  99011. AddSound(sound: Sound): void;
  99012. /**
  99013. * Removes a sound to this sound track
  99014. * @param sound define the cound to remove
  99015. * @ignoreNaming
  99016. */
  99017. RemoveSound(sound: Sound): void;
  99018. /**
  99019. * Set a global volume for the full sound track.
  99020. * @param newVolume Define the new volume of the sound track
  99021. */
  99022. setVolume(newVolume: number): void;
  99023. /**
  99024. * Switch the panning model to HRTF:
  99025. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99026. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99027. */
  99028. switchPanningModelToHRTF(): void;
  99029. /**
  99030. * Switch the panning model to Equal Power:
  99031. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99032. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99033. */
  99034. switchPanningModelToEqualPower(): void;
  99035. /**
  99036. * Connect the sound track to an audio analyser allowing some amazing
  99037. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99038. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99039. * @param analyser The analyser to connect to the engine
  99040. */
  99041. connectToAnalyser(analyser: Analyser): void;
  99042. }
  99043. }
  99044. declare module BABYLON {
  99045. interface AbstractScene {
  99046. /**
  99047. * The list of sounds used in the scene.
  99048. */
  99049. sounds: Nullable<Array<Sound>>;
  99050. }
  99051. interface Scene {
  99052. /**
  99053. * @hidden
  99054. * Backing field
  99055. */
  99056. _mainSoundTrack: SoundTrack;
  99057. /**
  99058. * The main sound track played by the scene.
  99059. * It cotains your primary collection of sounds.
  99060. */
  99061. mainSoundTrack: SoundTrack;
  99062. /**
  99063. * The list of sound tracks added to the scene
  99064. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99065. */
  99066. soundTracks: Nullable<Array<SoundTrack>>;
  99067. /**
  99068. * Gets a sound using a given name
  99069. * @param name defines the name to search for
  99070. * @return the found sound or null if not found at all.
  99071. */
  99072. getSoundByName(name: string): Nullable<Sound>;
  99073. /**
  99074. * Gets or sets if audio support is enabled
  99075. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99076. */
  99077. audioEnabled: boolean;
  99078. /**
  99079. * Gets or sets if audio will be output to headphones
  99080. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99081. */
  99082. headphone: boolean;
  99083. }
  99084. /**
  99085. * Defines the sound scene component responsible to manage any sounds
  99086. * in a given scene.
  99087. */
  99088. export class AudioSceneComponent implements ISceneSerializableComponent {
  99089. /**
  99090. * The component name helpfull to identify the component in the list of scene components.
  99091. */
  99092. readonly name: string;
  99093. /**
  99094. * The scene the component belongs to.
  99095. */
  99096. scene: Scene;
  99097. private _audioEnabled;
  99098. /**
  99099. * Gets whether audio is enabled or not.
  99100. * Please use related enable/disable method to switch state.
  99101. */
  99102. readonly audioEnabled: boolean;
  99103. private _headphone;
  99104. /**
  99105. * Gets whether audio is outputing to headphone or not.
  99106. * Please use the according Switch methods to change output.
  99107. */
  99108. readonly headphone: boolean;
  99109. /**
  99110. * Creates a new instance of the component for the given scene
  99111. * @param scene Defines the scene to register the component in
  99112. */
  99113. constructor(scene: Scene);
  99114. /**
  99115. * Registers the component in a given scene
  99116. */
  99117. register(): void;
  99118. /**
  99119. * Rebuilds the elements related to this component in case of
  99120. * context lost for instance.
  99121. */
  99122. rebuild(): void;
  99123. /**
  99124. * Serializes the component data to the specified json object
  99125. * @param serializationObject The object to serialize to
  99126. */
  99127. serialize(serializationObject: any): void;
  99128. /**
  99129. * Adds all the elements from the container to the scene
  99130. * @param container the container holding the elements
  99131. */
  99132. addFromContainer(container: AbstractScene): void;
  99133. /**
  99134. * Removes all the elements in the container from the scene
  99135. * @param container contains the elements to remove
  99136. * @param dispose if the removed element should be disposed (default: false)
  99137. */
  99138. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99139. /**
  99140. * Disposes the component and the associated ressources.
  99141. */
  99142. dispose(): void;
  99143. /**
  99144. * Disables audio in the associated scene.
  99145. */
  99146. disableAudio(): void;
  99147. /**
  99148. * Enables audio in the associated scene.
  99149. */
  99150. enableAudio(): void;
  99151. /**
  99152. * Switch audio to headphone output.
  99153. */
  99154. switchAudioModeForHeadphones(): void;
  99155. /**
  99156. * Switch audio to normal speakers.
  99157. */
  99158. switchAudioModeForNormalSpeakers(): void;
  99159. private _afterRender;
  99160. }
  99161. }
  99162. declare module BABYLON {
  99163. /**
  99164. * Wraps one or more Sound objects and selects one with random weight for playback.
  99165. */
  99166. export class WeightedSound {
  99167. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99168. loop: boolean;
  99169. private _coneInnerAngle;
  99170. private _coneOuterAngle;
  99171. private _volume;
  99172. /** A Sound is currently playing. */
  99173. isPlaying: boolean;
  99174. /** A Sound is currently paused. */
  99175. isPaused: boolean;
  99176. private _sounds;
  99177. private _weights;
  99178. private _currentIndex?;
  99179. /**
  99180. * Creates a new WeightedSound from the list of sounds given.
  99181. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99182. * @param sounds Array of Sounds that will be selected from.
  99183. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99184. */
  99185. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99186. /**
  99187. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99188. */
  99189. /**
  99190. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99191. */
  99192. directionalConeInnerAngle: number;
  99193. /**
  99194. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99195. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99196. */
  99197. /**
  99198. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99199. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99200. */
  99201. directionalConeOuterAngle: number;
  99202. /**
  99203. * Playback volume.
  99204. */
  99205. /**
  99206. * Playback volume.
  99207. */
  99208. volume: number;
  99209. private _onended;
  99210. /**
  99211. * Suspend playback
  99212. */
  99213. pause(): void;
  99214. /**
  99215. * Stop playback
  99216. */
  99217. stop(): void;
  99218. /**
  99219. * Start playback.
  99220. * @param startOffset Position the clip head at a specific time in seconds.
  99221. */
  99222. play(startOffset?: number): void;
  99223. }
  99224. }
  99225. declare module BABYLON {
  99226. /**
  99227. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99228. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99229. */
  99230. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99231. /**
  99232. * Gets the name of the behavior.
  99233. */
  99234. readonly name: string;
  99235. /**
  99236. * The easing function used by animations
  99237. */
  99238. static EasingFunction: BackEase;
  99239. /**
  99240. * The easing mode used by animations
  99241. */
  99242. static EasingMode: number;
  99243. /**
  99244. * The duration of the animation, in milliseconds
  99245. */
  99246. transitionDuration: number;
  99247. /**
  99248. * Length of the distance animated by the transition when lower radius is reached
  99249. */
  99250. lowerRadiusTransitionRange: number;
  99251. /**
  99252. * Length of the distance animated by the transition when upper radius is reached
  99253. */
  99254. upperRadiusTransitionRange: number;
  99255. private _autoTransitionRange;
  99256. /**
  99257. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99258. */
  99259. /**
  99260. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99261. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99262. */
  99263. autoTransitionRange: boolean;
  99264. private _attachedCamera;
  99265. private _onAfterCheckInputsObserver;
  99266. private _onMeshTargetChangedObserver;
  99267. /**
  99268. * Initializes the behavior.
  99269. */
  99270. init(): void;
  99271. /**
  99272. * Attaches the behavior to its arc rotate camera.
  99273. * @param camera Defines the camera to attach the behavior to
  99274. */
  99275. attach(camera: ArcRotateCamera): void;
  99276. /**
  99277. * Detaches the behavior from its current arc rotate camera.
  99278. */
  99279. detach(): void;
  99280. private _radiusIsAnimating;
  99281. private _radiusBounceTransition;
  99282. private _animatables;
  99283. private _cachedWheelPrecision;
  99284. /**
  99285. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99286. * @param radiusLimit The limit to check against.
  99287. * @return Bool to indicate if at limit.
  99288. */
  99289. private _isRadiusAtLimit;
  99290. /**
  99291. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99292. * @param radiusDelta The delta by which to animate to. Can be negative.
  99293. */
  99294. private _applyBoundRadiusAnimation;
  99295. /**
  99296. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99297. */
  99298. protected _clearAnimationLocks(): void;
  99299. /**
  99300. * Stops and removes all animations that have been applied to the camera
  99301. */
  99302. stopAllAnimations(): void;
  99303. }
  99304. }
  99305. declare module BABYLON {
  99306. /**
  99307. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  99308. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99309. */
  99310. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99311. /**
  99312. * Gets the name of the behavior.
  99313. */
  99314. readonly name: string;
  99315. private _mode;
  99316. private _radiusScale;
  99317. private _positionScale;
  99318. private _defaultElevation;
  99319. private _elevationReturnTime;
  99320. private _elevationReturnWaitTime;
  99321. private _zoomStopsAnimation;
  99322. private _framingTime;
  99323. /**
  99324. * The easing function used by animations
  99325. */
  99326. static EasingFunction: ExponentialEase;
  99327. /**
  99328. * The easing mode used by animations
  99329. */
  99330. static EasingMode: number;
  99331. /**
  99332. * Sets the current mode used by the behavior
  99333. */
  99334. /**
  99335. * Gets current mode used by the behavior.
  99336. */
  99337. mode: number;
  99338. /**
  99339. * Sets the scale applied to the radius (1 by default)
  99340. */
  99341. /**
  99342. * Gets the scale applied to the radius
  99343. */
  99344. radiusScale: number;
  99345. /**
  99346. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99347. */
  99348. /**
  99349. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99350. */
  99351. positionScale: number;
  99352. /**
  99353. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99354. * behaviour is triggered, in radians.
  99355. */
  99356. /**
  99357. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99358. * behaviour is triggered, in radians.
  99359. */
  99360. defaultElevation: number;
  99361. /**
  99362. * Sets the time (in milliseconds) taken to return to the default beta position.
  99363. * Negative value indicates camera should not return to default.
  99364. */
  99365. /**
  99366. * Gets the time (in milliseconds) taken to return to the default beta position.
  99367. * Negative value indicates camera should not return to default.
  99368. */
  99369. elevationReturnTime: number;
  99370. /**
  99371. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99372. */
  99373. /**
  99374. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99375. */
  99376. elevationReturnWaitTime: number;
  99377. /**
  99378. * Sets the flag that indicates if user zooming should stop animation.
  99379. */
  99380. /**
  99381. * Gets the flag that indicates if user zooming should stop animation.
  99382. */
  99383. zoomStopsAnimation: boolean;
  99384. /**
  99385. * Sets the transition time when framing the mesh, in milliseconds
  99386. */
  99387. /**
  99388. * Gets the transition time when framing the mesh, in milliseconds
  99389. */
  99390. framingTime: number;
  99391. /**
  99392. * Define if the behavior should automatically change the configured
  99393. * camera limits and sensibilities.
  99394. */
  99395. autoCorrectCameraLimitsAndSensibility: boolean;
  99396. private _onPrePointerObservableObserver;
  99397. private _onAfterCheckInputsObserver;
  99398. private _onMeshTargetChangedObserver;
  99399. private _attachedCamera;
  99400. private _isPointerDown;
  99401. private _lastInteractionTime;
  99402. /**
  99403. * Initializes the behavior.
  99404. */
  99405. init(): void;
  99406. /**
  99407. * Attaches the behavior to its arc rotate camera.
  99408. * @param camera Defines the camera to attach the behavior to
  99409. */
  99410. attach(camera: ArcRotateCamera): void;
  99411. /**
  99412. * Detaches the behavior from its current arc rotate camera.
  99413. */
  99414. detach(): void;
  99415. private _animatables;
  99416. private _betaIsAnimating;
  99417. private _betaTransition;
  99418. private _radiusTransition;
  99419. private _vectorTransition;
  99420. /**
  99421. * Targets the given mesh and updates zoom level accordingly.
  99422. * @param mesh The mesh to target.
  99423. * @param radius Optional. If a cached radius position already exists, overrides default.
  99424. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99425. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99426. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99427. */
  99428. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99429. /**
  99430. * Targets the given mesh with its children and updates zoom level accordingly.
  99431. * @param mesh The mesh to target.
  99432. * @param radius Optional. If a cached radius position already exists, overrides default.
  99433. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99434. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99435. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99436. */
  99437. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99438. /**
  99439. * Targets the given meshes with their children and updates zoom level accordingly.
  99440. * @param meshes The mesh to target.
  99441. * @param radius Optional. If a cached radius position already exists, overrides default.
  99442. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99445. */
  99446. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99447. /**
  99448. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99449. * @param minimumWorld Determines the smaller position of the bounding box extend
  99450. * @param maximumWorld Determines the bigger position of the bounding box extend
  99451. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99452. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99453. */
  99454. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99455. /**
  99456. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99457. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99458. * frustum width.
  99459. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99460. * to fully enclose the mesh in the viewing frustum.
  99461. */
  99462. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99463. /**
  99464. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99465. * is automatically returned to its default position (expected to be above ground plane).
  99466. */
  99467. private _maintainCameraAboveGround;
  99468. /**
  99469. * Returns the frustum slope based on the canvas ratio and camera FOV
  99470. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99471. */
  99472. private _getFrustumSlope;
  99473. /**
  99474. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99475. */
  99476. private _clearAnimationLocks;
  99477. /**
  99478. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99479. */
  99480. private _applyUserInteraction;
  99481. /**
  99482. * Stops and removes all animations that have been applied to the camera
  99483. */
  99484. stopAllAnimations(): void;
  99485. /**
  99486. * Gets a value indicating if the user is moving the camera
  99487. */
  99488. readonly isUserIsMoving: boolean;
  99489. /**
  99490. * The camera can move all the way towards the mesh.
  99491. */
  99492. static IgnoreBoundsSizeMode: number;
  99493. /**
  99494. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99495. */
  99496. static FitFrustumSidesMode: number;
  99497. }
  99498. }
  99499. declare module BABYLON {
  99500. /**
  99501. * Base class for Camera Pointer Inputs.
  99502. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99503. * for example usage.
  99504. */
  99505. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99506. /**
  99507. * Defines the camera the input is attached to.
  99508. */
  99509. abstract camera: Camera;
  99510. /**
  99511. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99512. */
  99513. protected _altKey: boolean;
  99514. protected _ctrlKey: boolean;
  99515. protected _metaKey: boolean;
  99516. protected _shiftKey: boolean;
  99517. /**
  99518. * Which mouse buttons were pressed at time of last mouse event.
  99519. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99520. */
  99521. protected _buttonsPressed: number;
  99522. /**
  99523. * Defines the buttons associated with the input to handle camera move.
  99524. */
  99525. buttons: number[];
  99526. /**
  99527. * Attach the input controls to a specific dom element to get the input from.
  99528. * @param element Defines the element the controls should be listened from
  99529. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99530. */
  99531. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99532. /**
  99533. * Detach the current controls from the specified dom element.
  99534. * @param element Defines the element to stop listening the inputs from
  99535. */
  99536. detachControl(element: Nullable<HTMLElement>): void;
  99537. /**
  99538. * Gets the class name of the current input.
  99539. * @returns the class name
  99540. */
  99541. getClassName(): string;
  99542. /**
  99543. * Get the friendly name associated with the input class.
  99544. * @returns the input friendly name
  99545. */
  99546. getSimpleName(): string;
  99547. /**
  99548. * Called on pointer POINTERDOUBLETAP event.
  99549. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99550. */
  99551. protected onDoubleTap(type: string): void;
  99552. /**
  99553. * Called on pointer POINTERMOVE event if only a single touch is active.
  99554. * Override this method to provide functionality.
  99555. */
  99556. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99557. /**
  99558. * Called on pointer POINTERMOVE event if multiple touches are active.
  99559. * Override this method to provide functionality.
  99560. */
  99561. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99562. /**
  99563. * Called on JS contextmenu event.
  99564. * Override this method to provide functionality.
  99565. */
  99566. protected onContextMenu(evt: PointerEvent): void;
  99567. /**
  99568. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99569. * press.
  99570. * Override this method to provide functionality.
  99571. */
  99572. protected onButtonDown(evt: PointerEvent): void;
  99573. /**
  99574. * Called each time a new POINTERUP event occurs. Ie, for each button
  99575. * release.
  99576. * Override this method to provide functionality.
  99577. */
  99578. protected onButtonUp(evt: PointerEvent): void;
  99579. /**
  99580. * Called when window becomes inactive.
  99581. * Override this method to provide functionality.
  99582. */
  99583. protected onLostFocus(): void;
  99584. private _pointerInput;
  99585. private _observer;
  99586. private _onLostFocus;
  99587. private pointA;
  99588. private pointB;
  99589. }
  99590. }
  99591. declare module BABYLON {
  99592. /**
  99593. * Manage the pointers inputs to control an arc rotate camera.
  99594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99595. */
  99596. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99597. /**
  99598. * Defines the camera the input is attached to.
  99599. */
  99600. camera: ArcRotateCamera;
  99601. /**
  99602. * Gets the class name of the current input.
  99603. * @returns the class name
  99604. */
  99605. getClassName(): string;
  99606. /**
  99607. * Defines the buttons associated with the input to handle camera move.
  99608. */
  99609. buttons: number[];
  99610. /**
  99611. * Defines the pointer angular sensibility along the X axis or how fast is
  99612. * the camera rotating.
  99613. */
  99614. angularSensibilityX: number;
  99615. /**
  99616. * Defines the pointer angular sensibility along the Y axis or how fast is
  99617. * the camera rotating.
  99618. */
  99619. angularSensibilityY: number;
  99620. /**
  99621. * Defines the pointer pinch precision or how fast is the camera zooming.
  99622. */
  99623. pinchPrecision: number;
  99624. /**
  99625. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99626. * from 0.
  99627. * It defines the percentage of current camera.radius to use as delta when
  99628. * pinch zoom is used.
  99629. */
  99630. pinchDeltaPercentage: number;
  99631. /**
  99632. * Defines the pointer panning sensibility or how fast is the camera moving.
  99633. */
  99634. panningSensibility: number;
  99635. /**
  99636. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99637. */
  99638. multiTouchPanning: boolean;
  99639. /**
  99640. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99641. * zoom (pinch) through multitouch.
  99642. */
  99643. multiTouchPanAndZoom: boolean;
  99644. /**
  99645. * Revers pinch action direction.
  99646. */
  99647. pinchInwards: boolean;
  99648. private _isPanClick;
  99649. private _twoFingerActivityCount;
  99650. private _isPinching;
  99651. /**
  99652. * Called on pointer POINTERMOVE event if only a single touch is active.
  99653. */
  99654. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99655. /**
  99656. * Called on pointer POINTERDOUBLETAP event.
  99657. */
  99658. protected onDoubleTap(type: string): void;
  99659. /**
  99660. * Called on pointer POINTERMOVE event if multiple touches are active.
  99661. */
  99662. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99663. /**
  99664. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99665. * press.
  99666. */
  99667. protected onButtonDown(evt: PointerEvent): void;
  99668. /**
  99669. * Called each time a new POINTERUP event occurs. Ie, for each button
  99670. * release.
  99671. */
  99672. protected onButtonUp(evt: PointerEvent): void;
  99673. /**
  99674. * Called when window becomes inactive.
  99675. */
  99676. protected onLostFocus(): void;
  99677. }
  99678. }
  99679. declare module BABYLON {
  99680. /**
  99681. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99682. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99683. */
  99684. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99685. /**
  99686. * Defines the camera the input is attached to.
  99687. */
  99688. camera: ArcRotateCamera;
  99689. /**
  99690. * Defines the list of key codes associated with the up action (increase alpha)
  99691. */
  99692. keysUp: number[];
  99693. /**
  99694. * Defines the list of key codes associated with the down action (decrease alpha)
  99695. */
  99696. keysDown: number[];
  99697. /**
  99698. * Defines the list of key codes associated with the left action (increase beta)
  99699. */
  99700. keysLeft: number[];
  99701. /**
  99702. * Defines the list of key codes associated with the right action (decrease beta)
  99703. */
  99704. keysRight: number[];
  99705. /**
  99706. * Defines the list of key codes associated with the reset action.
  99707. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99708. */
  99709. keysReset: number[];
  99710. /**
  99711. * Defines the panning sensibility of the inputs.
  99712. * (How fast is the camera paning)
  99713. */
  99714. panningSensibility: number;
  99715. /**
  99716. * Defines the zooming sensibility of the inputs.
  99717. * (How fast is the camera zooming)
  99718. */
  99719. zoomingSensibility: number;
  99720. /**
  99721. * Defines wether maintaining the alt key down switch the movement mode from
  99722. * orientation to zoom.
  99723. */
  99724. useAltToZoom: boolean;
  99725. /**
  99726. * Rotation speed of the camera
  99727. */
  99728. angularSpeed: number;
  99729. private _keys;
  99730. private _ctrlPressed;
  99731. private _altPressed;
  99732. private _onCanvasBlurObserver;
  99733. private _onKeyboardObserver;
  99734. private _engine;
  99735. private _scene;
  99736. /**
  99737. * Attach the input controls to a specific dom element to get the input from.
  99738. * @param element Defines the element the controls should be listened from
  99739. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99740. */
  99741. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99742. /**
  99743. * Detach the current controls from the specified dom element.
  99744. * @param element Defines the element to stop listening the inputs from
  99745. */
  99746. detachControl(element: Nullable<HTMLElement>): void;
  99747. /**
  99748. * Update the current camera state depending on the inputs that have been used this frame.
  99749. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99750. */
  99751. checkInputs(): void;
  99752. /**
  99753. * Gets the class name of the current intput.
  99754. * @returns the class name
  99755. */
  99756. getClassName(): string;
  99757. /**
  99758. * Get the friendly name associated with the input class.
  99759. * @returns the input friendly name
  99760. */
  99761. getSimpleName(): string;
  99762. }
  99763. }
  99764. declare module BABYLON {
  99765. /**
  99766. * Manage the mouse wheel inputs to control an arc rotate camera.
  99767. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99768. */
  99769. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99770. /**
  99771. * Defines the camera the input is attached to.
  99772. */
  99773. camera: ArcRotateCamera;
  99774. /**
  99775. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99776. */
  99777. wheelPrecision: number;
  99778. /**
  99779. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99780. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99781. */
  99782. wheelDeltaPercentage: number;
  99783. private _wheel;
  99784. private _observer;
  99785. private computeDeltaFromMouseWheelLegacyEvent;
  99786. /**
  99787. * Attach the input controls to a specific dom element to get the input from.
  99788. * @param element Defines the element the controls should be listened from
  99789. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99790. */
  99791. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99792. /**
  99793. * Detach the current controls from the specified dom element.
  99794. * @param element Defines the element to stop listening the inputs from
  99795. */
  99796. detachControl(element: Nullable<HTMLElement>): void;
  99797. /**
  99798. * Gets the class name of the current intput.
  99799. * @returns the class name
  99800. */
  99801. getClassName(): string;
  99802. /**
  99803. * Get the friendly name associated with the input class.
  99804. * @returns the input friendly name
  99805. */
  99806. getSimpleName(): string;
  99807. }
  99808. }
  99809. declare module BABYLON {
  99810. /**
  99811. * Default Inputs manager for the ArcRotateCamera.
  99812. * It groups all the default supported inputs for ease of use.
  99813. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99814. */
  99815. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99816. /**
  99817. * Instantiates a new ArcRotateCameraInputsManager.
  99818. * @param camera Defines the camera the inputs belong to
  99819. */
  99820. constructor(camera: ArcRotateCamera);
  99821. /**
  99822. * Add mouse wheel input support to the input manager.
  99823. * @returns the current input manager
  99824. */
  99825. addMouseWheel(): ArcRotateCameraInputsManager;
  99826. /**
  99827. * Add pointers input support to the input manager.
  99828. * @returns the current input manager
  99829. */
  99830. addPointers(): ArcRotateCameraInputsManager;
  99831. /**
  99832. * Add keyboard input support to the input manager.
  99833. * @returns the current input manager
  99834. */
  99835. addKeyboard(): ArcRotateCameraInputsManager;
  99836. }
  99837. }
  99838. declare module BABYLON {
  99839. /**
  99840. * This represents an orbital type of camera.
  99841. *
  99842. * 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.
  99843. * 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.
  99844. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99845. */
  99846. export class ArcRotateCamera extends TargetCamera {
  99847. /**
  99848. * Defines the rotation angle of the camera along the longitudinal axis.
  99849. */
  99850. alpha: number;
  99851. /**
  99852. * Defines the rotation angle of the camera along the latitudinal axis.
  99853. */
  99854. beta: number;
  99855. /**
  99856. * Defines the radius of the camera from it s target point.
  99857. */
  99858. radius: number;
  99859. protected _target: Vector3;
  99860. protected _targetHost: Nullable<AbstractMesh>;
  99861. /**
  99862. * Defines the target point of the camera.
  99863. * The camera looks towards it form the radius distance.
  99864. */
  99865. target: Vector3;
  99866. /**
  99867. * Define the current local position of the camera in the scene
  99868. */
  99869. position: Vector3;
  99870. protected _upVector: Vector3;
  99871. protected _upToYMatrix: Matrix;
  99872. protected _YToUpMatrix: Matrix;
  99873. /**
  99874. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99875. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99876. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99877. */
  99878. upVector: Vector3;
  99879. /**
  99880. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99881. */
  99882. setMatUp(): void;
  99883. /**
  99884. * Current inertia value on the longitudinal axis.
  99885. * The bigger this number the longer it will take for the camera to stop.
  99886. */
  99887. inertialAlphaOffset: number;
  99888. /**
  99889. * Current inertia value on the latitudinal axis.
  99890. * The bigger this number the longer it will take for the camera to stop.
  99891. */
  99892. inertialBetaOffset: number;
  99893. /**
  99894. * Current inertia value on the radius axis.
  99895. * The bigger this number the longer it will take for the camera to stop.
  99896. */
  99897. inertialRadiusOffset: number;
  99898. /**
  99899. * Minimum allowed angle on the longitudinal axis.
  99900. * This can help limiting how the Camera is able to move in the scene.
  99901. */
  99902. lowerAlphaLimit: Nullable<number>;
  99903. /**
  99904. * Maximum allowed angle on the longitudinal axis.
  99905. * This can help limiting how the Camera is able to move in the scene.
  99906. */
  99907. upperAlphaLimit: Nullable<number>;
  99908. /**
  99909. * Minimum allowed angle on the latitudinal axis.
  99910. * This can help limiting how the Camera is able to move in the scene.
  99911. */
  99912. lowerBetaLimit: number;
  99913. /**
  99914. * Maximum allowed angle on the latitudinal axis.
  99915. * This can help limiting how the Camera is able to move in the scene.
  99916. */
  99917. upperBetaLimit: number;
  99918. /**
  99919. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99920. * This can help limiting how the Camera is able to move in the scene.
  99921. */
  99922. lowerRadiusLimit: Nullable<number>;
  99923. /**
  99924. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99925. * This can help limiting how the Camera is able to move in the scene.
  99926. */
  99927. upperRadiusLimit: Nullable<number>;
  99928. /**
  99929. * Defines the current inertia value used during panning of the camera along the X axis.
  99930. */
  99931. inertialPanningX: number;
  99932. /**
  99933. * Defines the current inertia value used during panning of the camera along the Y axis.
  99934. */
  99935. inertialPanningY: number;
  99936. /**
  99937. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99938. * Basically if your fingers moves away from more than this distance you will be considered
  99939. * in pinch mode.
  99940. */
  99941. pinchToPanMaxDistance: number;
  99942. /**
  99943. * Defines the maximum distance the camera can pan.
  99944. * This could help keeping the cammera always in your scene.
  99945. */
  99946. panningDistanceLimit: Nullable<number>;
  99947. /**
  99948. * Defines the target of the camera before paning.
  99949. */
  99950. panningOriginTarget: Vector3;
  99951. /**
  99952. * Defines the value of the inertia used during panning.
  99953. * 0 would mean stop inertia and one would mean no decelleration at all.
  99954. */
  99955. panningInertia: number;
  99956. /**
  99957. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99958. */
  99959. angularSensibilityX: number;
  99960. /**
  99961. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99962. */
  99963. angularSensibilityY: number;
  99964. /**
  99965. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99966. */
  99967. pinchPrecision: number;
  99968. /**
  99969. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99970. * It will be used instead of pinchDeltaPrecision if different from 0.
  99971. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99972. */
  99973. pinchDeltaPercentage: number;
  99974. /**
  99975. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99976. */
  99977. panningSensibility: number;
  99978. /**
  99979. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99980. */
  99981. keysUp: number[];
  99982. /**
  99983. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99984. */
  99985. keysDown: number[];
  99986. /**
  99987. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99988. */
  99989. keysLeft: number[];
  99990. /**
  99991. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99992. */
  99993. keysRight: number[];
  99994. /**
  99995. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99996. */
  99997. wheelPrecision: number;
  99998. /**
  99999. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100000. * It will be used instead of pinchDeltaPrecision if different from 0.
  100001. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100002. */
  100003. wheelDeltaPercentage: number;
  100004. /**
  100005. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100006. */
  100007. zoomOnFactor: number;
  100008. /**
  100009. * Defines a screen offset for the camera position.
  100010. */
  100011. targetScreenOffset: Vector2;
  100012. /**
  100013. * Allows the camera to be completely reversed.
  100014. * If false the camera can not arrive upside down.
  100015. */
  100016. allowUpsideDown: boolean;
  100017. /**
  100018. * Define if double tap/click is used to restore the previously saved state of the camera.
  100019. */
  100020. useInputToRestoreState: boolean;
  100021. /** @hidden */
  100022. _viewMatrix: Matrix;
  100023. /** @hidden */
  100024. _useCtrlForPanning: boolean;
  100025. /** @hidden */
  100026. _panningMouseButton: number;
  100027. /**
  100028. * Defines the input associated to the camera.
  100029. */
  100030. inputs: ArcRotateCameraInputsManager;
  100031. /** @hidden */
  100032. _reset: () => void;
  100033. /**
  100034. * Defines the allowed panning axis.
  100035. */
  100036. panningAxis: Vector3;
  100037. protected _localDirection: Vector3;
  100038. protected _transformedDirection: Vector3;
  100039. private _bouncingBehavior;
  100040. /**
  100041. * Gets the bouncing behavior of the camera if it has been enabled.
  100042. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100043. */
  100044. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100045. /**
  100046. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100047. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100048. */
  100049. useBouncingBehavior: boolean;
  100050. private _framingBehavior;
  100051. /**
  100052. * Gets the framing behavior of the camera if it has been enabled.
  100053. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100054. */
  100055. readonly framingBehavior: Nullable<FramingBehavior>;
  100056. /**
  100057. * Defines if the framing behavior of the camera is enabled on the camera.
  100058. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100059. */
  100060. useFramingBehavior: boolean;
  100061. private _autoRotationBehavior;
  100062. /**
  100063. * Gets the auto rotation behavior of the camera if it has been enabled.
  100064. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100065. */
  100066. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100067. /**
  100068. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100069. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100070. */
  100071. useAutoRotationBehavior: boolean;
  100072. /**
  100073. * Observable triggered when the mesh target has been changed on the camera.
  100074. */
  100075. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100076. /**
  100077. * Event raised when the camera is colliding with a mesh.
  100078. */
  100079. onCollide: (collidedMesh: AbstractMesh) => void;
  100080. /**
  100081. * Defines whether the camera should check collision with the objects oh the scene.
  100082. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100083. */
  100084. checkCollisions: boolean;
  100085. /**
  100086. * Defines the collision radius of the camera.
  100087. * This simulates a sphere around the camera.
  100088. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100089. */
  100090. collisionRadius: Vector3;
  100091. protected _collider: Collider;
  100092. protected _previousPosition: Vector3;
  100093. protected _collisionVelocity: Vector3;
  100094. protected _newPosition: Vector3;
  100095. protected _previousAlpha: number;
  100096. protected _previousBeta: number;
  100097. protected _previousRadius: number;
  100098. protected _collisionTriggered: boolean;
  100099. protected _targetBoundingCenter: Nullable<Vector3>;
  100100. private _computationVector;
  100101. /**
  100102. * Instantiates a new ArcRotateCamera in a given scene
  100103. * @param name Defines the name of the camera
  100104. * @param alpha Defines the camera rotation along the logitudinal axis
  100105. * @param beta Defines the camera rotation along the latitudinal axis
  100106. * @param radius Defines the camera distance from its target
  100107. * @param target Defines the camera target
  100108. * @param scene Defines the scene the camera belongs to
  100109. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100110. */
  100111. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100112. /** @hidden */
  100113. _initCache(): void;
  100114. /** @hidden */
  100115. _updateCache(ignoreParentClass?: boolean): void;
  100116. protected _getTargetPosition(): Vector3;
  100117. private _storedAlpha;
  100118. private _storedBeta;
  100119. private _storedRadius;
  100120. private _storedTarget;
  100121. /**
  100122. * Stores the current state of the camera (alpha, beta, radius and target)
  100123. * @returns the camera itself
  100124. */
  100125. storeState(): Camera;
  100126. /**
  100127. * @hidden
  100128. * Restored camera state. You must call storeState() first
  100129. */
  100130. _restoreStateValues(): boolean;
  100131. /** @hidden */
  100132. _isSynchronizedViewMatrix(): boolean;
  100133. /**
  100134. * Attached controls to the current camera.
  100135. * @param element Defines the element the controls should be listened from
  100136. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100137. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100138. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100139. */
  100140. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100141. /**
  100142. * Detach the current controls from the camera.
  100143. * The camera will stop reacting to inputs.
  100144. * @param element Defines the element to stop listening the inputs from
  100145. */
  100146. detachControl(element: HTMLElement): void;
  100147. /** @hidden */
  100148. _checkInputs(): void;
  100149. protected _checkLimits(): void;
  100150. /**
  100151. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100152. */
  100153. rebuildAnglesAndRadius(): void;
  100154. /**
  100155. * Use a position to define the current camera related information like aplha, beta and radius
  100156. * @param position Defines the position to set the camera at
  100157. */
  100158. setPosition(position: Vector3): void;
  100159. /**
  100160. * Defines the target the camera should look at.
  100161. * This will automatically adapt alpha beta and radius to fit within the new target.
  100162. * @param target Defines the new target as a Vector or a mesh
  100163. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100164. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100165. */
  100166. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100167. /** @hidden */
  100168. _getViewMatrix(): Matrix;
  100169. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100170. /**
  100171. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100172. * @param meshes Defines the mesh to zoom on
  100173. * @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)
  100174. */
  100175. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100176. /**
  100177. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100178. * The target will be changed but the radius
  100179. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100180. * @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)
  100181. */
  100182. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100183. min: Vector3;
  100184. max: Vector3;
  100185. distance: number;
  100186. }, doNotUpdateMaxZ?: boolean): void;
  100187. /**
  100188. * @override
  100189. * Override Camera.createRigCamera
  100190. */
  100191. createRigCamera(name: string, cameraIndex: number): Camera;
  100192. /**
  100193. * @hidden
  100194. * @override
  100195. * Override Camera._updateRigCameras
  100196. */
  100197. _updateRigCameras(): void;
  100198. /**
  100199. * Destroy the camera and release the current resources hold by it.
  100200. */
  100201. dispose(): void;
  100202. /**
  100203. * Gets the current object class name.
  100204. * @return the class name
  100205. */
  100206. getClassName(): string;
  100207. }
  100208. }
  100209. declare module BABYLON {
  100210. /**
  100211. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100212. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100213. */
  100214. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100215. /**
  100216. * Gets the name of the behavior.
  100217. */
  100218. readonly name: string;
  100219. private _zoomStopsAnimation;
  100220. private _idleRotationSpeed;
  100221. private _idleRotationWaitTime;
  100222. private _idleRotationSpinupTime;
  100223. /**
  100224. * Sets the flag that indicates if user zooming should stop animation.
  100225. */
  100226. /**
  100227. * Gets the flag that indicates if user zooming should stop animation.
  100228. */
  100229. zoomStopsAnimation: boolean;
  100230. /**
  100231. * Sets the default speed at which the camera rotates around the model.
  100232. */
  100233. /**
  100234. * Gets the default speed at which the camera rotates around the model.
  100235. */
  100236. idleRotationSpeed: number;
  100237. /**
  100238. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100239. */
  100240. /**
  100241. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100242. */
  100243. idleRotationWaitTime: number;
  100244. /**
  100245. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100246. */
  100247. /**
  100248. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100249. */
  100250. idleRotationSpinupTime: number;
  100251. /**
  100252. * Gets a value indicating if the camera is currently rotating because of this behavior
  100253. */
  100254. readonly rotationInProgress: boolean;
  100255. private _onPrePointerObservableObserver;
  100256. private _onAfterCheckInputsObserver;
  100257. private _attachedCamera;
  100258. private _isPointerDown;
  100259. private _lastFrameTime;
  100260. private _lastInteractionTime;
  100261. private _cameraRotationSpeed;
  100262. /**
  100263. * Initializes the behavior.
  100264. */
  100265. init(): void;
  100266. /**
  100267. * Attaches the behavior to its arc rotate camera.
  100268. * @param camera Defines the camera to attach the behavior to
  100269. */
  100270. attach(camera: ArcRotateCamera): void;
  100271. /**
  100272. * Detaches the behavior from its current arc rotate camera.
  100273. */
  100274. detach(): void;
  100275. /**
  100276. * Returns true if user is scrolling.
  100277. * @return true if user is scrolling.
  100278. */
  100279. private _userIsZooming;
  100280. private _lastFrameRadius;
  100281. private _shouldAnimationStopForInteraction;
  100282. /**
  100283. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100284. */
  100285. private _applyUserInteraction;
  100286. private _userIsMoving;
  100287. }
  100288. }
  100289. declare module BABYLON {
  100290. /**
  100291. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100292. */
  100293. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100294. private ui;
  100295. /**
  100296. * The name of the behavior
  100297. */
  100298. name: string;
  100299. /**
  100300. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100301. */
  100302. distanceAwayFromFace: number;
  100303. /**
  100304. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100305. */
  100306. distanceAwayFromBottomOfFace: number;
  100307. private _faceVectors;
  100308. private _target;
  100309. private _scene;
  100310. private _onRenderObserver;
  100311. private _tmpMatrix;
  100312. private _tmpVector;
  100313. /**
  100314. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100315. * @param ui The transform node that should be attched to the mesh
  100316. */
  100317. constructor(ui: TransformNode);
  100318. /**
  100319. * Initializes the behavior
  100320. */
  100321. init(): void;
  100322. private _closestFace;
  100323. private _zeroVector;
  100324. private _lookAtTmpMatrix;
  100325. private _lookAtToRef;
  100326. /**
  100327. * Attaches the AttachToBoxBehavior to the passed in mesh
  100328. * @param target The mesh that the specified node will be attached to
  100329. */
  100330. attach(target: Mesh): void;
  100331. /**
  100332. * Detaches the behavior from the mesh
  100333. */
  100334. detach(): void;
  100335. }
  100336. }
  100337. declare module BABYLON {
  100338. /**
  100339. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100340. */
  100341. export class FadeInOutBehavior implements Behavior<Mesh> {
  100342. /**
  100343. * Time in milliseconds to delay before fading in (Default: 0)
  100344. */
  100345. delay: number;
  100346. /**
  100347. * Time in milliseconds for the mesh to fade in (Default: 300)
  100348. */
  100349. fadeInTime: number;
  100350. private _millisecondsPerFrame;
  100351. private _hovered;
  100352. private _hoverValue;
  100353. private _ownerNode;
  100354. /**
  100355. * Instatiates the FadeInOutBehavior
  100356. */
  100357. constructor();
  100358. /**
  100359. * The name of the behavior
  100360. */
  100361. readonly name: string;
  100362. /**
  100363. * Initializes the behavior
  100364. */
  100365. init(): void;
  100366. /**
  100367. * Attaches the fade behavior on the passed in mesh
  100368. * @param ownerNode The mesh that will be faded in/out once attached
  100369. */
  100370. attach(ownerNode: Mesh): void;
  100371. /**
  100372. * Detaches the behavior from the mesh
  100373. */
  100374. detach(): void;
  100375. /**
  100376. * Triggers the mesh to begin fading in or out
  100377. * @param value if the object should fade in or out (true to fade in)
  100378. */
  100379. fadeIn(value: boolean): void;
  100380. private _update;
  100381. private _setAllVisibility;
  100382. }
  100383. }
  100384. declare module BABYLON {
  100385. /**
  100386. * Class containing a set of static utilities functions for managing Pivots
  100387. * @hidden
  100388. */
  100389. export class PivotTools {
  100390. private static _PivotCached;
  100391. private static _OldPivotPoint;
  100392. private static _PivotTranslation;
  100393. private static _PivotTmpVector;
  100394. /** @hidden */
  100395. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100396. /** @hidden */
  100397. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100398. }
  100399. }
  100400. declare module BABYLON {
  100401. /**
  100402. * Class containing static functions to help procedurally build meshes
  100403. */
  100404. export class PlaneBuilder {
  100405. /**
  100406. * Creates a plane mesh
  100407. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100408. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100409. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100410. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100411. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  100412. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100413. * @param name defines the name of the mesh
  100414. * @param options defines the options used to create the mesh
  100415. * @param scene defines the hosting scene
  100416. * @returns the plane mesh
  100417. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100418. */
  100419. static CreatePlane(name: string, options: {
  100420. size?: number;
  100421. width?: number;
  100422. height?: number;
  100423. sideOrientation?: number;
  100424. frontUVs?: Vector4;
  100425. backUVs?: Vector4;
  100426. updatable?: boolean;
  100427. sourcePlane?: Plane;
  100428. }, scene?: Nullable<Scene>): Mesh;
  100429. }
  100430. }
  100431. declare module BABYLON {
  100432. /**
  100433. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100434. */
  100435. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100436. private static _AnyMouseID;
  100437. /**
  100438. * Abstract mesh the behavior is set on
  100439. */
  100440. attachedNode: AbstractMesh;
  100441. private _dragPlane;
  100442. private _scene;
  100443. private _pointerObserver;
  100444. private _beforeRenderObserver;
  100445. private static _planeScene;
  100446. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100447. /**
  100448. * 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)
  100449. */
  100450. maxDragAngle: number;
  100451. /**
  100452. * @hidden
  100453. */
  100454. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100455. /**
  100456. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100457. */
  100458. currentDraggingPointerID: number;
  100459. /**
  100460. * The last position where the pointer hit the drag plane in world space
  100461. */
  100462. lastDragPosition: Vector3;
  100463. /**
  100464. * If the behavior is currently in a dragging state
  100465. */
  100466. dragging: boolean;
  100467. /**
  100468. * 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)
  100469. */
  100470. dragDeltaRatio: number;
  100471. /**
  100472. * If the drag plane orientation should be updated during the dragging (Default: true)
  100473. */
  100474. updateDragPlane: boolean;
  100475. private _debugMode;
  100476. private _moving;
  100477. /**
  100478. * Fires each time the attached mesh is dragged with the pointer
  100479. * * delta between last drag position and current drag position in world space
  100480. * * dragDistance along the drag axis
  100481. * * dragPlaneNormal normal of the current drag plane used during the drag
  100482. * * dragPlanePoint in world space where the drag intersects the drag plane
  100483. */
  100484. onDragObservable: Observable<{
  100485. delta: Vector3;
  100486. dragPlanePoint: Vector3;
  100487. dragPlaneNormal: Vector3;
  100488. dragDistance: number;
  100489. pointerId: number;
  100490. }>;
  100491. /**
  100492. * Fires each time a drag begins (eg. mouse down on mesh)
  100493. */
  100494. onDragStartObservable: Observable<{
  100495. dragPlanePoint: Vector3;
  100496. pointerId: number;
  100497. }>;
  100498. /**
  100499. * Fires each time a drag ends (eg. mouse release after drag)
  100500. */
  100501. onDragEndObservable: Observable<{
  100502. dragPlanePoint: Vector3;
  100503. pointerId: number;
  100504. }>;
  100505. /**
  100506. * If the attached mesh should be moved when dragged
  100507. */
  100508. moveAttached: boolean;
  100509. /**
  100510. * If the drag behavior will react to drag events (Default: true)
  100511. */
  100512. enabled: boolean;
  100513. /**
  100514. * If pointer events should start and release the drag (Default: true)
  100515. */
  100516. startAndReleaseDragOnPointerEvents: boolean;
  100517. /**
  100518. * If camera controls should be detached during the drag
  100519. */
  100520. detachCameraControls: boolean;
  100521. /**
  100522. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100523. */
  100524. useObjectOrienationForDragging: boolean;
  100525. private _options;
  100526. /**
  100527. * Creates a pointer drag behavior that can be attached to a mesh
  100528. * @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)
  100529. */
  100530. constructor(options?: {
  100531. dragAxis?: Vector3;
  100532. dragPlaneNormal?: Vector3;
  100533. });
  100534. /**
  100535. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100536. */
  100537. validateDrag: (targetPosition: Vector3) => boolean;
  100538. /**
  100539. * The name of the behavior
  100540. */
  100541. readonly name: string;
  100542. /**
  100543. * Initializes the behavior
  100544. */
  100545. init(): void;
  100546. private _tmpVector;
  100547. private _alternatePickedPoint;
  100548. private _worldDragAxis;
  100549. private _targetPosition;
  100550. private _attachedElement;
  100551. /**
  100552. * Attaches the drag behavior the passed in mesh
  100553. * @param ownerNode The mesh that will be dragged around once attached
  100554. */
  100555. attach(ownerNode: AbstractMesh): void;
  100556. /**
  100557. * Force relase the drag action by code.
  100558. */
  100559. releaseDrag(): void;
  100560. private _startDragRay;
  100561. private _lastPointerRay;
  100562. /**
  100563. * Simulates the start of a pointer drag event on the behavior
  100564. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100565. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100566. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100567. */
  100568. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100569. private _startDrag;
  100570. private _dragDelta;
  100571. private _moveDrag;
  100572. private _pickWithRayOnDragPlane;
  100573. private _pointA;
  100574. private _pointB;
  100575. private _pointC;
  100576. private _lineA;
  100577. private _lineB;
  100578. private _localAxis;
  100579. private _lookAt;
  100580. private _updateDragPlanePosition;
  100581. /**
  100582. * Detaches the behavior from the mesh
  100583. */
  100584. detach(): void;
  100585. }
  100586. }
  100587. declare module BABYLON {
  100588. /**
  100589. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100590. */
  100591. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100592. private _dragBehaviorA;
  100593. private _dragBehaviorB;
  100594. private _startDistance;
  100595. private _initialScale;
  100596. private _targetScale;
  100597. private _ownerNode;
  100598. private _sceneRenderObserver;
  100599. /**
  100600. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100601. */
  100602. constructor();
  100603. /**
  100604. * The name of the behavior
  100605. */
  100606. readonly name: string;
  100607. /**
  100608. * Initializes the behavior
  100609. */
  100610. init(): void;
  100611. private _getCurrentDistance;
  100612. /**
  100613. * Attaches the scale behavior the passed in mesh
  100614. * @param ownerNode The mesh that will be scaled around once attached
  100615. */
  100616. attach(ownerNode: Mesh): void;
  100617. /**
  100618. * Detaches the behavior from the mesh
  100619. */
  100620. detach(): void;
  100621. }
  100622. }
  100623. declare module BABYLON {
  100624. /**
  100625. * 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
  100626. */
  100627. export class SixDofDragBehavior implements Behavior<Mesh> {
  100628. private static _virtualScene;
  100629. private _ownerNode;
  100630. private _sceneRenderObserver;
  100631. private _scene;
  100632. private _targetPosition;
  100633. private _virtualOriginMesh;
  100634. private _virtualDragMesh;
  100635. private _pointerObserver;
  100636. private _moving;
  100637. private _startingOrientation;
  100638. /**
  100639. * 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)
  100640. */
  100641. private zDragFactor;
  100642. /**
  100643. * If the object should rotate to face the drag origin
  100644. */
  100645. rotateDraggedObject: boolean;
  100646. /**
  100647. * If the behavior is currently in a dragging state
  100648. */
  100649. dragging: boolean;
  100650. /**
  100651. * 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)
  100652. */
  100653. dragDeltaRatio: number;
  100654. /**
  100655. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100656. */
  100657. currentDraggingPointerID: number;
  100658. /**
  100659. * If camera controls should be detached during the drag
  100660. */
  100661. detachCameraControls: boolean;
  100662. /**
  100663. * Fires each time a drag starts
  100664. */
  100665. onDragStartObservable: Observable<{}>;
  100666. /**
  100667. * Fires each time a drag ends (eg. mouse release after drag)
  100668. */
  100669. onDragEndObservable: Observable<{}>;
  100670. /**
  100671. * 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
  100672. */
  100673. constructor();
  100674. /**
  100675. * The name of the behavior
  100676. */
  100677. readonly name: string;
  100678. /**
  100679. * Initializes the behavior
  100680. */
  100681. init(): void;
  100682. /**
  100683. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100684. */
  100685. private readonly _pointerCamera;
  100686. /**
  100687. * Attaches the scale behavior the passed in mesh
  100688. * @param ownerNode The mesh that will be scaled around once attached
  100689. */
  100690. attach(ownerNode: Mesh): void;
  100691. /**
  100692. * Detaches the behavior from the mesh
  100693. */
  100694. detach(): void;
  100695. }
  100696. }
  100697. declare module BABYLON {
  100698. /**
  100699. * Class used to apply inverse kinematics to bones
  100700. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100701. */
  100702. export class BoneIKController {
  100703. private static _tmpVecs;
  100704. private static _tmpQuat;
  100705. private static _tmpMats;
  100706. /**
  100707. * Gets or sets the target mesh
  100708. */
  100709. targetMesh: AbstractMesh;
  100710. /** Gets or sets the mesh used as pole */
  100711. poleTargetMesh: AbstractMesh;
  100712. /**
  100713. * Gets or sets the bone used as pole
  100714. */
  100715. poleTargetBone: Nullable<Bone>;
  100716. /**
  100717. * Gets or sets the target position
  100718. */
  100719. targetPosition: Vector3;
  100720. /**
  100721. * Gets or sets the pole target position
  100722. */
  100723. poleTargetPosition: Vector3;
  100724. /**
  100725. * Gets or sets the pole target local offset
  100726. */
  100727. poleTargetLocalOffset: Vector3;
  100728. /**
  100729. * Gets or sets the pole angle
  100730. */
  100731. poleAngle: number;
  100732. /**
  100733. * Gets or sets the mesh associated with the controller
  100734. */
  100735. mesh: AbstractMesh;
  100736. /**
  100737. * 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)
  100738. */
  100739. slerpAmount: number;
  100740. private _bone1Quat;
  100741. private _bone1Mat;
  100742. private _bone2Ang;
  100743. private _bone1;
  100744. private _bone2;
  100745. private _bone1Length;
  100746. private _bone2Length;
  100747. private _maxAngle;
  100748. private _maxReach;
  100749. private _rightHandedSystem;
  100750. private _bendAxis;
  100751. private _slerping;
  100752. private _adjustRoll;
  100753. /**
  100754. * Gets or sets maximum allowed angle
  100755. */
  100756. maxAngle: number;
  100757. /**
  100758. * Creates a new BoneIKController
  100759. * @param mesh defines the mesh to control
  100760. * @param bone defines the bone to control
  100761. * @param options defines options to set up the controller
  100762. */
  100763. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100764. targetMesh?: AbstractMesh;
  100765. poleTargetMesh?: AbstractMesh;
  100766. poleTargetBone?: Bone;
  100767. poleTargetLocalOffset?: Vector3;
  100768. poleAngle?: number;
  100769. bendAxis?: Vector3;
  100770. maxAngle?: number;
  100771. slerpAmount?: number;
  100772. });
  100773. private _setMaxAngle;
  100774. /**
  100775. * Force the controller to update the bones
  100776. */
  100777. update(): void;
  100778. }
  100779. }
  100780. declare module BABYLON {
  100781. /**
  100782. * Class used to make a bone look toward a point in space
  100783. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100784. */
  100785. export class BoneLookController {
  100786. private static _tmpVecs;
  100787. private static _tmpQuat;
  100788. private static _tmpMats;
  100789. /**
  100790. * The target Vector3 that the bone will look at
  100791. */
  100792. target: Vector3;
  100793. /**
  100794. * The mesh that the bone is attached to
  100795. */
  100796. mesh: AbstractMesh;
  100797. /**
  100798. * The bone that will be looking to the target
  100799. */
  100800. bone: Bone;
  100801. /**
  100802. * The up axis of the coordinate system that is used when the bone is rotated
  100803. */
  100804. upAxis: Vector3;
  100805. /**
  100806. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100807. */
  100808. upAxisSpace: Space;
  100809. /**
  100810. * Used to make an adjustment to the yaw of the bone
  100811. */
  100812. adjustYaw: number;
  100813. /**
  100814. * Used to make an adjustment to the pitch of the bone
  100815. */
  100816. adjustPitch: number;
  100817. /**
  100818. * Used to make an adjustment to the roll of the bone
  100819. */
  100820. adjustRoll: number;
  100821. /**
  100822. * 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)
  100823. */
  100824. slerpAmount: number;
  100825. private _minYaw;
  100826. private _maxYaw;
  100827. private _minPitch;
  100828. private _maxPitch;
  100829. private _minYawSin;
  100830. private _minYawCos;
  100831. private _maxYawSin;
  100832. private _maxYawCos;
  100833. private _midYawConstraint;
  100834. private _minPitchTan;
  100835. private _maxPitchTan;
  100836. private _boneQuat;
  100837. private _slerping;
  100838. private _transformYawPitch;
  100839. private _transformYawPitchInv;
  100840. private _firstFrameSkipped;
  100841. private _yawRange;
  100842. private _fowardAxis;
  100843. /**
  100844. * Gets or sets the minimum yaw angle that the bone can look to
  100845. */
  100846. minYaw: number;
  100847. /**
  100848. * Gets or sets the maximum yaw angle that the bone can look to
  100849. */
  100850. maxYaw: number;
  100851. /**
  100852. * Gets or sets the minimum pitch angle that the bone can look to
  100853. */
  100854. minPitch: number;
  100855. /**
  100856. * Gets or sets the maximum pitch angle that the bone can look to
  100857. */
  100858. maxPitch: number;
  100859. /**
  100860. * Create a BoneLookController
  100861. * @param mesh the mesh that the bone belongs to
  100862. * @param bone the bone that will be looking to the target
  100863. * @param target the target Vector3 to look at
  100864. * @param options optional settings:
  100865. * * maxYaw: the maximum angle the bone will yaw to
  100866. * * minYaw: the minimum angle the bone will yaw to
  100867. * * maxPitch: the maximum angle the bone will pitch to
  100868. * * minPitch: the minimum angle the bone will yaw to
  100869. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100870. * * upAxis: the up axis of the coordinate system
  100871. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100872. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100873. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100874. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100875. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100876. * * adjustRoll: used to make an adjustment to the roll of the bone
  100877. **/
  100878. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100879. maxYaw?: number;
  100880. minYaw?: number;
  100881. maxPitch?: number;
  100882. minPitch?: number;
  100883. slerpAmount?: number;
  100884. upAxis?: Vector3;
  100885. upAxisSpace?: Space;
  100886. yawAxis?: Vector3;
  100887. pitchAxis?: Vector3;
  100888. adjustYaw?: number;
  100889. adjustPitch?: number;
  100890. adjustRoll?: number;
  100891. });
  100892. /**
  100893. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100894. */
  100895. update(): void;
  100896. private _getAngleDiff;
  100897. private _getAngleBetween;
  100898. private _isAngleBetween;
  100899. }
  100900. }
  100901. declare module BABYLON {
  100902. /**
  100903. * Manage the gamepad inputs to control an arc rotate camera.
  100904. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100905. */
  100906. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100907. /**
  100908. * Defines the camera the input is attached to.
  100909. */
  100910. camera: ArcRotateCamera;
  100911. /**
  100912. * Defines the gamepad the input is gathering event from.
  100913. */
  100914. gamepad: Nullable<Gamepad>;
  100915. /**
  100916. * Defines the gamepad rotation sensiblity.
  100917. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100918. */
  100919. gamepadRotationSensibility: number;
  100920. /**
  100921. * Defines the gamepad move sensiblity.
  100922. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100923. */
  100924. gamepadMoveSensibility: number;
  100925. private _onGamepadConnectedObserver;
  100926. private _onGamepadDisconnectedObserver;
  100927. /**
  100928. * Attach the input controls to a specific dom element to get the input from.
  100929. * @param element Defines the element the controls should be listened from
  100930. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100931. */
  100932. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100933. /**
  100934. * Detach the current controls from the specified dom element.
  100935. * @param element Defines the element to stop listening the inputs from
  100936. */
  100937. detachControl(element: Nullable<HTMLElement>): void;
  100938. /**
  100939. * Update the current camera state depending on the inputs that have been used this frame.
  100940. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100941. */
  100942. checkInputs(): void;
  100943. /**
  100944. * Gets the class name of the current intput.
  100945. * @returns the class name
  100946. */
  100947. getClassName(): string;
  100948. /**
  100949. * Get the friendly name associated with the input class.
  100950. * @returns the input friendly name
  100951. */
  100952. getSimpleName(): string;
  100953. }
  100954. }
  100955. declare module BABYLON {
  100956. interface ArcRotateCameraInputsManager {
  100957. /**
  100958. * Add orientation input support to the input manager.
  100959. * @returns the current input manager
  100960. */
  100961. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100962. }
  100963. /**
  100964. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100965. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100966. */
  100967. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100968. /**
  100969. * Defines the camera the input is attached to.
  100970. */
  100971. camera: ArcRotateCamera;
  100972. /**
  100973. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100974. */
  100975. alphaCorrection: number;
  100976. /**
  100977. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100978. */
  100979. gammaCorrection: number;
  100980. private _alpha;
  100981. private _gamma;
  100982. private _dirty;
  100983. private _deviceOrientationHandler;
  100984. /**
  100985. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100986. */
  100987. constructor();
  100988. /**
  100989. * Attach the input controls to a specific dom element to get the input from.
  100990. * @param element Defines the element the controls should be listened from
  100991. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100992. */
  100993. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100994. /** @hidden */
  100995. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100996. /**
  100997. * Update the current camera state depending on the inputs that have been used this frame.
  100998. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100999. */
  101000. checkInputs(): void;
  101001. /**
  101002. * Detach the current controls from the specified dom element.
  101003. * @param element Defines the element to stop listening the inputs from
  101004. */
  101005. detachControl(element: Nullable<HTMLElement>): void;
  101006. /**
  101007. * Gets the class name of the current intput.
  101008. * @returns the class name
  101009. */
  101010. getClassName(): string;
  101011. /**
  101012. * Get the friendly name associated with the input class.
  101013. * @returns the input friendly name
  101014. */
  101015. getSimpleName(): string;
  101016. }
  101017. }
  101018. declare module BABYLON {
  101019. /**
  101020. * Listen to mouse events to control the camera.
  101021. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101022. */
  101023. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101024. /**
  101025. * Defines the camera the input is attached to.
  101026. */
  101027. camera: FlyCamera;
  101028. /**
  101029. * Defines if touch is enabled. (Default is true.)
  101030. */
  101031. touchEnabled: boolean;
  101032. /**
  101033. * Defines the buttons associated with the input to handle camera rotation.
  101034. */
  101035. buttons: number[];
  101036. /**
  101037. * Assign buttons for Yaw control.
  101038. */
  101039. buttonsYaw: number[];
  101040. /**
  101041. * Assign buttons for Pitch control.
  101042. */
  101043. buttonsPitch: number[];
  101044. /**
  101045. * Assign buttons for Roll control.
  101046. */
  101047. buttonsRoll: number[];
  101048. /**
  101049. * Detect if any button is being pressed while mouse is moved.
  101050. * -1 = Mouse locked.
  101051. * 0 = Left button.
  101052. * 1 = Middle Button.
  101053. * 2 = Right Button.
  101054. */
  101055. activeButton: number;
  101056. /**
  101057. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101058. * Higher values reduce its sensitivity.
  101059. */
  101060. angularSensibility: number;
  101061. private _mousemoveCallback;
  101062. private _observer;
  101063. private _rollObserver;
  101064. private previousPosition;
  101065. private noPreventDefault;
  101066. private element;
  101067. /**
  101068. * Listen to mouse events to control the camera.
  101069. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101070. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101071. */
  101072. constructor(touchEnabled?: boolean);
  101073. /**
  101074. * Attach the mouse control to the HTML DOM element.
  101075. * @param element Defines the element that listens to the input events.
  101076. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101077. */
  101078. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101079. /**
  101080. * Detach the current controls from the specified dom element.
  101081. * @param element Defines the element to stop listening the inputs from
  101082. */
  101083. detachControl(element: Nullable<HTMLElement>): void;
  101084. /**
  101085. * Gets the class name of the current input.
  101086. * @returns the class name.
  101087. */
  101088. getClassName(): string;
  101089. /**
  101090. * Get the friendly name associated with the input class.
  101091. * @returns the input's friendly name.
  101092. */
  101093. getSimpleName(): string;
  101094. private _pointerInput;
  101095. private _onMouseMove;
  101096. /**
  101097. * Rotate camera by mouse offset.
  101098. */
  101099. private rotateCamera;
  101100. }
  101101. }
  101102. declare module BABYLON {
  101103. /**
  101104. * Default Inputs manager for the FlyCamera.
  101105. * It groups all the default supported inputs for ease of use.
  101106. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101107. */
  101108. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101109. /**
  101110. * Instantiates a new FlyCameraInputsManager.
  101111. * @param camera Defines the camera the inputs belong to.
  101112. */
  101113. constructor(camera: FlyCamera);
  101114. /**
  101115. * Add keyboard input support to the input manager.
  101116. * @returns the new FlyCameraKeyboardMoveInput().
  101117. */
  101118. addKeyboard(): FlyCameraInputsManager;
  101119. /**
  101120. * Add mouse input support to the input manager.
  101121. * @param touchEnabled Enable touch screen support.
  101122. * @returns the new FlyCameraMouseInput().
  101123. */
  101124. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101125. }
  101126. }
  101127. declare module BABYLON {
  101128. /**
  101129. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101130. * such as in a 3D Space Shooter or a Flight Simulator.
  101131. */
  101132. export class FlyCamera extends TargetCamera {
  101133. /**
  101134. * Define the collision ellipsoid of the camera.
  101135. * This is helpful for simulating a camera body, like a player's body.
  101136. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101137. */
  101138. ellipsoid: Vector3;
  101139. /**
  101140. * Define an offset for the position of the ellipsoid around the camera.
  101141. * This can be helpful if the camera is attached away from the player's body center,
  101142. * such as at its head.
  101143. */
  101144. ellipsoidOffset: Vector3;
  101145. /**
  101146. * Enable or disable collisions of the camera with the rest of the scene objects.
  101147. */
  101148. checkCollisions: boolean;
  101149. /**
  101150. * Enable or disable gravity on the camera.
  101151. */
  101152. applyGravity: boolean;
  101153. /**
  101154. * Define the current direction the camera is moving to.
  101155. */
  101156. cameraDirection: Vector3;
  101157. /**
  101158. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101159. * This overrides and empties cameraRotation.
  101160. */
  101161. rotationQuaternion: Quaternion;
  101162. /**
  101163. * Track Roll to maintain the wanted Rolling when looking around.
  101164. */
  101165. _trackRoll: number;
  101166. /**
  101167. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101168. */
  101169. rollCorrect: number;
  101170. /**
  101171. * Mimic a banked turn, Rolling the camera when Yawing.
  101172. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101173. */
  101174. bankedTurn: boolean;
  101175. /**
  101176. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101177. */
  101178. bankedTurnLimit: number;
  101179. /**
  101180. * Value of 0 disables the banked Roll.
  101181. * Value of 1 is equal to the Yaw angle in radians.
  101182. */
  101183. bankedTurnMultiplier: number;
  101184. /**
  101185. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101186. */
  101187. inputs: FlyCameraInputsManager;
  101188. /**
  101189. * Gets the input sensibility for mouse input.
  101190. * Higher values reduce sensitivity.
  101191. */
  101192. /**
  101193. * Sets the input sensibility for a mouse input.
  101194. * Higher values reduce sensitivity.
  101195. */
  101196. angularSensibility: number;
  101197. /**
  101198. * Get the keys for camera movement forward.
  101199. */
  101200. /**
  101201. * Set the keys for camera movement forward.
  101202. */
  101203. keysForward: number[];
  101204. /**
  101205. * Get the keys for camera movement backward.
  101206. */
  101207. keysBackward: number[];
  101208. /**
  101209. * Get the keys for camera movement up.
  101210. */
  101211. /**
  101212. * Set the keys for camera movement up.
  101213. */
  101214. keysUp: number[];
  101215. /**
  101216. * Get the keys for camera movement down.
  101217. */
  101218. /**
  101219. * Set the keys for camera movement down.
  101220. */
  101221. keysDown: number[];
  101222. /**
  101223. * Get the keys for camera movement left.
  101224. */
  101225. /**
  101226. * Set the keys for camera movement left.
  101227. */
  101228. keysLeft: number[];
  101229. /**
  101230. * Set the keys for camera movement right.
  101231. */
  101232. /**
  101233. * Set the keys for camera movement right.
  101234. */
  101235. keysRight: number[];
  101236. /**
  101237. * Event raised when the camera collides with a mesh in the scene.
  101238. */
  101239. onCollide: (collidedMesh: AbstractMesh) => void;
  101240. private _collider;
  101241. private _needMoveForGravity;
  101242. private _oldPosition;
  101243. private _diffPosition;
  101244. private _newPosition;
  101245. /** @hidden */
  101246. _localDirection: Vector3;
  101247. /** @hidden */
  101248. _transformedDirection: Vector3;
  101249. /**
  101250. * Instantiates a FlyCamera.
  101251. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101252. * such as in a 3D Space Shooter or a Flight Simulator.
  101253. * @param name Define the name of the camera in the scene.
  101254. * @param position Define the starting position of the camera in the scene.
  101255. * @param scene Define the scene the camera belongs to.
  101256. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101257. */
  101258. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101259. /**
  101260. * Attach a control to the HTML DOM element.
  101261. * @param element Defines the element that listens to the input events.
  101262. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101263. */
  101264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101265. /**
  101266. * Detach a control from the HTML DOM element.
  101267. * The camera will stop reacting to that input.
  101268. * @param element Defines the element that listens to the input events.
  101269. */
  101270. detachControl(element: HTMLElement): void;
  101271. private _collisionMask;
  101272. /**
  101273. * Get the mask that the camera ignores in collision events.
  101274. */
  101275. /**
  101276. * Set the mask that the camera ignores in collision events.
  101277. */
  101278. collisionMask: number;
  101279. /** @hidden */
  101280. _collideWithWorld(displacement: Vector3): void;
  101281. /** @hidden */
  101282. private _onCollisionPositionChange;
  101283. /** @hidden */
  101284. _checkInputs(): void;
  101285. /** @hidden */
  101286. _decideIfNeedsToMove(): boolean;
  101287. /** @hidden */
  101288. _updatePosition(): void;
  101289. /**
  101290. * Restore the Roll to its target value at the rate specified.
  101291. * @param rate - Higher means slower restoring.
  101292. * @hidden
  101293. */
  101294. restoreRoll(rate: number): void;
  101295. /**
  101296. * Destroy the camera and release the current resources held by it.
  101297. */
  101298. dispose(): void;
  101299. /**
  101300. * Get the current object class name.
  101301. * @returns the class name.
  101302. */
  101303. getClassName(): string;
  101304. }
  101305. }
  101306. declare module BABYLON {
  101307. /**
  101308. * Listen to keyboard events to control the camera.
  101309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101310. */
  101311. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101312. /**
  101313. * Defines the camera the input is attached to.
  101314. */
  101315. camera: FlyCamera;
  101316. /**
  101317. * The list of keyboard keys used to control the forward move of the camera.
  101318. */
  101319. keysForward: number[];
  101320. /**
  101321. * The list of keyboard keys used to control the backward move of the camera.
  101322. */
  101323. keysBackward: number[];
  101324. /**
  101325. * The list of keyboard keys used to control the forward move of the camera.
  101326. */
  101327. keysUp: number[];
  101328. /**
  101329. * The list of keyboard keys used to control the backward move of the camera.
  101330. */
  101331. keysDown: number[];
  101332. /**
  101333. * The list of keyboard keys used to control the right strafe move of the camera.
  101334. */
  101335. keysRight: number[];
  101336. /**
  101337. * The list of keyboard keys used to control the left strafe move of the camera.
  101338. */
  101339. keysLeft: number[];
  101340. private _keys;
  101341. private _onCanvasBlurObserver;
  101342. private _onKeyboardObserver;
  101343. private _engine;
  101344. private _scene;
  101345. /**
  101346. * Attach the input controls to a specific dom element to get the input from.
  101347. * @param element Defines the element the controls should be listened from
  101348. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101349. */
  101350. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101351. /**
  101352. * Detach the current controls from the specified dom element.
  101353. * @param element Defines the element to stop listening the inputs from
  101354. */
  101355. detachControl(element: Nullable<HTMLElement>): void;
  101356. /**
  101357. * Gets the class name of the current intput.
  101358. * @returns the class name
  101359. */
  101360. getClassName(): string;
  101361. /** @hidden */
  101362. _onLostFocus(e: FocusEvent): void;
  101363. /**
  101364. * Get the friendly name associated with the input class.
  101365. * @returns the input friendly name
  101366. */
  101367. getSimpleName(): string;
  101368. /**
  101369. * Update the current camera state depending on the inputs that have been used this frame.
  101370. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101371. */
  101372. checkInputs(): void;
  101373. }
  101374. }
  101375. declare module BABYLON {
  101376. /**
  101377. * Manage the mouse wheel inputs to control a follow camera.
  101378. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101379. */
  101380. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101381. /**
  101382. * Defines the camera the input is attached to.
  101383. */
  101384. camera: FollowCamera;
  101385. /**
  101386. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101387. */
  101388. axisControlRadius: boolean;
  101389. /**
  101390. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101391. */
  101392. axisControlHeight: boolean;
  101393. /**
  101394. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101395. */
  101396. axisControlRotation: boolean;
  101397. /**
  101398. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101399. * relation to mouseWheel events.
  101400. */
  101401. wheelPrecision: number;
  101402. /**
  101403. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101404. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101405. */
  101406. wheelDeltaPercentage: number;
  101407. private _wheel;
  101408. private _observer;
  101409. /**
  101410. * Attach the input controls to a specific dom element to get the input from.
  101411. * @param element Defines the element the controls should be listened from
  101412. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101413. */
  101414. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101415. /**
  101416. * Detach the current controls from the specified dom element.
  101417. * @param element Defines the element to stop listening the inputs from
  101418. */
  101419. detachControl(element: Nullable<HTMLElement>): void;
  101420. /**
  101421. * Gets the class name of the current intput.
  101422. * @returns the class name
  101423. */
  101424. getClassName(): string;
  101425. /**
  101426. * Get the friendly name associated with the input class.
  101427. * @returns the input friendly name
  101428. */
  101429. getSimpleName(): string;
  101430. }
  101431. }
  101432. declare module BABYLON {
  101433. /**
  101434. * Manage the pointers inputs to control an follow camera.
  101435. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101436. */
  101437. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101438. /**
  101439. * Defines the camera the input is attached to.
  101440. */
  101441. camera: FollowCamera;
  101442. /**
  101443. * Gets the class name of the current input.
  101444. * @returns the class name
  101445. */
  101446. getClassName(): string;
  101447. /**
  101448. * Defines the pointer angular sensibility along the X axis or how fast is
  101449. * the camera rotating.
  101450. * A negative number will reverse the axis direction.
  101451. */
  101452. angularSensibilityX: number;
  101453. /**
  101454. * Defines the pointer angular sensibility along the Y axis or how fast is
  101455. * the camera rotating.
  101456. * A negative number will reverse the axis direction.
  101457. */
  101458. angularSensibilityY: number;
  101459. /**
  101460. * Defines the pointer pinch precision or how fast is the camera zooming.
  101461. * A negative number will reverse the axis direction.
  101462. */
  101463. pinchPrecision: number;
  101464. /**
  101465. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101466. * from 0.
  101467. * It defines the percentage of current camera.radius to use as delta when
  101468. * pinch zoom is used.
  101469. */
  101470. pinchDeltaPercentage: number;
  101471. /**
  101472. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101473. */
  101474. axisXControlRadius: boolean;
  101475. /**
  101476. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101477. */
  101478. axisXControlHeight: boolean;
  101479. /**
  101480. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101481. */
  101482. axisXControlRotation: boolean;
  101483. /**
  101484. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101485. */
  101486. axisYControlRadius: boolean;
  101487. /**
  101488. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101489. */
  101490. axisYControlHeight: boolean;
  101491. /**
  101492. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101493. */
  101494. axisYControlRotation: boolean;
  101495. /**
  101496. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101497. */
  101498. axisPinchControlRadius: boolean;
  101499. /**
  101500. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101501. */
  101502. axisPinchControlHeight: boolean;
  101503. /**
  101504. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101505. */
  101506. axisPinchControlRotation: boolean;
  101507. /**
  101508. * Log error messages if basic misconfiguration has occurred.
  101509. */
  101510. warningEnable: boolean;
  101511. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101512. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101513. private _warningCounter;
  101514. private _warning;
  101515. }
  101516. }
  101517. declare module BABYLON {
  101518. /**
  101519. * Default Inputs manager for the FollowCamera.
  101520. * It groups all the default supported inputs for ease of use.
  101521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101522. */
  101523. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101524. /**
  101525. * Instantiates a new FollowCameraInputsManager.
  101526. * @param camera Defines the camera the inputs belong to
  101527. */
  101528. constructor(camera: FollowCamera);
  101529. /**
  101530. * Add keyboard input support to the input manager.
  101531. * @returns the current input manager
  101532. */
  101533. addKeyboard(): FollowCameraInputsManager;
  101534. /**
  101535. * Add mouse wheel input support to the input manager.
  101536. * @returns the current input manager
  101537. */
  101538. addMouseWheel(): FollowCameraInputsManager;
  101539. /**
  101540. * Add pointers input support to the input manager.
  101541. * @returns the current input manager
  101542. */
  101543. addPointers(): FollowCameraInputsManager;
  101544. /**
  101545. * Add orientation input support to the input manager.
  101546. * @returns the current input manager
  101547. */
  101548. addVRDeviceOrientation(): FollowCameraInputsManager;
  101549. }
  101550. }
  101551. declare module BABYLON {
  101552. /**
  101553. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101554. * an arc rotate version arcFollowCamera are available.
  101555. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101556. */
  101557. export class FollowCamera extends TargetCamera {
  101558. /**
  101559. * Distance the follow camera should follow an object at
  101560. */
  101561. radius: number;
  101562. /**
  101563. * Minimum allowed distance of the camera to the axis of rotation
  101564. * (The camera can not get closer).
  101565. * This can help limiting how the Camera is able to move in the scene.
  101566. */
  101567. lowerRadiusLimit: Nullable<number>;
  101568. /**
  101569. * Maximum allowed distance of the camera to the axis of rotation
  101570. * (The camera can not get further).
  101571. * This can help limiting how the Camera is able to move in the scene.
  101572. */
  101573. upperRadiusLimit: Nullable<number>;
  101574. /**
  101575. * Define a rotation offset between the camera and the object it follows
  101576. */
  101577. rotationOffset: number;
  101578. /**
  101579. * Minimum allowed angle to camera position relative to target object.
  101580. * This can help limiting how the Camera is able to move in the scene.
  101581. */
  101582. lowerRotationOffsetLimit: Nullable<number>;
  101583. /**
  101584. * Maximum allowed angle to camera position relative to target object.
  101585. * This can help limiting how the Camera is able to move in the scene.
  101586. */
  101587. upperRotationOffsetLimit: Nullable<number>;
  101588. /**
  101589. * Define a height offset between the camera and the object it follows.
  101590. * It can help following an object from the top (like a car chaing a plane)
  101591. */
  101592. heightOffset: number;
  101593. /**
  101594. * Minimum allowed height of camera position relative to target object.
  101595. * This can help limiting how the Camera is able to move in the scene.
  101596. */
  101597. lowerHeightOffsetLimit: Nullable<number>;
  101598. /**
  101599. * Maximum allowed height of camera position relative to target object.
  101600. * This can help limiting how the Camera is able to move in the scene.
  101601. */
  101602. upperHeightOffsetLimit: Nullable<number>;
  101603. /**
  101604. * Define how fast the camera can accelerate to follow it s target.
  101605. */
  101606. cameraAcceleration: number;
  101607. /**
  101608. * Define the speed limit of the camera following an object.
  101609. */
  101610. maxCameraSpeed: number;
  101611. /**
  101612. * Define the target of the camera.
  101613. */
  101614. lockedTarget: Nullable<AbstractMesh>;
  101615. /**
  101616. * Defines the input associated with the camera.
  101617. */
  101618. inputs: FollowCameraInputsManager;
  101619. /**
  101620. * Instantiates the follow camera.
  101621. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101622. * @param name Define the name of the camera in the scene
  101623. * @param position Define the position of the camera
  101624. * @param scene Define the scene the camera belong to
  101625. * @param lockedTarget Define the target of the camera
  101626. */
  101627. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101628. private _follow;
  101629. /**
  101630. * Attached controls to the current camera.
  101631. * @param element Defines the element the controls should be listened from
  101632. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101633. */
  101634. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101635. /**
  101636. * Detach the current controls from the camera.
  101637. * The camera will stop reacting to inputs.
  101638. * @param element Defines the element to stop listening the inputs from
  101639. */
  101640. detachControl(element: HTMLElement): void;
  101641. /** @hidden */
  101642. _checkInputs(): void;
  101643. private _checkLimits;
  101644. /**
  101645. * Gets the camera class name.
  101646. * @returns the class name
  101647. */
  101648. getClassName(): string;
  101649. }
  101650. /**
  101651. * Arc Rotate version of the follow camera.
  101652. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101653. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101654. */
  101655. export class ArcFollowCamera extends TargetCamera {
  101656. /** The longitudinal angle of the camera */
  101657. alpha: number;
  101658. /** The latitudinal angle of the camera */
  101659. beta: number;
  101660. /** The radius of the camera from its target */
  101661. radius: number;
  101662. /** Define the camera target (the messh it should follow) */
  101663. target: Nullable<AbstractMesh>;
  101664. private _cartesianCoordinates;
  101665. /**
  101666. * Instantiates a new ArcFollowCamera
  101667. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101668. * @param name Define the name of the camera
  101669. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101670. * @param beta Define the rotation angle of the camera around the elevation axis
  101671. * @param radius Define the radius of the camera from its target point
  101672. * @param target Define the target of the camera
  101673. * @param scene Define the scene the camera belongs to
  101674. */
  101675. constructor(name: string,
  101676. /** The longitudinal angle of the camera */
  101677. alpha: number,
  101678. /** The latitudinal angle of the camera */
  101679. beta: number,
  101680. /** The radius of the camera from its target */
  101681. radius: number,
  101682. /** Define the camera target (the messh it should follow) */
  101683. target: Nullable<AbstractMesh>, scene: Scene);
  101684. private _follow;
  101685. /** @hidden */
  101686. _checkInputs(): void;
  101687. /**
  101688. * Returns the class name of the object.
  101689. * It is mostly used internally for serialization purposes.
  101690. */
  101691. getClassName(): string;
  101692. }
  101693. }
  101694. declare module BABYLON {
  101695. /**
  101696. * Manage the keyboard inputs to control the movement of a follow camera.
  101697. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101698. */
  101699. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101700. /**
  101701. * Defines the camera the input is attached to.
  101702. */
  101703. camera: FollowCamera;
  101704. /**
  101705. * Defines the list of key codes associated with the up action (increase heightOffset)
  101706. */
  101707. keysHeightOffsetIncr: number[];
  101708. /**
  101709. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101710. */
  101711. keysHeightOffsetDecr: number[];
  101712. /**
  101713. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101714. */
  101715. keysHeightOffsetModifierAlt: boolean;
  101716. /**
  101717. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101718. */
  101719. keysHeightOffsetModifierCtrl: boolean;
  101720. /**
  101721. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101722. */
  101723. keysHeightOffsetModifierShift: boolean;
  101724. /**
  101725. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101726. */
  101727. keysRotationOffsetIncr: number[];
  101728. /**
  101729. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101730. */
  101731. keysRotationOffsetDecr: number[];
  101732. /**
  101733. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101734. */
  101735. keysRotationOffsetModifierAlt: boolean;
  101736. /**
  101737. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101738. */
  101739. keysRotationOffsetModifierCtrl: boolean;
  101740. /**
  101741. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101742. */
  101743. keysRotationOffsetModifierShift: boolean;
  101744. /**
  101745. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101746. */
  101747. keysRadiusIncr: number[];
  101748. /**
  101749. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101750. */
  101751. keysRadiusDecr: number[];
  101752. /**
  101753. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101754. */
  101755. keysRadiusModifierAlt: boolean;
  101756. /**
  101757. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101758. */
  101759. keysRadiusModifierCtrl: boolean;
  101760. /**
  101761. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101762. */
  101763. keysRadiusModifierShift: boolean;
  101764. /**
  101765. * Defines the rate of change of heightOffset.
  101766. */
  101767. heightSensibility: number;
  101768. /**
  101769. * Defines the rate of change of rotationOffset.
  101770. */
  101771. rotationSensibility: number;
  101772. /**
  101773. * Defines the rate of change of radius.
  101774. */
  101775. radiusSensibility: number;
  101776. private _keys;
  101777. private _ctrlPressed;
  101778. private _altPressed;
  101779. private _shiftPressed;
  101780. private _onCanvasBlurObserver;
  101781. private _onKeyboardObserver;
  101782. private _engine;
  101783. private _scene;
  101784. /**
  101785. * Attach the input controls to a specific dom element to get the input from.
  101786. * @param element Defines the element the controls should be listened from
  101787. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101788. */
  101789. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101790. /**
  101791. * Detach the current controls from the specified dom element.
  101792. * @param element Defines the element to stop listening the inputs from
  101793. */
  101794. detachControl(element: Nullable<HTMLElement>): void;
  101795. /**
  101796. * Update the current camera state depending on the inputs that have been used this frame.
  101797. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101798. */
  101799. checkInputs(): void;
  101800. /**
  101801. * Gets the class name of the current input.
  101802. * @returns the class name
  101803. */
  101804. getClassName(): string;
  101805. /**
  101806. * Get the friendly name associated with the input class.
  101807. * @returns the input friendly name
  101808. */
  101809. getSimpleName(): string;
  101810. /**
  101811. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101812. * allow modification of the heightOffset value.
  101813. */
  101814. private _modifierHeightOffset;
  101815. /**
  101816. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101817. * allow modification of the rotationOffset value.
  101818. */
  101819. private _modifierRotationOffset;
  101820. /**
  101821. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101822. * allow modification of the radius value.
  101823. */
  101824. private _modifierRadius;
  101825. }
  101826. }
  101827. declare module BABYLON {
  101828. interface FreeCameraInputsManager {
  101829. /**
  101830. * @hidden
  101831. */
  101832. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101833. /**
  101834. * Add orientation input support to the input manager.
  101835. * @returns the current input manager
  101836. */
  101837. addDeviceOrientation(): FreeCameraInputsManager;
  101838. }
  101839. /**
  101840. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101841. * Screen rotation is taken into account.
  101842. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101843. */
  101844. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101845. private _camera;
  101846. private _screenOrientationAngle;
  101847. private _constantTranform;
  101848. private _screenQuaternion;
  101849. private _alpha;
  101850. private _beta;
  101851. private _gamma;
  101852. /**
  101853. * Can be used to detect if a device orientation sensor is availible on a device
  101854. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101855. * @returns a promise that will resolve on orientation change
  101856. */
  101857. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101858. /**
  101859. * @hidden
  101860. */
  101861. _onDeviceOrientationChangedObservable: Observable<void>;
  101862. /**
  101863. * Instantiates a new input
  101864. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101865. */
  101866. constructor();
  101867. /**
  101868. * Define the camera controlled by the input.
  101869. */
  101870. camera: FreeCamera;
  101871. /**
  101872. * Attach the input controls to a specific dom element to get the input from.
  101873. * @param element Defines the element the controls should be listened from
  101874. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101875. */
  101876. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101877. private _orientationChanged;
  101878. private _deviceOrientation;
  101879. /**
  101880. * Detach the current controls from the specified dom element.
  101881. * @param element Defines the element to stop listening the inputs from
  101882. */
  101883. detachControl(element: Nullable<HTMLElement>): void;
  101884. /**
  101885. * Update the current camera state depending on the inputs that have been used this frame.
  101886. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101887. */
  101888. checkInputs(): void;
  101889. /**
  101890. * Gets the class name of the current intput.
  101891. * @returns the class name
  101892. */
  101893. getClassName(): string;
  101894. /**
  101895. * Get the friendly name associated with the input class.
  101896. * @returns the input friendly name
  101897. */
  101898. getSimpleName(): string;
  101899. }
  101900. }
  101901. declare module BABYLON {
  101902. /**
  101903. * Manage the gamepad inputs to control a free camera.
  101904. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101905. */
  101906. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101907. /**
  101908. * Define the camera the input is attached to.
  101909. */
  101910. camera: FreeCamera;
  101911. /**
  101912. * Define the Gamepad controlling the input
  101913. */
  101914. gamepad: Nullable<Gamepad>;
  101915. /**
  101916. * Defines the gamepad rotation sensiblity.
  101917. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101918. */
  101919. gamepadAngularSensibility: number;
  101920. /**
  101921. * Defines the gamepad move sensiblity.
  101922. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101923. */
  101924. gamepadMoveSensibility: number;
  101925. private _onGamepadConnectedObserver;
  101926. private _onGamepadDisconnectedObserver;
  101927. private _cameraTransform;
  101928. private _deltaTransform;
  101929. private _vector3;
  101930. private _vector2;
  101931. /**
  101932. * Attach the input controls to a specific dom element to get the input from.
  101933. * @param element Defines the element the controls should be listened from
  101934. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101935. */
  101936. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101937. /**
  101938. * Detach the current controls from the specified dom element.
  101939. * @param element Defines the element to stop listening the inputs from
  101940. */
  101941. detachControl(element: Nullable<HTMLElement>): void;
  101942. /**
  101943. * Update the current camera state depending on the inputs that have been used this frame.
  101944. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101945. */
  101946. checkInputs(): void;
  101947. /**
  101948. * Gets the class name of the current intput.
  101949. * @returns the class name
  101950. */
  101951. getClassName(): string;
  101952. /**
  101953. * Get the friendly name associated with the input class.
  101954. * @returns the input friendly name
  101955. */
  101956. getSimpleName(): string;
  101957. }
  101958. }
  101959. declare module BABYLON {
  101960. /**
  101961. * Defines the potential axis of a Joystick
  101962. */
  101963. export enum JoystickAxis {
  101964. /** X axis */
  101965. X = 0,
  101966. /** Y axis */
  101967. Y = 1,
  101968. /** Z axis */
  101969. Z = 2
  101970. }
  101971. /**
  101972. * Class used to define virtual joystick (used in touch mode)
  101973. */
  101974. export class VirtualJoystick {
  101975. /**
  101976. * Gets or sets a boolean indicating that left and right values must be inverted
  101977. */
  101978. reverseLeftRight: boolean;
  101979. /**
  101980. * Gets or sets a boolean indicating that up and down values must be inverted
  101981. */
  101982. reverseUpDown: boolean;
  101983. /**
  101984. * Gets the offset value for the position (ie. the change of the position value)
  101985. */
  101986. deltaPosition: Vector3;
  101987. /**
  101988. * Gets a boolean indicating if the virtual joystick was pressed
  101989. */
  101990. pressed: boolean;
  101991. /**
  101992. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101993. */
  101994. static Canvas: Nullable<HTMLCanvasElement>;
  101995. private static _globalJoystickIndex;
  101996. private static vjCanvasContext;
  101997. private static vjCanvasWidth;
  101998. private static vjCanvasHeight;
  101999. private static halfWidth;
  102000. private _action;
  102001. private _axisTargetedByLeftAndRight;
  102002. private _axisTargetedByUpAndDown;
  102003. private _joystickSensibility;
  102004. private _inversedSensibility;
  102005. private _joystickPointerID;
  102006. private _joystickColor;
  102007. private _joystickPointerPos;
  102008. private _joystickPreviousPointerPos;
  102009. private _joystickPointerStartPos;
  102010. private _deltaJoystickVector;
  102011. private _leftJoystick;
  102012. private _touches;
  102013. private _onPointerDownHandlerRef;
  102014. private _onPointerMoveHandlerRef;
  102015. private _onPointerUpHandlerRef;
  102016. private _onResize;
  102017. /**
  102018. * Creates a new virtual joystick
  102019. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102020. */
  102021. constructor(leftJoystick?: boolean);
  102022. /**
  102023. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102024. * @param newJoystickSensibility defines the new sensibility
  102025. */
  102026. setJoystickSensibility(newJoystickSensibility: number): void;
  102027. private _onPointerDown;
  102028. private _onPointerMove;
  102029. private _onPointerUp;
  102030. /**
  102031. * Change the color of the virtual joystick
  102032. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102033. */
  102034. setJoystickColor(newColor: string): void;
  102035. /**
  102036. * Defines a callback to call when the joystick is touched
  102037. * @param action defines the callback
  102038. */
  102039. setActionOnTouch(action: () => any): void;
  102040. /**
  102041. * Defines which axis you'd like to control for left & right
  102042. * @param axis defines the axis to use
  102043. */
  102044. setAxisForLeftRight(axis: JoystickAxis): void;
  102045. /**
  102046. * Defines which axis you'd like to control for up & down
  102047. * @param axis defines the axis to use
  102048. */
  102049. setAxisForUpDown(axis: JoystickAxis): void;
  102050. private _drawVirtualJoystick;
  102051. /**
  102052. * Release internal HTML canvas
  102053. */
  102054. releaseCanvas(): void;
  102055. }
  102056. }
  102057. declare module BABYLON {
  102058. interface FreeCameraInputsManager {
  102059. /**
  102060. * Add virtual joystick input support to the input manager.
  102061. * @returns the current input manager
  102062. */
  102063. addVirtualJoystick(): FreeCameraInputsManager;
  102064. }
  102065. /**
  102066. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102067. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102068. */
  102069. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102070. /**
  102071. * Defines the camera the input is attached to.
  102072. */
  102073. camera: FreeCamera;
  102074. private _leftjoystick;
  102075. private _rightjoystick;
  102076. /**
  102077. * Gets the left stick of the virtual joystick.
  102078. * @returns The virtual Joystick
  102079. */
  102080. getLeftJoystick(): VirtualJoystick;
  102081. /**
  102082. * Gets the right stick of the virtual joystick.
  102083. * @returns The virtual Joystick
  102084. */
  102085. getRightJoystick(): VirtualJoystick;
  102086. /**
  102087. * Update the current camera state depending on the inputs that have been used this frame.
  102088. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102089. */
  102090. checkInputs(): void;
  102091. /**
  102092. * Attach the input controls to a specific dom element to get the input from.
  102093. * @param element Defines the element the controls should be listened from
  102094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102095. */
  102096. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102097. /**
  102098. * Detach the current controls from the specified dom element.
  102099. * @param element Defines the element to stop listening the inputs from
  102100. */
  102101. detachControl(element: Nullable<HTMLElement>): void;
  102102. /**
  102103. * Gets the class name of the current intput.
  102104. * @returns the class name
  102105. */
  102106. getClassName(): string;
  102107. /**
  102108. * Get the friendly name associated with the input class.
  102109. * @returns the input friendly name
  102110. */
  102111. getSimpleName(): string;
  102112. }
  102113. }
  102114. declare module BABYLON {
  102115. /**
  102116. * This represents a FPS type of camera controlled by touch.
  102117. * This is like a universal camera minus the Gamepad controls.
  102118. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102119. */
  102120. export class TouchCamera extends FreeCamera {
  102121. /**
  102122. * Defines the touch sensibility for rotation.
  102123. * The higher the faster.
  102124. */
  102125. touchAngularSensibility: number;
  102126. /**
  102127. * Defines the touch sensibility for move.
  102128. * The higher the faster.
  102129. */
  102130. touchMoveSensibility: number;
  102131. /**
  102132. * Instantiates a new touch camera.
  102133. * This represents a FPS type of camera controlled by touch.
  102134. * This is like a universal camera minus the Gamepad controls.
  102135. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102136. * @param name Define the name of the camera in the scene
  102137. * @param position Define the start position of the camera in the scene
  102138. * @param scene Define the scene the camera belongs to
  102139. */
  102140. constructor(name: string, position: Vector3, scene: Scene);
  102141. /**
  102142. * Gets the current object class name.
  102143. * @return the class name
  102144. */
  102145. getClassName(): string;
  102146. /** @hidden */
  102147. _setupInputs(): void;
  102148. }
  102149. }
  102150. declare module BABYLON {
  102151. /**
  102152. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102153. * being tilted forward or back and left or right.
  102154. */
  102155. export class DeviceOrientationCamera extends FreeCamera {
  102156. private _initialQuaternion;
  102157. private _quaternionCache;
  102158. private _tmpDragQuaternion;
  102159. /**
  102160. * Creates a new device orientation camera
  102161. * @param name The name of the camera
  102162. * @param position The start position camera
  102163. * @param scene The scene the camera belongs to
  102164. */
  102165. constructor(name: string, position: Vector3, scene: Scene);
  102166. /**
  102167. * @hidden
  102168. * Disabled pointer input on first orientation sensor update (Default: true)
  102169. */
  102170. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  102171. private _dragFactor;
  102172. /**
  102173. * Enabled turning on the y axis when the orientation sensor is active
  102174. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102175. */
  102176. enableHorizontalDragging(dragFactor?: number): void;
  102177. /**
  102178. * Gets the current instance class name ("DeviceOrientationCamera").
  102179. * This helps avoiding instanceof at run time.
  102180. * @returns the class name
  102181. */
  102182. getClassName(): string;
  102183. /**
  102184. * @hidden
  102185. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102186. */
  102187. _checkInputs(): void;
  102188. /**
  102189. * Reset the camera to its default orientation on the specified axis only.
  102190. * @param axis The axis to reset
  102191. */
  102192. resetToCurrentRotation(axis?: Axis): void;
  102193. }
  102194. }
  102195. declare module BABYLON {
  102196. /**
  102197. * Defines supported buttons for XBox360 compatible gamepads
  102198. */
  102199. export enum Xbox360Button {
  102200. /** A */
  102201. A = 0,
  102202. /** B */
  102203. B = 1,
  102204. /** X */
  102205. X = 2,
  102206. /** Y */
  102207. Y = 3,
  102208. /** Start */
  102209. Start = 4,
  102210. /** Back */
  102211. Back = 5,
  102212. /** Left button */
  102213. LB = 6,
  102214. /** Right button */
  102215. RB = 7,
  102216. /** Left stick */
  102217. LeftStick = 8,
  102218. /** Right stick */
  102219. RightStick = 9
  102220. }
  102221. /** Defines values for XBox360 DPad */
  102222. export enum Xbox360Dpad {
  102223. /** Up */
  102224. Up = 0,
  102225. /** Down */
  102226. Down = 1,
  102227. /** Left */
  102228. Left = 2,
  102229. /** Right */
  102230. Right = 3
  102231. }
  102232. /**
  102233. * Defines a XBox360 gamepad
  102234. */
  102235. export class Xbox360Pad extends Gamepad {
  102236. private _leftTrigger;
  102237. private _rightTrigger;
  102238. private _onlefttriggerchanged;
  102239. private _onrighttriggerchanged;
  102240. private _onbuttondown;
  102241. private _onbuttonup;
  102242. private _ondpaddown;
  102243. private _ondpadup;
  102244. /** Observable raised when a button is pressed */
  102245. onButtonDownObservable: Observable<Xbox360Button>;
  102246. /** Observable raised when a button is released */
  102247. onButtonUpObservable: Observable<Xbox360Button>;
  102248. /** Observable raised when a pad is pressed */
  102249. onPadDownObservable: Observable<Xbox360Dpad>;
  102250. /** Observable raised when a pad is released */
  102251. onPadUpObservable: Observable<Xbox360Dpad>;
  102252. private _buttonA;
  102253. private _buttonB;
  102254. private _buttonX;
  102255. private _buttonY;
  102256. private _buttonBack;
  102257. private _buttonStart;
  102258. private _buttonLB;
  102259. private _buttonRB;
  102260. private _buttonLeftStick;
  102261. private _buttonRightStick;
  102262. private _dPadUp;
  102263. private _dPadDown;
  102264. private _dPadLeft;
  102265. private _dPadRight;
  102266. private _isXboxOnePad;
  102267. /**
  102268. * Creates a new XBox360 gamepad object
  102269. * @param id defines the id of this gamepad
  102270. * @param index defines its index
  102271. * @param gamepad defines the internal HTML gamepad object
  102272. * @param xboxOne defines if it is a XBox One gamepad
  102273. */
  102274. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102275. /**
  102276. * Defines the callback to call when left trigger is pressed
  102277. * @param callback defines the callback to use
  102278. */
  102279. onlefttriggerchanged(callback: (value: number) => void): void;
  102280. /**
  102281. * Defines the callback to call when right trigger is pressed
  102282. * @param callback defines the callback to use
  102283. */
  102284. onrighttriggerchanged(callback: (value: number) => void): void;
  102285. /**
  102286. * Gets the left trigger value
  102287. */
  102288. /**
  102289. * Sets the left trigger value
  102290. */
  102291. leftTrigger: number;
  102292. /**
  102293. * Gets the right trigger value
  102294. */
  102295. /**
  102296. * Sets the right trigger value
  102297. */
  102298. rightTrigger: number;
  102299. /**
  102300. * Defines the callback to call when a button is pressed
  102301. * @param callback defines the callback to use
  102302. */
  102303. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102304. /**
  102305. * Defines the callback to call when a button is released
  102306. * @param callback defines the callback to use
  102307. */
  102308. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102309. /**
  102310. * Defines the callback to call when a pad is pressed
  102311. * @param callback defines the callback to use
  102312. */
  102313. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102314. /**
  102315. * Defines the callback to call when a pad is released
  102316. * @param callback defines the callback to use
  102317. */
  102318. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102319. private _setButtonValue;
  102320. private _setDPadValue;
  102321. /**
  102322. * Gets the value of the `A` button
  102323. */
  102324. /**
  102325. * Sets the value of the `A` button
  102326. */
  102327. buttonA: number;
  102328. /**
  102329. * Gets the value of the `B` button
  102330. */
  102331. /**
  102332. * Sets the value of the `B` button
  102333. */
  102334. buttonB: number;
  102335. /**
  102336. * Gets the value of the `X` button
  102337. */
  102338. /**
  102339. * Sets the value of the `X` button
  102340. */
  102341. buttonX: number;
  102342. /**
  102343. * Gets the value of the `Y` button
  102344. */
  102345. /**
  102346. * Sets the value of the `Y` button
  102347. */
  102348. buttonY: number;
  102349. /**
  102350. * Gets the value of the `Start` button
  102351. */
  102352. /**
  102353. * Sets the value of the `Start` button
  102354. */
  102355. buttonStart: number;
  102356. /**
  102357. * Gets the value of the `Back` button
  102358. */
  102359. /**
  102360. * Sets the value of the `Back` button
  102361. */
  102362. buttonBack: number;
  102363. /**
  102364. * Gets the value of the `Left` button
  102365. */
  102366. /**
  102367. * Sets the value of the `Left` button
  102368. */
  102369. buttonLB: number;
  102370. /**
  102371. * Gets the value of the `Right` button
  102372. */
  102373. /**
  102374. * Sets the value of the `Right` button
  102375. */
  102376. buttonRB: number;
  102377. /**
  102378. * Gets the value of the Left joystick
  102379. */
  102380. /**
  102381. * Sets the value of the Left joystick
  102382. */
  102383. buttonLeftStick: number;
  102384. /**
  102385. * Gets the value of the Right joystick
  102386. */
  102387. /**
  102388. * Sets the value of the Right joystick
  102389. */
  102390. buttonRightStick: number;
  102391. /**
  102392. * Gets the value of D-pad up
  102393. */
  102394. /**
  102395. * Sets the value of D-pad up
  102396. */
  102397. dPadUp: number;
  102398. /**
  102399. * Gets the value of D-pad down
  102400. */
  102401. /**
  102402. * Sets the value of D-pad down
  102403. */
  102404. dPadDown: number;
  102405. /**
  102406. * Gets the value of D-pad left
  102407. */
  102408. /**
  102409. * Sets the value of D-pad left
  102410. */
  102411. dPadLeft: number;
  102412. /**
  102413. * Gets the value of D-pad right
  102414. */
  102415. /**
  102416. * Sets the value of D-pad right
  102417. */
  102418. dPadRight: number;
  102419. /**
  102420. * Force the gamepad to synchronize with device values
  102421. */
  102422. update(): void;
  102423. /**
  102424. * Disposes the gamepad
  102425. */
  102426. dispose(): void;
  102427. }
  102428. }
  102429. declare module BABYLON {
  102430. /**
  102431. * Manager for handling gamepads
  102432. */
  102433. export class GamepadManager {
  102434. private _scene?;
  102435. private _babylonGamepads;
  102436. private _oneGamepadConnected;
  102437. /** @hidden */
  102438. _isMonitoring: boolean;
  102439. private _gamepadEventSupported;
  102440. private _gamepadSupport;
  102441. /**
  102442. * observable to be triggered when the gamepad controller has been connected
  102443. */
  102444. onGamepadConnectedObservable: Observable<Gamepad>;
  102445. /**
  102446. * observable to be triggered when the gamepad controller has been disconnected
  102447. */
  102448. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102449. private _onGamepadConnectedEvent;
  102450. private _onGamepadDisconnectedEvent;
  102451. /**
  102452. * Initializes the gamepad manager
  102453. * @param _scene BabylonJS scene
  102454. */
  102455. constructor(_scene?: Scene | undefined);
  102456. /**
  102457. * The gamepads in the game pad manager
  102458. */
  102459. readonly gamepads: Gamepad[];
  102460. /**
  102461. * Get the gamepad controllers based on type
  102462. * @param type The type of gamepad controller
  102463. * @returns Nullable gamepad
  102464. */
  102465. getGamepadByType(type?: number): Nullable<Gamepad>;
  102466. /**
  102467. * Disposes the gamepad manager
  102468. */
  102469. dispose(): void;
  102470. private _addNewGamepad;
  102471. private _startMonitoringGamepads;
  102472. private _stopMonitoringGamepads;
  102473. /** @hidden */
  102474. _checkGamepadsStatus(): void;
  102475. private _updateGamepadObjects;
  102476. }
  102477. }
  102478. declare module BABYLON {
  102479. interface Scene {
  102480. /** @hidden */
  102481. _gamepadManager: Nullable<GamepadManager>;
  102482. /**
  102483. * Gets the gamepad manager associated with the scene
  102484. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102485. */
  102486. gamepadManager: GamepadManager;
  102487. }
  102488. /**
  102489. * Interface representing a free camera inputs manager
  102490. */
  102491. interface FreeCameraInputsManager {
  102492. /**
  102493. * Adds gamepad input support to the FreeCameraInputsManager.
  102494. * @returns the FreeCameraInputsManager
  102495. */
  102496. addGamepad(): FreeCameraInputsManager;
  102497. }
  102498. /**
  102499. * Interface representing an arc rotate camera inputs manager
  102500. */
  102501. interface ArcRotateCameraInputsManager {
  102502. /**
  102503. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102504. * @returns the camera inputs manager
  102505. */
  102506. addGamepad(): ArcRotateCameraInputsManager;
  102507. }
  102508. /**
  102509. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102510. */
  102511. export class GamepadSystemSceneComponent implements ISceneComponent {
  102512. /**
  102513. * The component name helpfull to identify the component in the list of scene components.
  102514. */
  102515. readonly name: string;
  102516. /**
  102517. * The scene the component belongs to.
  102518. */
  102519. scene: Scene;
  102520. /**
  102521. * Creates a new instance of the component for the given scene
  102522. * @param scene Defines the scene to register the component in
  102523. */
  102524. constructor(scene: Scene);
  102525. /**
  102526. * Registers the component in a given scene
  102527. */
  102528. register(): void;
  102529. /**
  102530. * Rebuilds the elements related to this component in case of
  102531. * context lost for instance.
  102532. */
  102533. rebuild(): void;
  102534. /**
  102535. * Disposes the component and the associated ressources
  102536. */
  102537. dispose(): void;
  102538. private _beforeCameraUpdate;
  102539. }
  102540. }
  102541. declare module BABYLON {
  102542. /**
  102543. * 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,
  102544. * which still works and will still be found in many Playgrounds.
  102545. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102546. */
  102547. export class UniversalCamera extends TouchCamera {
  102548. /**
  102549. * Defines the gamepad rotation sensiblity.
  102550. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102551. */
  102552. gamepadAngularSensibility: number;
  102553. /**
  102554. * Defines the gamepad move sensiblity.
  102555. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102556. */
  102557. gamepadMoveSensibility: number;
  102558. /**
  102559. * 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,
  102560. * which still works and will still be found in many Playgrounds.
  102561. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102562. * @param name Define the name of the camera in the scene
  102563. * @param position Define the start position of the camera in the scene
  102564. * @param scene Define the scene the camera belongs to
  102565. */
  102566. constructor(name: string, position: Vector3, scene: Scene);
  102567. /**
  102568. * Gets the current object class name.
  102569. * @return the class name
  102570. */
  102571. getClassName(): string;
  102572. }
  102573. }
  102574. declare module BABYLON {
  102575. /**
  102576. * This represents a FPS type of camera. This is only here for back compat purpose.
  102577. * Please use the UniversalCamera instead as both are identical.
  102578. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102579. */
  102580. export class GamepadCamera extends UniversalCamera {
  102581. /**
  102582. * Instantiates a new Gamepad Camera
  102583. * This represents a FPS type of camera. This is only here for back compat purpose.
  102584. * Please use the UniversalCamera instead as both are identical.
  102585. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102586. * @param name Define the name of the camera in the scene
  102587. * @param position Define the start position of the camera in the scene
  102588. * @param scene Define the scene the camera belongs to
  102589. */
  102590. constructor(name: string, position: Vector3, scene: Scene);
  102591. /**
  102592. * Gets the current object class name.
  102593. * @return the class name
  102594. */
  102595. getClassName(): string;
  102596. }
  102597. }
  102598. declare module BABYLON {
  102599. /** @hidden */
  102600. export var passPixelShader: {
  102601. name: string;
  102602. shader: string;
  102603. };
  102604. }
  102605. declare module BABYLON {
  102606. /** @hidden */
  102607. export var passCubePixelShader: {
  102608. name: string;
  102609. shader: string;
  102610. };
  102611. }
  102612. declare module BABYLON {
  102613. /**
  102614. * PassPostProcess which produces an output the same as it's input
  102615. */
  102616. export class PassPostProcess extends PostProcess {
  102617. /**
  102618. * Creates the PassPostProcess
  102619. * @param name The name of the effect.
  102620. * @param options The required width/height ratio to downsize to before computing the render pass.
  102621. * @param camera The camera to apply the render pass to.
  102622. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102623. * @param engine The engine which the post process will be applied. (default: current engine)
  102624. * @param reusable If the post process can be reused on the same frame. (default: false)
  102625. * @param textureType The type of texture to be used when performing the post processing.
  102626. * @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)
  102627. */
  102628. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102629. }
  102630. /**
  102631. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102632. */
  102633. export class PassCubePostProcess extends PostProcess {
  102634. private _face;
  102635. /**
  102636. * Gets or sets the cube face to display.
  102637. * * 0 is +X
  102638. * * 1 is -X
  102639. * * 2 is +Y
  102640. * * 3 is -Y
  102641. * * 4 is +Z
  102642. * * 5 is -Z
  102643. */
  102644. face: number;
  102645. /**
  102646. * Creates the PassCubePostProcess
  102647. * @param name The name of the effect.
  102648. * @param options The required width/height ratio to downsize to before computing the render pass.
  102649. * @param camera The camera to apply the render pass to.
  102650. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102651. * @param engine The engine which the post process will be applied. (default: current engine)
  102652. * @param reusable If the post process can be reused on the same frame. (default: false)
  102653. * @param textureType The type of texture to be used when performing the post processing.
  102654. * @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)
  102655. */
  102656. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102657. }
  102658. }
  102659. declare module BABYLON {
  102660. /** @hidden */
  102661. export var anaglyphPixelShader: {
  102662. name: string;
  102663. shader: string;
  102664. };
  102665. }
  102666. declare module BABYLON {
  102667. /**
  102668. * Postprocess used to generate anaglyphic rendering
  102669. */
  102670. export class AnaglyphPostProcess extends PostProcess {
  102671. private _passedProcess;
  102672. /**
  102673. * Creates a new AnaglyphPostProcess
  102674. * @param name defines postprocess name
  102675. * @param options defines creation options or target ratio scale
  102676. * @param rigCameras defines cameras using this postprocess
  102677. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102678. * @param engine defines hosting engine
  102679. * @param reusable defines if the postprocess will be reused multiple times per frame
  102680. */
  102681. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102682. }
  102683. }
  102684. declare module BABYLON {
  102685. /**
  102686. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102687. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102688. */
  102689. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102690. /**
  102691. * Creates a new AnaglyphArcRotateCamera
  102692. * @param name defines camera name
  102693. * @param alpha defines alpha angle (in radians)
  102694. * @param beta defines beta angle (in radians)
  102695. * @param radius defines radius
  102696. * @param target defines camera target
  102697. * @param interaxialDistance defines distance between each color axis
  102698. * @param scene defines the hosting scene
  102699. */
  102700. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102701. /**
  102702. * Gets camera class name
  102703. * @returns AnaglyphArcRotateCamera
  102704. */
  102705. getClassName(): string;
  102706. }
  102707. }
  102708. declare module BABYLON {
  102709. /**
  102710. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102711. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102712. */
  102713. export class AnaglyphFreeCamera extends FreeCamera {
  102714. /**
  102715. * Creates a new AnaglyphFreeCamera
  102716. * @param name defines camera name
  102717. * @param position defines initial position
  102718. * @param interaxialDistance defines distance between each color axis
  102719. * @param scene defines the hosting scene
  102720. */
  102721. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102722. /**
  102723. * Gets camera class name
  102724. * @returns AnaglyphFreeCamera
  102725. */
  102726. getClassName(): string;
  102727. }
  102728. }
  102729. declare module BABYLON {
  102730. /**
  102731. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102732. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102733. */
  102734. export class AnaglyphGamepadCamera extends GamepadCamera {
  102735. /**
  102736. * Creates a new AnaglyphGamepadCamera
  102737. * @param name defines camera name
  102738. * @param position defines initial position
  102739. * @param interaxialDistance defines distance between each color axis
  102740. * @param scene defines the hosting scene
  102741. */
  102742. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102743. /**
  102744. * Gets camera class name
  102745. * @returns AnaglyphGamepadCamera
  102746. */
  102747. getClassName(): string;
  102748. }
  102749. }
  102750. declare module BABYLON {
  102751. /**
  102752. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102753. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102754. */
  102755. export class AnaglyphUniversalCamera extends UniversalCamera {
  102756. /**
  102757. * Creates a new AnaglyphUniversalCamera
  102758. * @param name defines camera name
  102759. * @param position defines initial position
  102760. * @param interaxialDistance defines distance between each color axis
  102761. * @param scene defines the hosting scene
  102762. */
  102763. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102764. /**
  102765. * Gets camera class name
  102766. * @returns AnaglyphUniversalCamera
  102767. */
  102768. getClassName(): string;
  102769. }
  102770. }
  102771. declare module BABYLON {
  102772. /** @hidden */
  102773. export var stereoscopicInterlacePixelShader: {
  102774. name: string;
  102775. shader: string;
  102776. };
  102777. }
  102778. declare module BABYLON {
  102779. /**
  102780. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102781. */
  102782. export class StereoscopicInterlacePostProcess extends PostProcess {
  102783. private _stepSize;
  102784. private _passedProcess;
  102785. /**
  102786. * Initializes a StereoscopicInterlacePostProcess
  102787. * @param name The name of the effect.
  102788. * @param rigCameras The rig cameras to be appled to the post process
  102789. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102791. * @param engine The engine which the post process will be applied. (default: current engine)
  102792. * @param reusable If the post process can be reused on the same frame. (default: false)
  102793. */
  102794. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102795. }
  102796. }
  102797. declare module BABYLON {
  102798. /**
  102799. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102800. * @see http://doc.babylonjs.com/features/cameras
  102801. */
  102802. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102803. /**
  102804. * Creates a new StereoscopicArcRotateCamera
  102805. * @param name defines camera name
  102806. * @param alpha defines alpha angle (in radians)
  102807. * @param beta defines beta angle (in radians)
  102808. * @param radius defines radius
  102809. * @param target defines camera target
  102810. * @param interaxialDistance defines distance between each color axis
  102811. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102812. * @param scene defines the hosting scene
  102813. */
  102814. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102815. /**
  102816. * Gets camera class name
  102817. * @returns StereoscopicArcRotateCamera
  102818. */
  102819. getClassName(): string;
  102820. }
  102821. }
  102822. declare module BABYLON {
  102823. /**
  102824. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102825. * @see http://doc.babylonjs.com/features/cameras
  102826. */
  102827. export class StereoscopicFreeCamera extends FreeCamera {
  102828. /**
  102829. * Creates a new StereoscopicFreeCamera
  102830. * @param name defines camera name
  102831. * @param position defines initial position
  102832. * @param interaxialDistance defines distance between each color axis
  102833. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102834. * @param scene defines the hosting scene
  102835. */
  102836. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102837. /**
  102838. * Gets camera class name
  102839. * @returns StereoscopicFreeCamera
  102840. */
  102841. getClassName(): string;
  102842. }
  102843. }
  102844. declare module BABYLON {
  102845. /**
  102846. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102847. * @see http://doc.babylonjs.com/features/cameras
  102848. */
  102849. export class StereoscopicGamepadCamera extends GamepadCamera {
  102850. /**
  102851. * Creates a new StereoscopicGamepadCamera
  102852. * @param name defines camera name
  102853. * @param position defines initial position
  102854. * @param interaxialDistance defines distance between each color axis
  102855. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102856. * @param scene defines the hosting scene
  102857. */
  102858. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102859. /**
  102860. * Gets camera class name
  102861. * @returns StereoscopicGamepadCamera
  102862. */
  102863. getClassName(): string;
  102864. }
  102865. }
  102866. declare module BABYLON {
  102867. /**
  102868. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102869. * @see http://doc.babylonjs.com/features/cameras
  102870. */
  102871. export class StereoscopicUniversalCamera extends UniversalCamera {
  102872. /**
  102873. * Creates a new StereoscopicUniversalCamera
  102874. * @param name defines camera name
  102875. * @param position defines initial position
  102876. * @param interaxialDistance defines distance between each color axis
  102877. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102878. * @param scene defines the hosting scene
  102879. */
  102880. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102881. /**
  102882. * Gets camera class name
  102883. * @returns StereoscopicUniversalCamera
  102884. */
  102885. getClassName(): string;
  102886. }
  102887. }
  102888. declare module BABYLON {
  102889. /**
  102890. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102891. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102892. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102893. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102894. */
  102895. export class VirtualJoysticksCamera extends FreeCamera {
  102896. /**
  102897. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102898. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102899. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102900. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102901. * @param name Define the name of the camera in the scene
  102902. * @param position Define the start position of the camera in the scene
  102903. * @param scene Define the scene the camera belongs to
  102904. */
  102905. constructor(name: string, position: Vector3, scene: Scene);
  102906. /**
  102907. * Gets the current object class name.
  102908. * @return the class name
  102909. */
  102910. getClassName(): string;
  102911. }
  102912. }
  102913. declare module BABYLON {
  102914. /**
  102915. * This represents all the required metrics to create a VR camera.
  102916. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102917. */
  102918. export class VRCameraMetrics {
  102919. /**
  102920. * Define the horizontal resolution off the screen.
  102921. */
  102922. hResolution: number;
  102923. /**
  102924. * Define the vertical resolution off the screen.
  102925. */
  102926. vResolution: number;
  102927. /**
  102928. * Define the horizontal screen size.
  102929. */
  102930. hScreenSize: number;
  102931. /**
  102932. * Define the vertical screen size.
  102933. */
  102934. vScreenSize: number;
  102935. /**
  102936. * Define the vertical screen center position.
  102937. */
  102938. vScreenCenter: number;
  102939. /**
  102940. * Define the distance of the eyes to the screen.
  102941. */
  102942. eyeToScreenDistance: number;
  102943. /**
  102944. * Define the distance between both lenses
  102945. */
  102946. lensSeparationDistance: number;
  102947. /**
  102948. * Define the distance between both viewer's eyes.
  102949. */
  102950. interpupillaryDistance: number;
  102951. /**
  102952. * Define the distortion factor of the VR postprocess.
  102953. * Please, touch with care.
  102954. */
  102955. distortionK: number[];
  102956. /**
  102957. * Define the chromatic aberration correction factors for the VR post process.
  102958. */
  102959. chromaAbCorrection: number[];
  102960. /**
  102961. * Define the scale factor of the post process.
  102962. * The smaller the better but the slower.
  102963. */
  102964. postProcessScaleFactor: number;
  102965. /**
  102966. * Define an offset for the lens center.
  102967. */
  102968. lensCenterOffset: number;
  102969. /**
  102970. * Define if the current vr camera should compensate the distortion of the lense or not.
  102971. */
  102972. compensateDistortion: boolean;
  102973. /**
  102974. * Defines if multiview should be enabled when rendering (Default: false)
  102975. */
  102976. multiviewEnabled: boolean;
  102977. /**
  102978. * Gets the rendering aspect ratio based on the provided resolutions.
  102979. */
  102980. readonly aspectRatio: number;
  102981. /**
  102982. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102983. */
  102984. readonly aspectRatioFov: number;
  102985. /**
  102986. * @hidden
  102987. */
  102988. readonly leftHMatrix: Matrix;
  102989. /**
  102990. * @hidden
  102991. */
  102992. readonly rightHMatrix: Matrix;
  102993. /**
  102994. * @hidden
  102995. */
  102996. readonly leftPreViewMatrix: Matrix;
  102997. /**
  102998. * @hidden
  102999. */
  103000. readonly rightPreViewMatrix: Matrix;
  103001. /**
  103002. * Get the default VRMetrics based on the most generic setup.
  103003. * @returns the default vr metrics
  103004. */
  103005. static GetDefault(): VRCameraMetrics;
  103006. }
  103007. }
  103008. declare module BABYLON {
  103009. /** @hidden */
  103010. export var vrDistortionCorrectionPixelShader: {
  103011. name: string;
  103012. shader: string;
  103013. };
  103014. }
  103015. declare module BABYLON {
  103016. /**
  103017. * VRDistortionCorrectionPostProcess used for mobile VR
  103018. */
  103019. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103020. private _isRightEye;
  103021. private _distortionFactors;
  103022. private _postProcessScaleFactor;
  103023. private _lensCenterOffset;
  103024. private _scaleIn;
  103025. private _scaleFactor;
  103026. private _lensCenter;
  103027. /**
  103028. * Initializes the VRDistortionCorrectionPostProcess
  103029. * @param name The name of the effect.
  103030. * @param camera The camera to apply the render pass to.
  103031. * @param isRightEye If this is for the right eye distortion
  103032. * @param vrMetrics All the required metrics for the VR camera
  103033. */
  103034. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103035. }
  103036. }
  103037. declare module BABYLON {
  103038. /**
  103039. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103040. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103041. */
  103042. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103043. /**
  103044. * Creates a new VRDeviceOrientationArcRotateCamera
  103045. * @param name defines camera name
  103046. * @param alpha defines the camera rotation along the logitudinal axis
  103047. * @param beta defines the camera rotation along the latitudinal axis
  103048. * @param radius defines the camera distance from its target
  103049. * @param target defines the camera target
  103050. * @param scene defines the scene the camera belongs to
  103051. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103052. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103053. */
  103054. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103055. /**
  103056. * Gets camera class name
  103057. * @returns VRDeviceOrientationArcRotateCamera
  103058. */
  103059. getClassName(): string;
  103060. }
  103061. }
  103062. declare module BABYLON {
  103063. /**
  103064. * Camera used to simulate VR rendering (based on FreeCamera)
  103065. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103066. */
  103067. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103068. /**
  103069. * Creates a new VRDeviceOrientationFreeCamera
  103070. * @param name defines camera name
  103071. * @param position defines the start position of the camera
  103072. * @param scene defines the scene the camera belongs to
  103073. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103074. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103075. */
  103076. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103077. /**
  103078. * Gets camera class name
  103079. * @returns VRDeviceOrientationFreeCamera
  103080. */
  103081. getClassName(): string;
  103082. }
  103083. }
  103084. declare module BABYLON {
  103085. /**
  103086. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103087. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103088. */
  103089. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  103090. /**
  103091. * Creates a new VRDeviceOrientationGamepadCamera
  103092. * @param name defines camera name
  103093. * @param position defines the start position of the camera
  103094. * @param scene defines the scene the camera belongs to
  103095. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103096. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103097. */
  103098. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103099. /**
  103100. * Gets camera class name
  103101. * @returns VRDeviceOrientationGamepadCamera
  103102. */
  103103. getClassName(): string;
  103104. }
  103105. }
  103106. declare module BABYLON {
  103107. /**
  103108. * Base class of materials working in push mode in babylon JS
  103109. * @hidden
  103110. */
  103111. export class PushMaterial extends Material {
  103112. protected _activeEffect: Effect;
  103113. protected _normalMatrix: Matrix;
  103114. /**
  103115. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  103116. * This means that the material can keep using a previous shader while a new one is being compiled.
  103117. * This is mostly used when shader parallel compilation is supported (true by default)
  103118. */
  103119. allowShaderHotSwapping: boolean;
  103120. constructor(name: string, scene: Scene);
  103121. getEffect(): Effect;
  103122. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  103123. /**
  103124. * Binds the given world matrix to the active effect
  103125. *
  103126. * @param world the matrix to bind
  103127. */
  103128. bindOnlyWorldMatrix(world: Matrix): void;
  103129. /**
  103130. * Binds the given normal matrix to the active effect
  103131. *
  103132. * @param normalMatrix the matrix to bind
  103133. */
  103134. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  103135. bind(world: Matrix, mesh?: Mesh): void;
  103136. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  103137. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  103138. }
  103139. }
  103140. declare module BABYLON {
  103141. /**
  103142. * This groups all the flags used to control the materials channel.
  103143. */
  103144. export class MaterialFlags {
  103145. private static _DiffuseTextureEnabled;
  103146. /**
  103147. * Are diffuse textures enabled in the application.
  103148. */
  103149. static DiffuseTextureEnabled: boolean;
  103150. private static _AmbientTextureEnabled;
  103151. /**
  103152. * Are ambient textures enabled in the application.
  103153. */
  103154. static AmbientTextureEnabled: boolean;
  103155. private static _OpacityTextureEnabled;
  103156. /**
  103157. * Are opacity textures enabled in the application.
  103158. */
  103159. static OpacityTextureEnabled: boolean;
  103160. private static _ReflectionTextureEnabled;
  103161. /**
  103162. * Are reflection textures enabled in the application.
  103163. */
  103164. static ReflectionTextureEnabled: boolean;
  103165. private static _EmissiveTextureEnabled;
  103166. /**
  103167. * Are emissive textures enabled in the application.
  103168. */
  103169. static EmissiveTextureEnabled: boolean;
  103170. private static _SpecularTextureEnabled;
  103171. /**
  103172. * Are specular textures enabled in the application.
  103173. */
  103174. static SpecularTextureEnabled: boolean;
  103175. private static _BumpTextureEnabled;
  103176. /**
  103177. * Are bump textures enabled in the application.
  103178. */
  103179. static BumpTextureEnabled: boolean;
  103180. private static _LightmapTextureEnabled;
  103181. /**
  103182. * Are lightmap textures enabled in the application.
  103183. */
  103184. static LightmapTextureEnabled: boolean;
  103185. private static _RefractionTextureEnabled;
  103186. /**
  103187. * Are refraction textures enabled in the application.
  103188. */
  103189. static RefractionTextureEnabled: boolean;
  103190. private static _ColorGradingTextureEnabled;
  103191. /**
  103192. * Are color grading textures enabled in the application.
  103193. */
  103194. static ColorGradingTextureEnabled: boolean;
  103195. private static _FresnelEnabled;
  103196. /**
  103197. * Are fresnels enabled in the application.
  103198. */
  103199. static FresnelEnabled: boolean;
  103200. private static _ClearCoatTextureEnabled;
  103201. /**
  103202. * Are clear coat textures enabled in the application.
  103203. */
  103204. static ClearCoatTextureEnabled: boolean;
  103205. private static _ClearCoatBumpTextureEnabled;
  103206. /**
  103207. * Are clear coat bump textures enabled in the application.
  103208. */
  103209. static ClearCoatBumpTextureEnabled: boolean;
  103210. private static _ClearCoatTintTextureEnabled;
  103211. /**
  103212. * Are clear coat tint textures enabled in the application.
  103213. */
  103214. static ClearCoatTintTextureEnabled: boolean;
  103215. private static _SheenTextureEnabled;
  103216. /**
  103217. * Are sheen textures enabled in the application.
  103218. */
  103219. static SheenTextureEnabled: boolean;
  103220. private static _AnisotropicTextureEnabled;
  103221. /**
  103222. * Are anisotropic textures enabled in the application.
  103223. */
  103224. static AnisotropicTextureEnabled: boolean;
  103225. private static _ThicknessTextureEnabled;
  103226. /**
  103227. * Are thickness textures enabled in the application.
  103228. */
  103229. static ThicknessTextureEnabled: boolean;
  103230. }
  103231. }
  103232. declare module BABYLON {
  103233. /** @hidden */
  103234. export var defaultFragmentDeclaration: {
  103235. name: string;
  103236. shader: string;
  103237. };
  103238. }
  103239. declare module BABYLON {
  103240. /** @hidden */
  103241. export var defaultUboDeclaration: {
  103242. name: string;
  103243. shader: string;
  103244. };
  103245. }
  103246. declare module BABYLON {
  103247. /** @hidden */
  103248. export var lightFragmentDeclaration: {
  103249. name: string;
  103250. shader: string;
  103251. };
  103252. }
  103253. declare module BABYLON {
  103254. /** @hidden */
  103255. export var lightUboDeclaration: {
  103256. name: string;
  103257. shader: string;
  103258. };
  103259. }
  103260. declare module BABYLON {
  103261. /** @hidden */
  103262. export var lightsFragmentFunctions: {
  103263. name: string;
  103264. shader: string;
  103265. };
  103266. }
  103267. declare module BABYLON {
  103268. /** @hidden */
  103269. export var shadowsFragmentFunctions: {
  103270. name: string;
  103271. shader: string;
  103272. };
  103273. }
  103274. declare module BABYLON {
  103275. /** @hidden */
  103276. export var fresnelFunction: {
  103277. name: string;
  103278. shader: string;
  103279. };
  103280. }
  103281. declare module BABYLON {
  103282. /** @hidden */
  103283. export var reflectionFunction: {
  103284. name: string;
  103285. shader: string;
  103286. };
  103287. }
  103288. declare module BABYLON {
  103289. /** @hidden */
  103290. export var bumpFragmentFunctions: {
  103291. name: string;
  103292. shader: string;
  103293. };
  103294. }
  103295. declare module BABYLON {
  103296. /** @hidden */
  103297. export var logDepthDeclaration: {
  103298. name: string;
  103299. shader: string;
  103300. };
  103301. }
  103302. declare module BABYLON {
  103303. /** @hidden */
  103304. export var bumpFragment: {
  103305. name: string;
  103306. shader: string;
  103307. };
  103308. }
  103309. declare module BABYLON {
  103310. /** @hidden */
  103311. export var depthPrePass: {
  103312. name: string;
  103313. shader: string;
  103314. };
  103315. }
  103316. declare module BABYLON {
  103317. /** @hidden */
  103318. export var lightFragment: {
  103319. name: string;
  103320. shader: string;
  103321. };
  103322. }
  103323. declare module BABYLON {
  103324. /** @hidden */
  103325. export var logDepthFragment: {
  103326. name: string;
  103327. shader: string;
  103328. };
  103329. }
  103330. declare module BABYLON {
  103331. /** @hidden */
  103332. export var defaultPixelShader: {
  103333. name: string;
  103334. shader: string;
  103335. };
  103336. }
  103337. declare module BABYLON {
  103338. /** @hidden */
  103339. export var defaultVertexDeclaration: {
  103340. name: string;
  103341. shader: string;
  103342. };
  103343. }
  103344. declare module BABYLON {
  103345. /** @hidden */
  103346. export var bumpVertexDeclaration: {
  103347. name: string;
  103348. shader: string;
  103349. };
  103350. }
  103351. declare module BABYLON {
  103352. /** @hidden */
  103353. export var bumpVertex: {
  103354. name: string;
  103355. shader: string;
  103356. };
  103357. }
  103358. declare module BABYLON {
  103359. /** @hidden */
  103360. export var fogVertex: {
  103361. name: string;
  103362. shader: string;
  103363. };
  103364. }
  103365. declare module BABYLON {
  103366. /** @hidden */
  103367. export var shadowsVertex: {
  103368. name: string;
  103369. shader: string;
  103370. };
  103371. }
  103372. declare module BABYLON {
  103373. /** @hidden */
  103374. export var pointCloudVertex: {
  103375. name: string;
  103376. shader: string;
  103377. };
  103378. }
  103379. declare module BABYLON {
  103380. /** @hidden */
  103381. export var logDepthVertex: {
  103382. name: string;
  103383. shader: string;
  103384. };
  103385. }
  103386. declare module BABYLON {
  103387. /** @hidden */
  103388. export var defaultVertexShader: {
  103389. name: string;
  103390. shader: string;
  103391. };
  103392. }
  103393. declare module BABYLON {
  103394. /** @hidden */
  103395. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103396. MAINUV1: boolean;
  103397. MAINUV2: boolean;
  103398. DIFFUSE: boolean;
  103399. DIFFUSEDIRECTUV: number;
  103400. AMBIENT: boolean;
  103401. AMBIENTDIRECTUV: number;
  103402. OPACITY: boolean;
  103403. OPACITYDIRECTUV: number;
  103404. OPACITYRGB: boolean;
  103405. REFLECTION: boolean;
  103406. EMISSIVE: boolean;
  103407. EMISSIVEDIRECTUV: number;
  103408. SPECULAR: boolean;
  103409. SPECULARDIRECTUV: number;
  103410. BUMP: boolean;
  103411. BUMPDIRECTUV: number;
  103412. PARALLAX: boolean;
  103413. PARALLAXOCCLUSION: boolean;
  103414. SPECULAROVERALPHA: boolean;
  103415. CLIPPLANE: boolean;
  103416. CLIPPLANE2: boolean;
  103417. CLIPPLANE3: boolean;
  103418. CLIPPLANE4: boolean;
  103419. ALPHATEST: boolean;
  103420. DEPTHPREPASS: boolean;
  103421. ALPHAFROMDIFFUSE: boolean;
  103422. POINTSIZE: boolean;
  103423. FOG: boolean;
  103424. SPECULARTERM: boolean;
  103425. DIFFUSEFRESNEL: boolean;
  103426. OPACITYFRESNEL: boolean;
  103427. REFLECTIONFRESNEL: boolean;
  103428. REFRACTIONFRESNEL: boolean;
  103429. EMISSIVEFRESNEL: boolean;
  103430. FRESNEL: boolean;
  103431. NORMAL: boolean;
  103432. UV1: boolean;
  103433. UV2: boolean;
  103434. VERTEXCOLOR: boolean;
  103435. VERTEXALPHA: boolean;
  103436. NUM_BONE_INFLUENCERS: number;
  103437. BonesPerMesh: number;
  103438. BONETEXTURE: boolean;
  103439. INSTANCES: boolean;
  103440. GLOSSINESS: boolean;
  103441. ROUGHNESS: boolean;
  103442. EMISSIVEASILLUMINATION: boolean;
  103443. LINKEMISSIVEWITHDIFFUSE: boolean;
  103444. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103445. LIGHTMAP: boolean;
  103446. LIGHTMAPDIRECTUV: number;
  103447. OBJECTSPACE_NORMALMAP: boolean;
  103448. USELIGHTMAPASSHADOWMAP: boolean;
  103449. REFLECTIONMAP_3D: boolean;
  103450. REFLECTIONMAP_SPHERICAL: boolean;
  103451. REFLECTIONMAP_PLANAR: boolean;
  103452. REFLECTIONMAP_CUBIC: boolean;
  103453. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103454. REFLECTIONMAP_PROJECTION: boolean;
  103455. REFLECTIONMAP_SKYBOX: boolean;
  103456. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103457. REFLECTIONMAP_EXPLICIT: boolean;
  103458. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103459. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103460. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103461. INVERTCUBICMAP: boolean;
  103462. LOGARITHMICDEPTH: boolean;
  103463. REFRACTION: boolean;
  103464. REFRACTIONMAP_3D: boolean;
  103465. REFLECTIONOVERALPHA: boolean;
  103466. TWOSIDEDLIGHTING: boolean;
  103467. SHADOWFLOAT: boolean;
  103468. MORPHTARGETS: boolean;
  103469. MORPHTARGETS_NORMAL: boolean;
  103470. MORPHTARGETS_TANGENT: boolean;
  103471. MORPHTARGETS_UV: boolean;
  103472. NUM_MORPH_INFLUENCERS: number;
  103473. NONUNIFORMSCALING: boolean;
  103474. PREMULTIPLYALPHA: boolean;
  103475. IMAGEPROCESSING: boolean;
  103476. VIGNETTE: boolean;
  103477. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103478. VIGNETTEBLENDMODEOPAQUE: boolean;
  103479. TONEMAPPING: boolean;
  103480. TONEMAPPING_ACES: boolean;
  103481. CONTRAST: boolean;
  103482. COLORCURVES: boolean;
  103483. COLORGRADING: boolean;
  103484. COLORGRADING3D: boolean;
  103485. SAMPLER3DGREENDEPTH: boolean;
  103486. SAMPLER3DBGRMAP: boolean;
  103487. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103488. MULTIVIEW: boolean;
  103489. /**
  103490. * If the reflection texture on this material is in linear color space
  103491. * @hidden
  103492. */
  103493. IS_REFLECTION_LINEAR: boolean;
  103494. /**
  103495. * If the refraction texture on this material is in linear color space
  103496. * @hidden
  103497. */
  103498. IS_REFRACTION_LINEAR: boolean;
  103499. EXPOSURE: boolean;
  103500. constructor();
  103501. setReflectionMode(modeToEnable: string): void;
  103502. }
  103503. /**
  103504. * This is the default material used in Babylon. It is the best trade off between quality
  103505. * and performances.
  103506. * @see http://doc.babylonjs.com/babylon101/materials
  103507. */
  103508. export class StandardMaterial extends PushMaterial {
  103509. private _diffuseTexture;
  103510. /**
  103511. * The basic texture of the material as viewed under a light.
  103512. */
  103513. diffuseTexture: Nullable<BaseTexture>;
  103514. private _ambientTexture;
  103515. /**
  103516. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103517. */
  103518. ambientTexture: Nullable<BaseTexture>;
  103519. private _opacityTexture;
  103520. /**
  103521. * Define the transparency of the material from a texture.
  103522. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103523. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103524. */
  103525. opacityTexture: Nullable<BaseTexture>;
  103526. private _reflectionTexture;
  103527. /**
  103528. * Define the texture used to display the reflection.
  103529. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103530. */
  103531. reflectionTexture: Nullable<BaseTexture>;
  103532. private _emissiveTexture;
  103533. /**
  103534. * Define texture of the material as if self lit.
  103535. * This will be mixed in the final result even in the absence of light.
  103536. */
  103537. emissiveTexture: Nullable<BaseTexture>;
  103538. private _specularTexture;
  103539. /**
  103540. * Define how the color and intensity of the highlight given by the light in the material.
  103541. */
  103542. specularTexture: Nullable<BaseTexture>;
  103543. private _bumpTexture;
  103544. /**
  103545. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103546. * 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.
  103547. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103548. */
  103549. bumpTexture: Nullable<BaseTexture>;
  103550. private _lightmapTexture;
  103551. /**
  103552. * Complex lighting can be computationally expensive to compute at runtime.
  103553. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103554. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103555. */
  103556. lightmapTexture: Nullable<BaseTexture>;
  103557. private _refractionTexture;
  103558. /**
  103559. * Define the texture used to display the refraction.
  103560. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103561. */
  103562. refractionTexture: Nullable<BaseTexture>;
  103563. /**
  103564. * The color of the material lit by the environmental background lighting.
  103565. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103566. */
  103567. ambientColor: Color3;
  103568. /**
  103569. * The basic color of the material as viewed under a light.
  103570. */
  103571. diffuseColor: Color3;
  103572. /**
  103573. * Define how the color and intensity of the highlight given by the light in the material.
  103574. */
  103575. specularColor: Color3;
  103576. /**
  103577. * Define the color of the material as if self lit.
  103578. * This will be mixed in the final result even in the absence of light.
  103579. */
  103580. emissiveColor: Color3;
  103581. /**
  103582. * Defines how sharp are the highlights in the material.
  103583. * The bigger the value the sharper giving a more glossy feeling to the result.
  103584. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103585. */
  103586. specularPower: number;
  103587. private _useAlphaFromDiffuseTexture;
  103588. /**
  103589. * Does the transparency come from the diffuse texture alpha channel.
  103590. */
  103591. useAlphaFromDiffuseTexture: boolean;
  103592. private _useEmissiveAsIllumination;
  103593. /**
  103594. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103595. */
  103596. useEmissiveAsIllumination: boolean;
  103597. private _linkEmissiveWithDiffuse;
  103598. /**
  103599. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103600. * the emissive level when the final color is close to one.
  103601. */
  103602. linkEmissiveWithDiffuse: boolean;
  103603. private _useSpecularOverAlpha;
  103604. /**
  103605. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103606. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103607. */
  103608. useSpecularOverAlpha: boolean;
  103609. private _useReflectionOverAlpha;
  103610. /**
  103611. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103612. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103613. */
  103614. useReflectionOverAlpha: boolean;
  103615. private _disableLighting;
  103616. /**
  103617. * Does lights from the scene impacts this material.
  103618. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103619. */
  103620. disableLighting: boolean;
  103621. private _useObjectSpaceNormalMap;
  103622. /**
  103623. * Allows using an object space normal map (instead of tangent space).
  103624. */
  103625. useObjectSpaceNormalMap: boolean;
  103626. private _useParallax;
  103627. /**
  103628. * Is parallax enabled or not.
  103629. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103630. */
  103631. useParallax: boolean;
  103632. private _useParallaxOcclusion;
  103633. /**
  103634. * Is parallax occlusion enabled or not.
  103635. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103636. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103637. */
  103638. useParallaxOcclusion: boolean;
  103639. /**
  103640. * 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.
  103641. */
  103642. parallaxScaleBias: number;
  103643. private _roughness;
  103644. /**
  103645. * Helps to define how blurry the reflections should appears in the material.
  103646. */
  103647. roughness: number;
  103648. /**
  103649. * In case of refraction, define the value of the index of refraction.
  103650. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103651. */
  103652. indexOfRefraction: number;
  103653. /**
  103654. * Invert the refraction texture alongside the y axis.
  103655. * It can be useful with procedural textures or probe for instance.
  103656. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103657. */
  103658. invertRefractionY: boolean;
  103659. /**
  103660. * Defines the alpha limits in alpha test mode.
  103661. */
  103662. alphaCutOff: number;
  103663. private _useLightmapAsShadowmap;
  103664. /**
  103665. * In case of light mapping, define whether the map contains light or shadow informations.
  103666. */
  103667. useLightmapAsShadowmap: boolean;
  103668. private _diffuseFresnelParameters;
  103669. /**
  103670. * Define the diffuse fresnel parameters of the material.
  103671. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103672. */
  103673. diffuseFresnelParameters: FresnelParameters;
  103674. private _opacityFresnelParameters;
  103675. /**
  103676. * Define the opacity fresnel parameters of the material.
  103677. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103678. */
  103679. opacityFresnelParameters: FresnelParameters;
  103680. private _reflectionFresnelParameters;
  103681. /**
  103682. * Define the reflection fresnel parameters of the material.
  103683. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103684. */
  103685. reflectionFresnelParameters: FresnelParameters;
  103686. private _refractionFresnelParameters;
  103687. /**
  103688. * Define the refraction fresnel parameters of the material.
  103689. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103690. */
  103691. refractionFresnelParameters: FresnelParameters;
  103692. private _emissiveFresnelParameters;
  103693. /**
  103694. * Define the emissive fresnel parameters of the material.
  103695. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103696. */
  103697. emissiveFresnelParameters: FresnelParameters;
  103698. private _useReflectionFresnelFromSpecular;
  103699. /**
  103700. * If true automatically deducts the fresnels values from the material specularity.
  103701. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103702. */
  103703. useReflectionFresnelFromSpecular: boolean;
  103704. private _useGlossinessFromSpecularMapAlpha;
  103705. /**
  103706. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103707. */
  103708. useGlossinessFromSpecularMapAlpha: boolean;
  103709. private _maxSimultaneousLights;
  103710. /**
  103711. * Defines the maximum number of lights that can be used in the material
  103712. */
  103713. maxSimultaneousLights: number;
  103714. private _invertNormalMapX;
  103715. /**
  103716. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103717. */
  103718. invertNormalMapX: boolean;
  103719. private _invertNormalMapY;
  103720. /**
  103721. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103722. */
  103723. invertNormalMapY: boolean;
  103724. private _twoSidedLighting;
  103725. /**
  103726. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103727. */
  103728. twoSidedLighting: boolean;
  103729. /**
  103730. * Default configuration related to image processing available in the standard Material.
  103731. */
  103732. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103733. /**
  103734. * Gets the image processing configuration used either in this material.
  103735. */
  103736. /**
  103737. * Sets the Default image processing configuration used either in the this material.
  103738. *
  103739. * If sets to null, the scene one is in use.
  103740. */
  103741. imageProcessingConfiguration: ImageProcessingConfiguration;
  103742. /**
  103743. * Keep track of the image processing observer to allow dispose and replace.
  103744. */
  103745. private _imageProcessingObserver;
  103746. /**
  103747. * Attaches a new image processing configuration to the Standard Material.
  103748. * @param configuration
  103749. */
  103750. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103751. /**
  103752. * Gets wether the color curves effect is enabled.
  103753. */
  103754. /**
  103755. * Sets wether the color curves effect is enabled.
  103756. */
  103757. cameraColorCurvesEnabled: boolean;
  103758. /**
  103759. * Gets wether the color grading effect is enabled.
  103760. */
  103761. /**
  103762. * Gets wether the color grading effect is enabled.
  103763. */
  103764. cameraColorGradingEnabled: boolean;
  103765. /**
  103766. * Gets wether tonemapping is enabled or not.
  103767. */
  103768. /**
  103769. * Sets wether tonemapping is enabled or not
  103770. */
  103771. cameraToneMappingEnabled: boolean;
  103772. /**
  103773. * The camera exposure used on this material.
  103774. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103775. * This corresponds to a photographic exposure.
  103776. */
  103777. /**
  103778. * The camera exposure used on this material.
  103779. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103780. * This corresponds to a photographic exposure.
  103781. */
  103782. cameraExposure: number;
  103783. /**
  103784. * Gets The camera contrast used on this material.
  103785. */
  103786. /**
  103787. * Sets The camera contrast used on this material.
  103788. */
  103789. cameraContrast: number;
  103790. /**
  103791. * Gets the Color Grading 2D Lookup Texture.
  103792. */
  103793. /**
  103794. * Sets the Color Grading 2D Lookup Texture.
  103795. */
  103796. cameraColorGradingTexture: Nullable<BaseTexture>;
  103797. /**
  103798. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103799. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103800. * 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;
  103801. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103802. */
  103803. /**
  103804. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103805. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103806. * 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;
  103807. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103808. */
  103809. cameraColorCurves: Nullable<ColorCurves>;
  103810. /**
  103811. * Custom callback helping to override the default shader used in the material.
  103812. */
  103813. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103814. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103815. protected _worldViewProjectionMatrix: Matrix;
  103816. protected _globalAmbientColor: Color3;
  103817. protected _useLogarithmicDepth: boolean;
  103818. /**
  103819. * Instantiates a new standard material.
  103820. * This is the default material used in Babylon. It is the best trade off between quality
  103821. * and performances.
  103822. * @see http://doc.babylonjs.com/babylon101/materials
  103823. * @param name Define the name of the material in the scene
  103824. * @param scene Define the scene the material belong to
  103825. */
  103826. constructor(name: string, scene: Scene);
  103827. /**
  103828. * Gets a boolean indicating that current material needs to register RTT
  103829. */
  103830. readonly hasRenderTargetTextures: boolean;
  103831. /**
  103832. * Gets the current class name of the material e.g. "StandardMaterial"
  103833. * Mainly use in serialization.
  103834. * @returns the class name
  103835. */
  103836. getClassName(): string;
  103837. /**
  103838. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103839. * You can try switching to logarithmic depth.
  103840. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103841. */
  103842. useLogarithmicDepth: boolean;
  103843. /**
  103844. * Specifies if the material will require alpha blending
  103845. * @returns a boolean specifying if alpha blending is needed
  103846. */
  103847. needAlphaBlending(): boolean;
  103848. /**
  103849. * Specifies if this material should be rendered in alpha test mode
  103850. * @returns a boolean specifying if an alpha test is needed.
  103851. */
  103852. needAlphaTesting(): boolean;
  103853. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103854. /**
  103855. * Get the texture used for alpha test purpose.
  103856. * @returns the diffuse texture in case of the standard material.
  103857. */
  103858. getAlphaTestTexture(): Nullable<BaseTexture>;
  103859. /**
  103860. * Get if the submesh is ready to be used and all its information available.
  103861. * Child classes can use it to update shaders
  103862. * @param mesh defines the mesh to check
  103863. * @param subMesh defines which submesh to check
  103864. * @param useInstances specifies that instances should be used
  103865. * @returns a boolean indicating that the submesh is ready or not
  103866. */
  103867. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103868. /**
  103869. * Builds the material UBO layouts.
  103870. * Used internally during the effect preparation.
  103871. */
  103872. buildUniformLayout(): void;
  103873. /**
  103874. * Unbinds the material from the mesh
  103875. */
  103876. unbind(): void;
  103877. /**
  103878. * Binds the submesh to this material by preparing the effect and shader to draw
  103879. * @param world defines the world transformation matrix
  103880. * @param mesh defines the mesh containing the submesh
  103881. * @param subMesh defines the submesh to bind the material to
  103882. */
  103883. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103884. /**
  103885. * Get the list of animatables in the material.
  103886. * @returns the list of animatables object used in the material
  103887. */
  103888. getAnimatables(): IAnimatable[];
  103889. /**
  103890. * Gets the active textures from the material
  103891. * @returns an array of textures
  103892. */
  103893. getActiveTextures(): BaseTexture[];
  103894. /**
  103895. * Specifies if the material uses a texture
  103896. * @param texture defines the texture to check against the material
  103897. * @returns a boolean specifying if the material uses the texture
  103898. */
  103899. hasTexture(texture: BaseTexture): boolean;
  103900. /**
  103901. * Disposes the material
  103902. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103903. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103904. */
  103905. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103906. /**
  103907. * Makes a duplicate of the material, and gives it a new name
  103908. * @param name defines the new name for the duplicated material
  103909. * @returns the cloned material
  103910. */
  103911. clone(name: string): StandardMaterial;
  103912. /**
  103913. * Serializes this material in a JSON representation
  103914. * @returns the serialized material object
  103915. */
  103916. serialize(): any;
  103917. /**
  103918. * Creates a standard material from parsed material data
  103919. * @param source defines the JSON representation of the material
  103920. * @param scene defines the hosting scene
  103921. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103922. * @returns a new standard material
  103923. */
  103924. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103925. /**
  103926. * Are diffuse textures enabled in the application.
  103927. */
  103928. static DiffuseTextureEnabled: boolean;
  103929. /**
  103930. * Are ambient textures enabled in the application.
  103931. */
  103932. static AmbientTextureEnabled: boolean;
  103933. /**
  103934. * Are opacity textures enabled in the application.
  103935. */
  103936. static OpacityTextureEnabled: boolean;
  103937. /**
  103938. * Are reflection textures enabled in the application.
  103939. */
  103940. static ReflectionTextureEnabled: boolean;
  103941. /**
  103942. * Are emissive textures enabled in the application.
  103943. */
  103944. static EmissiveTextureEnabled: boolean;
  103945. /**
  103946. * Are specular textures enabled in the application.
  103947. */
  103948. static SpecularTextureEnabled: boolean;
  103949. /**
  103950. * Are bump textures enabled in the application.
  103951. */
  103952. static BumpTextureEnabled: boolean;
  103953. /**
  103954. * Are lightmap textures enabled in the application.
  103955. */
  103956. static LightmapTextureEnabled: boolean;
  103957. /**
  103958. * Are refraction textures enabled in the application.
  103959. */
  103960. static RefractionTextureEnabled: boolean;
  103961. /**
  103962. * Are color grading textures enabled in the application.
  103963. */
  103964. static ColorGradingTextureEnabled: boolean;
  103965. /**
  103966. * Are fresnels enabled in the application.
  103967. */
  103968. static FresnelEnabled: boolean;
  103969. }
  103970. }
  103971. declare module BABYLON {
  103972. /**
  103973. * A class extending Texture allowing drawing on a texture
  103974. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103975. */
  103976. export class DynamicTexture extends Texture {
  103977. private _generateMipMaps;
  103978. private _canvas;
  103979. private _context;
  103980. private _engine;
  103981. /**
  103982. * Creates a DynamicTexture
  103983. * @param name defines the name of the texture
  103984. * @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
  103985. * @param scene defines the scene where you want the texture
  103986. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103987. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103988. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103989. */
  103990. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103991. /**
  103992. * Get the current class name of the texture useful for serialization or dynamic coding.
  103993. * @returns "DynamicTexture"
  103994. */
  103995. getClassName(): string;
  103996. /**
  103997. * Gets the current state of canRescale
  103998. */
  103999. readonly canRescale: boolean;
  104000. private _recreate;
  104001. /**
  104002. * Scales the texture
  104003. * @param ratio the scale factor to apply to both width and height
  104004. */
  104005. scale(ratio: number): void;
  104006. /**
  104007. * Resizes the texture
  104008. * @param width the new width
  104009. * @param height the new height
  104010. */
  104011. scaleTo(width: number, height: number): void;
  104012. /**
  104013. * Gets the context of the canvas used by the texture
  104014. * @returns the canvas context of the dynamic texture
  104015. */
  104016. getContext(): CanvasRenderingContext2D;
  104017. /**
  104018. * Clears the texture
  104019. */
  104020. clear(): void;
  104021. /**
  104022. * Updates the texture
  104023. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104024. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104025. */
  104026. update(invertY?: boolean, premulAlpha?: boolean): void;
  104027. /**
  104028. * Draws text onto the texture
  104029. * @param text defines the text to be drawn
  104030. * @param x defines the placement of the text from the left
  104031. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104032. * @param font defines the font to be used with font-style, font-size, font-name
  104033. * @param color defines the color used for the text
  104034. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104035. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104036. * @param update defines whether texture is immediately update (default is true)
  104037. */
  104038. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104039. /**
  104040. * Clones the texture
  104041. * @returns the clone of the texture.
  104042. */
  104043. clone(): DynamicTexture;
  104044. /**
  104045. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104046. * @returns a serialized dynamic texture object
  104047. */
  104048. serialize(): any;
  104049. /** @hidden */
  104050. _rebuild(): void;
  104051. }
  104052. }
  104053. declare module BABYLON {
  104054. /** @hidden */
  104055. export var imageProcessingPixelShader: {
  104056. name: string;
  104057. shader: string;
  104058. };
  104059. }
  104060. declare module BABYLON {
  104061. /**
  104062. * ImageProcessingPostProcess
  104063. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104064. */
  104065. export class ImageProcessingPostProcess extends PostProcess {
  104066. /**
  104067. * Default configuration related to image processing available in the PBR Material.
  104068. */
  104069. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104070. /**
  104071. * Gets the image processing configuration used either in this material.
  104072. */
  104073. /**
  104074. * Sets the Default image processing configuration used either in the this material.
  104075. *
  104076. * If sets to null, the scene one is in use.
  104077. */
  104078. imageProcessingConfiguration: ImageProcessingConfiguration;
  104079. /**
  104080. * Keep track of the image processing observer to allow dispose and replace.
  104081. */
  104082. private _imageProcessingObserver;
  104083. /**
  104084. * Attaches a new image processing configuration to the PBR Material.
  104085. * @param configuration
  104086. */
  104087. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104088. /**
  104089. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104090. */
  104091. /**
  104092. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104093. */
  104094. colorCurves: Nullable<ColorCurves>;
  104095. /**
  104096. * Gets wether the color curves effect is enabled.
  104097. */
  104098. /**
  104099. * Sets wether the color curves effect is enabled.
  104100. */
  104101. colorCurvesEnabled: boolean;
  104102. /**
  104103. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104104. */
  104105. /**
  104106. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104107. */
  104108. colorGradingTexture: Nullable<BaseTexture>;
  104109. /**
  104110. * Gets wether the color grading effect is enabled.
  104111. */
  104112. /**
  104113. * Gets wether the color grading effect is enabled.
  104114. */
  104115. colorGradingEnabled: boolean;
  104116. /**
  104117. * Gets exposure used in the effect.
  104118. */
  104119. /**
  104120. * Sets exposure used in the effect.
  104121. */
  104122. exposure: number;
  104123. /**
  104124. * Gets wether tonemapping is enabled or not.
  104125. */
  104126. /**
  104127. * Sets wether tonemapping is enabled or not
  104128. */
  104129. toneMappingEnabled: boolean;
  104130. /**
  104131. * Gets the type of tone mapping effect.
  104132. */
  104133. /**
  104134. * Sets the type of tone mapping effect.
  104135. */
  104136. toneMappingType: number;
  104137. /**
  104138. * Gets contrast used in the effect.
  104139. */
  104140. /**
  104141. * Sets contrast used in the effect.
  104142. */
  104143. contrast: number;
  104144. /**
  104145. * Gets Vignette stretch size.
  104146. */
  104147. /**
  104148. * Sets Vignette stretch size.
  104149. */
  104150. vignetteStretch: number;
  104151. /**
  104152. * Gets Vignette centre X Offset.
  104153. */
  104154. /**
  104155. * Sets Vignette centre X Offset.
  104156. */
  104157. vignetteCentreX: number;
  104158. /**
  104159. * Gets Vignette centre Y Offset.
  104160. */
  104161. /**
  104162. * Sets Vignette centre Y Offset.
  104163. */
  104164. vignetteCentreY: number;
  104165. /**
  104166. * Gets Vignette weight or intensity of the vignette effect.
  104167. */
  104168. /**
  104169. * Sets Vignette weight or intensity of the vignette effect.
  104170. */
  104171. vignetteWeight: number;
  104172. /**
  104173. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104174. * if vignetteEnabled is set to true.
  104175. */
  104176. /**
  104177. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104178. * if vignetteEnabled is set to true.
  104179. */
  104180. vignetteColor: Color4;
  104181. /**
  104182. * Gets Camera field of view used by the Vignette effect.
  104183. */
  104184. /**
  104185. * Sets Camera field of view used by the Vignette effect.
  104186. */
  104187. vignetteCameraFov: number;
  104188. /**
  104189. * Gets the vignette blend mode allowing different kind of effect.
  104190. */
  104191. /**
  104192. * Sets the vignette blend mode allowing different kind of effect.
  104193. */
  104194. vignetteBlendMode: number;
  104195. /**
  104196. * Gets wether the vignette effect is enabled.
  104197. */
  104198. /**
  104199. * Sets wether the vignette effect is enabled.
  104200. */
  104201. vignetteEnabled: boolean;
  104202. private _fromLinearSpace;
  104203. /**
  104204. * Gets wether the input of the processing is in Gamma or Linear Space.
  104205. */
  104206. /**
  104207. * Sets wether the input of the processing is in Gamma or Linear Space.
  104208. */
  104209. fromLinearSpace: boolean;
  104210. /**
  104211. * Defines cache preventing GC.
  104212. */
  104213. private _defines;
  104214. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104215. /**
  104216. * "ImageProcessingPostProcess"
  104217. * @returns "ImageProcessingPostProcess"
  104218. */
  104219. getClassName(): string;
  104220. protected _updateParameters(): void;
  104221. dispose(camera?: Camera): void;
  104222. }
  104223. }
  104224. declare module BABYLON {
  104225. /**
  104226. * Class containing static functions to help procedurally build meshes
  104227. */
  104228. export class GroundBuilder {
  104229. /**
  104230. * Creates a ground mesh
  104231. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104232. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104233. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104234. * @param name defines the name of the mesh
  104235. * @param options defines the options used to create the mesh
  104236. * @param scene defines the hosting scene
  104237. * @returns the ground mesh
  104238. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104239. */
  104240. static CreateGround(name: string, options: {
  104241. width?: number;
  104242. height?: number;
  104243. subdivisions?: number;
  104244. subdivisionsX?: number;
  104245. subdivisionsY?: number;
  104246. updatable?: boolean;
  104247. }, scene: any): Mesh;
  104248. /**
  104249. * Creates a tiled ground mesh
  104250. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104251. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104252. * * 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
  104253. * * 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
  104254. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104255. * @param name defines the name of the mesh
  104256. * @param options defines the options used to create the mesh
  104257. * @param scene defines the hosting scene
  104258. * @returns the tiled ground mesh
  104259. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104260. */
  104261. static CreateTiledGround(name: string, options: {
  104262. xmin: number;
  104263. zmin: number;
  104264. xmax: number;
  104265. zmax: number;
  104266. subdivisions?: {
  104267. w: number;
  104268. h: number;
  104269. };
  104270. precision?: {
  104271. w: number;
  104272. h: number;
  104273. };
  104274. updatable?: boolean;
  104275. }, scene?: Nullable<Scene>): Mesh;
  104276. /**
  104277. * Creates a ground mesh from a height map
  104278. * * The parameter `url` sets the URL of the height map image resource.
  104279. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104280. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104281. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104282. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104283. * * 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.
  104284. * * 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).
  104285. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104287. * @param name defines the name of the mesh
  104288. * @param url defines the url to the height map
  104289. * @param options defines the options used to create the mesh
  104290. * @param scene defines the hosting scene
  104291. * @returns the ground mesh
  104292. * @see https://doc.babylonjs.com/babylon101/height_map
  104293. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104294. */
  104295. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104296. width?: number;
  104297. height?: number;
  104298. subdivisions?: number;
  104299. minHeight?: number;
  104300. maxHeight?: number;
  104301. colorFilter?: Color3;
  104302. alphaFilter?: number;
  104303. updatable?: boolean;
  104304. onReady?: (mesh: GroundMesh) => void;
  104305. }, scene?: Nullable<Scene>): GroundMesh;
  104306. }
  104307. }
  104308. declare module BABYLON {
  104309. /**
  104310. * Class containing static functions to help procedurally build meshes
  104311. */
  104312. export class TorusBuilder {
  104313. /**
  104314. * Creates a torus mesh
  104315. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  104316. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  104317. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  104318. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104319. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  104320. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104321. * @param name defines the name of the mesh
  104322. * @param options defines the options used to create the mesh
  104323. * @param scene defines the hosting scene
  104324. * @returns the torus mesh
  104325. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  104326. */
  104327. static CreateTorus(name: string, options: {
  104328. diameter?: number;
  104329. thickness?: number;
  104330. tessellation?: number;
  104331. updatable?: boolean;
  104332. sideOrientation?: number;
  104333. frontUVs?: Vector4;
  104334. backUVs?: Vector4;
  104335. }, scene: any): Mesh;
  104336. }
  104337. }
  104338. declare module BABYLON {
  104339. /**
  104340. * Class containing static functions to help procedurally build meshes
  104341. */
  104342. export class CylinderBuilder {
  104343. /**
  104344. * Creates a cylinder or a cone mesh
  104345. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  104346. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  104347. * * 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.
  104348. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  104349. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  104350. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  104351. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  104352. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  104353. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  104354. * * 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).
  104355. * * 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
  104356. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  104357. * * 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
  104358. * * 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.
  104359. * * If `enclose` is false, a ring surface is one element.
  104360. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  104361. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  104362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104363. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  104364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104365. * @param name defines the name of the mesh
  104366. * @param options defines the options used to create the mesh
  104367. * @param scene defines the hosting scene
  104368. * @returns the cylinder mesh
  104369. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104370. */
  104371. static CreateCylinder(name: string, options: {
  104372. height?: number;
  104373. diameterTop?: number;
  104374. diameterBottom?: number;
  104375. diameter?: number;
  104376. tessellation?: number;
  104377. subdivisions?: number;
  104378. arc?: number;
  104379. faceColors?: Color4[];
  104380. faceUV?: Vector4[];
  104381. updatable?: boolean;
  104382. hasRings?: boolean;
  104383. enclose?: boolean;
  104384. cap?: number;
  104385. sideOrientation?: number;
  104386. frontUVs?: Vector4;
  104387. backUVs?: Vector4;
  104388. }, scene: any): Mesh;
  104389. }
  104390. }
  104391. declare module BABYLON {
  104392. /**
  104393. * Options to modify the vr teleportation behavior.
  104394. */
  104395. export interface VRTeleportationOptions {
  104396. /**
  104397. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104398. */
  104399. floorMeshName?: string;
  104400. /**
  104401. * A list of meshes to be used as the teleportation floor. (default: empty)
  104402. */
  104403. floorMeshes?: Mesh[];
  104404. }
  104405. /**
  104406. * Options to modify the vr experience helper's behavior.
  104407. */
  104408. export interface VRExperienceHelperOptions extends WebVROptions {
  104409. /**
  104410. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104411. */
  104412. createDeviceOrientationCamera?: boolean;
  104413. /**
  104414. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104415. */
  104416. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104417. /**
  104418. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104419. */
  104420. laserToggle?: boolean;
  104421. /**
  104422. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104423. */
  104424. floorMeshes?: Mesh[];
  104425. /**
  104426. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104427. */
  104428. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104429. }
  104430. /**
  104431. * Event containing information after VR has been entered
  104432. */
  104433. export class OnAfterEnteringVRObservableEvent {
  104434. /**
  104435. * If entering vr was successful
  104436. */
  104437. success: boolean;
  104438. }
  104439. /**
  104440. * Helps to quickly add VR support to an existing scene.
  104441. * See http://doc.babylonjs.com/how_to/webvr_helper
  104442. */
  104443. export class VRExperienceHelper {
  104444. /** Options to modify the vr experience helper's behavior. */
  104445. webVROptions: VRExperienceHelperOptions;
  104446. private _scene;
  104447. private _position;
  104448. private _btnVR;
  104449. private _btnVRDisplayed;
  104450. private _webVRsupported;
  104451. private _webVRready;
  104452. private _webVRrequesting;
  104453. private _webVRpresenting;
  104454. private _hasEnteredVR;
  104455. private _fullscreenVRpresenting;
  104456. private _canvas;
  104457. private _webVRCamera;
  104458. private _vrDeviceOrientationCamera;
  104459. private _deviceOrientationCamera;
  104460. private _existingCamera;
  104461. private _onKeyDown;
  104462. private _onVrDisplayPresentChange;
  104463. private _onVRDisplayChanged;
  104464. private _onVRRequestPresentStart;
  104465. private _onVRRequestPresentComplete;
  104466. /**
  104467. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  104468. */
  104469. enableGazeEvenWhenNoPointerLock: boolean;
  104470. /**
  104471. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  104472. */
  104473. exitVROnDoubleTap: boolean;
  104474. /**
  104475. * Observable raised right before entering VR.
  104476. */
  104477. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104478. /**
  104479. * Observable raised when entering VR has completed.
  104480. */
  104481. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104482. /**
  104483. * Observable raised when exiting VR.
  104484. */
  104485. onExitingVRObservable: Observable<VRExperienceHelper>;
  104486. /**
  104487. * Observable raised when controller mesh is loaded.
  104488. */
  104489. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104490. /** Return this.onEnteringVRObservable
  104491. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104492. */
  104493. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104494. /** Return this.onExitingVRObservable
  104495. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104496. */
  104497. readonly onExitingVR: Observable<VRExperienceHelper>;
  104498. /** Return this.onControllerMeshLoadedObservable
  104499. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104500. */
  104501. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104502. private _rayLength;
  104503. private _useCustomVRButton;
  104504. private _teleportationRequested;
  104505. private _teleportActive;
  104506. private _floorMeshName;
  104507. private _floorMeshesCollection;
  104508. private _rotationAllowed;
  104509. private _teleportBackwardsVector;
  104510. private _teleportationTarget;
  104511. private _isDefaultTeleportationTarget;
  104512. private _postProcessMove;
  104513. private _teleportationFillColor;
  104514. private _teleportationBorderColor;
  104515. private _rotationAngle;
  104516. private _haloCenter;
  104517. private _cameraGazer;
  104518. private _padSensibilityUp;
  104519. private _padSensibilityDown;
  104520. private _leftController;
  104521. private _rightController;
  104522. /**
  104523. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104524. */
  104525. onNewMeshSelected: Observable<AbstractMesh>;
  104526. /**
  104527. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104528. */
  104529. onNewMeshPicked: Observable<PickingInfo>;
  104530. private _circleEase;
  104531. /**
  104532. * Observable raised before camera teleportation
  104533. */
  104534. onBeforeCameraTeleport: Observable<Vector3>;
  104535. /**
  104536. * Observable raised after camera teleportation
  104537. */
  104538. onAfterCameraTeleport: Observable<Vector3>;
  104539. /**
  104540. * Observable raised when current selected mesh gets unselected
  104541. */
  104542. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104543. private _raySelectionPredicate;
  104544. /**
  104545. * To be optionaly changed by user to define custom ray selection
  104546. */
  104547. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104548. /**
  104549. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104550. */
  104551. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104552. /**
  104553. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104554. */
  104555. teleportationEnabled: boolean;
  104556. private _defaultHeight;
  104557. private _teleportationInitialized;
  104558. private _interactionsEnabled;
  104559. private _interactionsRequested;
  104560. private _displayGaze;
  104561. private _displayLaserPointer;
  104562. /**
  104563. * The mesh used to display where the user is going to teleport.
  104564. */
  104565. /**
  104566. * Sets the mesh to be used to display where the user is going to teleport.
  104567. */
  104568. teleportationTarget: Mesh;
  104569. /**
  104570. * 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
  104571. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104572. * See http://doc.babylonjs.com/resources/baking_transformations
  104573. */
  104574. gazeTrackerMesh: Mesh;
  104575. /**
  104576. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104577. */
  104578. updateGazeTrackerScale: boolean;
  104579. /**
  104580. * If the gaze trackers color should be updated when selecting meshes
  104581. */
  104582. updateGazeTrackerColor: boolean;
  104583. /**
  104584. * The gaze tracking mesh corresponding to the left controller
  104585. */
  104586. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104587. /**
  104588. * The gaze tracking mesh corresponding to the right controller
  104589. */
  104590. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104591. /**
  104592. * If the ray of the gaze should be displayed.
  104593. */
  104594. /**
  104595. * Sets if the ray of the gaze should be displayed.
  104596. */
  104597. displayGaze: boolean;
  104598. /**
  104599. * If the ray of the LaserPointer should be displayed.
  104600. */
  104601. /**
  104602. * Sets if the ray of the LaserPointer should be displayed.
  104603. */
  104604. displayLaserPointer: boolean;
  104605. /**
  104606. * The deviceOrientationCamera used as the camera when not in VR.
  104607. */
  104608. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104609. /**
  104610. * Based on the current WebVR support, returns the current VR camera used.
  104611. */
  104612. readonly currentVRCamera: Nullable<Camera>;
  104613. /**
  104614. * The webVRCamera which is used when in VR.
  104615. */
  104616. readonly webVRCamera: WebVRFreeCamera;
  104617. /**
  104618. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104619. */
  104620. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104621. /**
  104622. * The html button that is used to trigger entering into VR.
  104623. */
  104624. readonly vrButton: Nullable<HTMLButtonElement>;
  104625. private readonly _teleportationRequestInitiated;
  104626. /**
  104627. * Defines wether or not Pointer lock should be requested when switching to
  104628. * full screen.
  104629. */
  104630. requestPointerLockOnFullScreen: boolean;
  104631. /**
  104632. * Instantiates a VRExperienceHelper.
  104633. * Helps to quickly add VR support to an existing scene.
  104634. * @param scene The scene the VRExperienceHelper belongs to.
  104635. * @param webVROptions Options to modify the vr experience helper's behavior.
  104636. */
  104637. constructor(scene: Scene,
  104638. /** Options to modify the vr experience helper's behavior. */
  104639. webVROptions?: VRExperienceHelperOptions);
  104640. private _onDefaultMeshLoaded;
  104641. private _onResize;
  104642. private _onFullscreenChange;
  104643. /**
  104644. * Gets a value indicating if we are currently in VR mode.
  104645. */
  104646. readonly isInVRMode: boolean;
  104647. private onVrDisplayPresentChange;
  104648. private onVRDisplayChanged;
  104649. private moveButtonToBottomRight;
  104650. private displayVRButton;
  104651. private updateButtonVisibility;
  104652. private _cachedAngularSensibility;
  104653. /**
  104654. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104655. * Otherwise, will use the fullscreen API.
  104656. */
  104657. enterVR(): void;
  104658. /**
  104659. * Attempt to exit VR, or fullscreen.
  104660. */
  104661. exitVR(): void;
  104662. /**
  104663. * The position of the vr experience helper.
  104664. */
  104665. /**
  104666. * Sets the position of the vr experience helper.
  104667. */
  104668. position: Vector3;
  104669. /**
  104670. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104671. */
  104672. enableInteractions(): void;
  104673. private readonly _noControllerIsActive;
  104674. private beforeRender;
  104675. private _isTeleportationFloor;
  104676. /**
  104677. * Adds a floor mesh to be used for teleportation.
  104678. * @param floorMesh the mesh to be used for teleportation.
  104679. */
  104680. addFloorMesh(floorMesh: Mesh): void;
  104681. /**
  104682. * Removes a floor mesh from being used for teleportation.
  104683. * @param floorMesh the mesh to be removed.
  104684. */
  104685. removeFloorMesh(floorMesh: Mesh): void;
  104686. /**
  104687. * Enables interactions and teleportation using the VR controllers and gaze.
  104688. * @param vrTeleportationOptions options to modify teleportation behavior.
  104689. */
  104690. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104691. private _onNewGamepadConnected;
  104692. private _tryEnableInteractionOnController;
  104693. private _onNewGamepadDisconnected;
  104694. private _enableInteractionOnController;
  104695. private _checkTeleportWithRay;
  104696. private _checkRotate;
  104697. private _checkTeleportBackwards;
  104698. private _enableTeleportationOnController;
  104699. private _createTeleportationCircles;
  104700. private _displayTeleportationTarget;
  104701. private _hideTeleportationTarget;
  104702. private _rotateCamera;
  104703. private _moveTeleportationSelectorTo;
  104704. private _workingVector;
  104705. private _workingQuaternion;
  104706. private _workingMatrix;
  104707. /**
  104708. * Teleports the users feet to the desired location
  104709. * @param location The location where the user's feet should be placed
  104710. */
  104711. teleportCamera(location: Vector3): void;
  104712. private _convertNormalToDirectionOfRay;
  104713. private _castRayAndSelectObject;
  104714. private _notifySelectedMeshUnselected;
  104715. /**
  104716. * Sets the color of the laser ray from the vr controllers.
  104717. * @param color new color for the ray.
  104718. */
  104719. changeLaserColor(color: Color3): void;
  104720. /**
  104721. * Sets the color of the ray from the vr headsets gaze.
  104722. * @param color new color for the ray.
  104723. */
  104724. changeGazeColor(color: Color3): void;
  104725. /**
  104726. * Exits VR and disposes of the vr experience helper
  104727. */
  104728. dispose(): void;
  104729. /**
  104730. * Gets the name of the VRExperienceHelper class
  104731. * @returns "VRExperienceHelper"
  104732. */
  104733. getClassName(): string;
  104734. }
  104735. }
  104736. declare module BABYLON {
  104737. /**
  104738. * Manages an XRSession to work with Babylon's engine
  104739. * @see https://doc.babylonjs.com/how_to/webxr
  104740. */
  104741. export class WebXRSessionManager implements IDisposable {
  104742. private scene;
  104743. /**
  104744. * Fires every time a new xrFrame arrives which can be used to update the camera
  104745. */
  104746. onXRFrameObservable: Observable<any>;
  104747. /**
  104748. * Fires when the xr session is ended either by the device or manually done
  104749. */
  104750. onXRSessionEnded: Observable<any>;
  104751. /**
  104752. * Underlying xr session
  104753. */
  104754. session: XRSession;
  104755. /**
  104756. * Type of reference space used when creating the session
  104757. */
  104758. referenceSpace: XRReferenceSpace;
  104759. /** @hidden */
  104760. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104761. /**
  104762. * Current XR frame
  104763. */
  104764. currentFrame: Nullable<XRFrame>;
  104765. private _xrNavigator;
  104766. private baseLayer;
  104767. /**
  104768. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104769. * @param scene The scene which the session should be created for
  104770. */
  104771. constructor(scene: Scene);
  104772. /**
  104773. * Initializes the manager
  104774. * After initialization enterXR can be called to start an XR session
  104775. * @returns Promise which resolves after it is initialized
  104776. */
  104777. initializeAsync(): Promise<void>;
  104778. /**
  104779. * Initializes an xr session
  104780. * @param xrSessionMode mode to initialize
  104781. * @returns a promise which will resolve once the session has been initialized
  104782. */
  104783. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104784. /**
  104785. * Sets the reference space on the xr session
  104786. * @param referenceSpace space to set
  104787. * @returns a promise that will resolve once the reference space has been set
  104788. */
  104789. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104790. /**
  104791. * Updates the render state of the session
  104792. * @param state state to set
  104793. * @returns a promise that resolves once the render state has been updated
  104794. */
  104795. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104796. /**
  104797. * Starts rendering to the xr layer
  104798. * @returns a promise that will resolve once rendering has started
  104799. */
  104800. startRenderingToXRAsync(): Promise<void>;
  104801. /**
  104802. * Stops the xrSession and restores the renderloop
  104803. * @returns Promise which resolves after it exits XR
  104804. */
  104805. exitXRAsync(): Promise<unknown>;
  104806. /**
  104807. * Checks if a session would be supported for the creation options specified
  104808. * @param sessionMode session mode to check if supported eg. immersive-vr
  104809. * @returns true if supported
  104810. */
  104811. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104812. /**
  104813. * @hidden
  104814. * Converts the render layer of xrSession to a render target
  104815. * @param session session to create render target for
  104816. * @param scene scene the new render target should be created for
  104817. */
  104818. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104819. /**
  104820. * Disposes of the session manager
  104821. */
  104822. dispose(): void;
  104823. }
  104824. }
  104825. declare module BABYLON {
  104826. /**
  104827. * WebXR Camera which holds the views for the xrSession
  104828. * @see https://doc.babylonjs.com/how_to/webxr
  104829. */
  104830. export class WebXRCamera extends FreeCamera {
  104831. private static _TmpMatrix;
  104832. /**
  104833. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104834. * @param name the name of the camera
  104835. * @param scene the scene to add the camera to
  104836. */
  104837. constructor(name: string, scene: Scene);
  104838. private _updateNumberOfRigCameras;
  104839. /** @hidden */
  104840. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104841. /**
  104842. * Updates the cameras position from the current pose information of the XR session
  104843. * @param xrSessionManager the session containing pose information
  104844. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104845. */
  104846. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104847. }
  104848. }
  104849. declare module BABYLON {
  104850. /**
  104851. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104852. */
  104853. export class WebXRManagedOutputCanvas implements IDisposable {
  104854. private helper;
  104855. private _canvas;
  104856. /**
  104857. * xrpresent context of the canvas which can be used to display/mirror xr content
  104858. */
  104859. canvasContext: WebGLRenderingContext;
  104860. /**
  104861. * xr layer for the canvas
  104862. */
  104863. xrLayer: Nullable<XRWebGLLayer>;
  104864. /**
  104865. * Initializes the xr layer for the session
  104866. * @param xrSession xr session
  104867. * @returns a promise that will resolve once the XR Layer has been created
  104868. */
  104869. initializeXRLayerAsync(xrSession: any): any;
  104870. /**
  104871. * Initializes the canvas to be added/removed upon entering/exiting xr
  104872. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104873. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104874. */
  104875. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104876. /**
  104877. * Disposes of the object
  104878. */
  104879. dispose(): void;
  104880. private _setManagedOutputCanvas;
  104881. private _addCanvas;
  104882. private _removeCanvas;
  104883. }
  104884. }
  104885. declare module BABYLON {
  104886. /**
  104887. * States of the webXR experience
  104888. */
  104889. export enum WebXRState {
  104890. /**
  104891. * Transitioning to being in XR mode
  104892. */
  104893. ENTERING_XR = 0,
  104894. /**
  104895. * Transitioning to non XR mode
  104896. */
  104897. EXITING_XR = 1,
  104898. /**
  104899. * In XR mode and presenting
  104900. */
  104901. IN_XR = 2,
  104902. /**
  104903. * Not entered XR mode
  104904. */
  104905. NOT_IN_XR = 3
  104906. }
  104907. /**
  104908. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104909. * @see https://doc.babylonjs.com/how_to/webxr
  104910. */
  104911. export class WebXRExperienceHelper implements IDisposable {
  104912. private scene;
  104913. /**
  104914. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  104915. */
  104916. container: AbstractMesh;
  104917. /**
  104918. * Camera used to render xr content
  104919. */
  104920. camera: WebXRCamera;
  104921. /**
  104922. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104923. */
  104924. state: WebXRState;
  104925. private _setState;
  104926. private static _TmpVector;
  104927. /**
  104928. * Fires when the state of the experience helper has changed
  104929. */
  104930. onStateChangedObservable: Observable<WebXRState>;
  104931. /** Session manager used to keep track of xr session */
  104932. sessionManager: WebXRSessionManager;
  104933. private _nonVRCamera;
  104934. private _originalSceneAutoClear;
  104935. private _supported;
  104936. /**
  104937. * Creates the experience helper
  104938. * @param scene the scene to attach the experience helper to
  104939. * @returns a promise for the experience helper
  104940. */
  104941. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104942. /**
  104943. * Creates a WebXRExperienceHelper
  104944. * @param scene The scene the helper should be created in
  104945. */
  104946. private constructor();
  104947. /**
  104948. * Exits XR mode and returns the scene to its original state
  104949. * @returns promise that resolves after xr mode has exited
  104950. */
  104951. exitXRAsync(): Promise<unknown>;
  104952. /**
  104953. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104954. * @param sessionCreationOptions options for the XR session
  104955. * @param referenceSpaceType frame of reference of the XR session
  104956. * @param outputCanvas the output canvas that will be used to enter XR mode
  104957. * @returns promise that resolves after xr mode has entered
  104958. */
  104959. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104960. /**
  104961. * Updates the global position of the camera by moving the camera's container
  104962. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104963. * @param position The desired global position of the camera
  104964. */
  104965. setPositionOfCameraUsingContainer(position: Vector3): void;
  104966. /**
  104967. * Rotates the xr camera by rotating the camera's container around the camera's position
  104968. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104969. * @param rotation the desired quaternion rotation to apply to the camera
  104970. */
  104971. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104972. /**
  104973. * Disposes of the experience helper
  104974. */
  104975. dispose(): void;
  104976. }
  104977. }
  104978. declare module BABYLON {
  104979. /**
  104980. * Button which can be used to enter a different mode of XR
  104981. */
  104982. export class WebXREnterExitUIButton {
  104983. /** button element */
  104984. element: HTMLElement;
  104985. /** XR initialization options for the button */
  104986. sessionMode: XRSessionMode;
  104987. /** Reference space type */
  104988. referenceSpaceType: XRReferenceSpaceType;
  104989. /**
  104990. * Creates a WebXREnterExitUIButton
  104991. * @param element button element
  104992. * @param sessionMode XR initialization session mode
  104993. * @param referenceSpaceType the type of reference space to be used
  104994. */
  104995. constructor(
  104996. /** button element */
  104997. element: HTMLElement,
  104998. /** XR initialization options for the button */
  104999. sessionMode: XRSessionMode,
  105000. /** Reference space type */
  105001. referenceSpaceType: XRReferenceSpaceType);
  105002. /**
  105003. * Overwritable function which can be used to update the button's visuals when the state changes
  105004. * @param activeButton the current active button in the UI
  105005. */
  105006. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105007. }
  105008. /**
  105009. * Options to create the webXR UI
  105010. */
  105011. export class WebXREnterExitUIOptions {
  105012. /**
  105013. * Context to enter xr with
  105014. */
  105015. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105016. /**
  105017. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105018. */
  105019. customButtons?: Array<WebXREnterExitUIButton>;
  105020. }
  105021. /**
  105022. * UI to allow the user to enter/exit XR mode
  105023. */
  105024. export class WebXREnterExitUI implements IDisposable {
  105025. private scene;
  105026. private _overlay;
  105027. private _buttons;
  105028. private _activeButton;
  105029. /**
  105030. * Fired every time the active button is changed.
  105031. *
  105032. * When xr is entered via a button that launches xr that button will be the callback parameter
  105033. *
  105034. * When exiting xr the callback parameter will be null)
  105035. */
  105036. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105037. /**
  105038. * Creates UI to allow the user to enter/exit XR mode
  105039. * @param scene the scene to add the ui to
  105040. * @param helper the xr experience helper to enter/exit xr with
  105041. * @param options options to configure the UI
  105042. * @returns the created ui
  105043. */
  105044. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105045. private constructor();
  105046. private _updateButtons;
  105047. /**
  105048. * Disposes of the object
  105049. */
  105050. dispose(): void;
  105051. }
  105052. }
  105053. declare module BABYLON {
  105054. /**
  105055. * Represents an XR input
  105056. */
  105057. export class WebXRController {
  105058. private scene;
  105059. /** The underlying input source for the controller */
  105060. inputSource: XRInputSource;
  105061. private parentContainer;
  105062. /**
  105063. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  105064. */
  105065. grip?: AbstractMesh;
  105066. /**
  105067. * Pointer which can be used to select objects or attach a visible laser to
  105068. */
  105069. pointer: AbstractMesh;
  105070. /**
  105071. * Event that fires when the controller is removed/disposed
  105072. */
  105073. onDisposeObservable: Observable<{}>;
  105074. private _tmpMatrix;
  105075. private _tmpQuaternion;
  105076. private _tmpVector;
  105077. /**
  105078. * Creates the controller
  105079. * @see https://doc.babylonjs.com/how_to/webxr
  105080. * @param scene the scene which the controller should be associated to
  105081. * @param inputSource the underlying input source for the controller
  105082. * @param parentContainer parent that the controller meshes should be children of
  105083. */
  105084. constructor(scene: Scene,
  105085. /** The underlying input source for the controller */
  105086. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105087. /**
  105088. * Updates the controller pose based on the given XRFrame
  105089. * @param xrFrame xr frame to update the pose with
  105090. * @param referenceSpace reference space to use
  105091. */
  105092. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  105093. /**
  105094. * Gets a world space ray coming from the controller
  105095. * @param result the resulting ray
  105096. */
  105097. getWorldPointerRayToRef(result: Ray): void;
  105098. /**
  105099. * Disposes of the object
  105100. */
  105101. dispose(): void;
  105102. }
  105103. }
  105104. declare module BABYLON {
  105105. /**
  105106. * XR input used to track XR inputs such as controllers/rays
  105107. */
  105108. export class WebXRInput implements IDisposable {
  105109. /**
  105110. * Base experience the input listens to
  105111. */
  105112. baseExperience: WebXRExperienceHelper;
  105113. /**
  105114. * XR controllers being tracked
  105115. */
  105116. controllers: Array<WebXRController>;
  105117. private _frameObserver;
  105118. private _stateObserver;
  105119. /**
  105120. * Event when a controller has been connected/added
  105121. */
  105122. onControllerAddedObservable: Observable<WebXRController>;
  105123. /**
  105124. * Event when a controller has been removed/disconnected
  105125. */
  105126. onControllerRemovedObservable: Observable<WebXRController>;
  105127. /**
  105128. * Initializes the WebXRInput
  105129. * @param baseExperience experience helper which the input should be created for
  105130. */
  105131. constructor(
  105132. /**
  105133. * Base experience the input listens to
  105134. */
  105135. baseExperience: WebXRExperienceHelper);
  105136. private _onInputSourcesChange;
  105137. private _addAndRemoveControllers;
  105138. /**
  105139. * Disposes of the object
  105140. */
  105141. dispose(): void;
  105142. }
  105143. }
  105144. declare module BABYLON {
  105145. /**
  105146. * Enables teleportation
  105147. */
  105148. export class WebXRControllerTeleportation {
  105149. private _teleportationFillColor;
  105150. private _teleportationBorderColor;
  105151. private _tmpRay;
  105152. private _tmpVector;
  105153. /**
  105154. * Creates a WebXRControllerTeleportation
  105155. * @param input input manager to add teleportation to
  105156. * @param floorMeshes floormeshes which can be teleported to
  105157. */
  105158. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  105159. }
  105160. }
  105161. declare module BABYLON {
  105162. /**
  105163. * Handles pointer input automatically for the pointer of XR controllers
  105164. */
  105165. export class WebXRControllerPointerSelection {
  105166. private static _idCounter;
  105167. private _tmpRay;
  105168. /**
  105169. * Creates a WebXRControllerPointerSelection
  105170. * @param input input manager to setup pointer selection
  105171. */
  105172. constructor(input: WebXRInput);
  105173. private _convertNormalToDirectionOfRay;
  105174. private _updatePointerDistance;
  105175. }
  105176. }
  105177. declare module BABYLON {
  105178. /**
  105179. * Class used to represent data loading progression
  105180. */
  105181. export class SceneLoaderProgressEvent {
  105182. /** defines if data length to load can be evaluated */
  105183. readonly lengthComputable: boolean;
  105184. /** defines the loaded data length */
  105185. readonly loaded: number;
  105186. /** defines the data length to load */
  105187. readonly total: number;
  105188. /**
  105189. * Create a new progress event
  105190. * @param lengthComputable defines if data length to load can be evaluated
  105191. * @param loaded defines the loaded data length
  105192. * @param total defines the data length to load
  105193. */
  105194. constructor(
  105195. /** defines if data length to load can be evaluated */
  105196. lengthComputable: boolean,
  105197. /** defines the loaded data length */
  105198. loaded: number,
  105199. /** defines the data length to load */
  105200. total: number);
  105201. /**
  105202. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  105203. * @param event defines the source event
  105204. * @returns a new SceneLoaderProgressEvent
  105205. */
  105206. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  105207. }
  105208. /**
  105209. * Interface used by SceneLoader plugins to define supported file extensions
  105210. */
  105211. export interface ISceneLoaderPluginExtensions {
  105212. /**
  105213. * Defines the list of supported extensions
  105214. */
  105215. [extension: string]: {
  105216. isBinary: boolean;
  105217. };
  105218. }
  105219. /**
  105220. * Interface used by SceneLoader plugin factory
  105221. */
  105222. export interface ISceneLoaderPluginFactory {
  105223. /**
  105224. * Defines the name of the factory
  105225. */
  105226. name: string;
  105227. /**
  105228. * Function called to create a new plugin
  105229. * @return the new plugin
  105230. */
  105231. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105232. /**
  105233. * Boolean indicating if the plugin can direct load specific data
  105234. */
  105235. canDirectLoad?: (data: string) => boolean;
  105236. }
  105237. /**
  105238. * Interface used to define a SceneLoader plugin
  105239. */
  105240. export interface ISceneLoaderPlugin {
  105241. /**
  105242. * The friendly name of this plugin.
  105243. */
  105244. name: string;
  105245. /**
  105246. * The file extensions supported by this plugin.
  105247. */
  105248. extensions: string | ISceneLoaderPluginExtensions;
  105249. /**
  105250. * Import meshes into a scene.
  105251. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105252. * @param scene The scene to import into
  105253. * @param data The data to import
  105254. * @param rootUrl The root url for scene and resources
  105255. * @param meshes The meshes array to import into
  105256. * @param particleSystems The particle systems array to import into
  105257. * @param skeletons The skeletons array to import into
  105258. * @param onError The callback when import fails
  105259. * @returns True if successful or false otherwise
  105260. */
  105261. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105262. /**
  105263. * Load into a scene.
  105264. * @param scene The scene to load into
  105265. * @param data The data to import
  105266. * @param rootUrl The root url for scene and resources
  105267. * @param onError The callback when import fails
  105268. * @returns true if successful or false otherwise
  105269. */
  105270. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105271. /**
  105272. * The callback that returns true if the data can be directly loaded.
  105273. */
  105274. canDirectLoad?: (data: string) => boolean;
  105275. /**
  105276. * The callback that allows custom handling of the root url based on the response url.
  105277. */
  105278. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105279. /**
  105280. * Load into an asset container.
  105281. * @param scene The scene to load into
  105282. * @param data The data to import
  105283. * @param rootUrl The root url for scene and resources
  105284. * @param onError The callback when import fails
  105285. * @returns The loaded asset container
  105286. */
  105287. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105288. }
  105289. /**
  105290. * Interface used to define an async SceneLoader plugin
  105291. */
  105292. export interface ISceneLoaderPluginAsync {
  105293. /**
  105294. * The friendly name of this plugin.
  105295. */
  105296. name: string;
  105297. /**
  105298. * The file extensions supported by this plugin.
  105299. */
  105300. extensions: string | ISceneLoaderPluginExtensions;
  105301. /**
  105302. * Import meshes into a scene.
  105303. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105304. * @param scene The scene to import into
  105305. * @param data The data to import
  105306. * @param rootUrl The root url for scene and resources
  105307. * @param onProgress The callback when the load progresses
  105308. * @param fileName Defines the name of the file to load
  105309. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  105310. */
  105311. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  105312. meshes: AbstractMesh[];
  105313. particleSystems: IParticleSystem[];
  105314. skeletons: Skeleton[];
  105315. animationGroups: AnimationGroup[];
  105316. }>;
  105317. /**
  105318. * Load into a scene.
  105319. * @param scene The scene to load into
  105320. * @param data The data to import
  105321. * @param rootUrl The root url for scene and resources
  105322. * @param onProgress The callback when the load progresses
  105323. * @param fileName Defines the name of the file to load
  105324. * @returns Nothing
  105325. */
  105326. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  105327. /**
  105328. * The callback that returns true if the data can be directly loaded.
  105329. */
  105330. canDirectLoad?: (data: string) => boolean;
  105331. /**
  105332. * The callback that allows custom handling of the root url based on the response url.
  105333. */
  105334. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105335. /**
  105336. * Load into an asset container.
  105337. * @param scene The scene to load into
  105338. * @param data The data to import
  105339. * @param rootUrl The root url for scene and resources
  105340. * @param onProgress The callback when the load progresses
  105341. * @param fileName Defines the name of the file to load
  105342. * @returns The loaded asset container
  105343. */
  105344. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  105345. }
  105346. /**
  105347. * Class used to load scene from various file formats using registered plugins
  105348. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  105349. */
  105350. export class SceneLoader {
  105351. /**
  105352. * No logging while loading
  105353. */
  105354. static readonly NO_LOGGING: number;
  105355. /**
  105356. * Minimal logging while loading
  105357. */
  105358. static readonly MINIMAL_LOGGING: number;
  105359. /**
  105360. * Summary logging while loading
  105361. */
  105362. static readonly SUMMARY_LOGGING: number;
  105363. /**
  105364. * Detailled logging while loading
  105365. */
  105366. static readonly DETAILED_LOGGING: number;
  105367. /**
  105368. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  105369. */
  105370. static ForceFullSceneLoadingForIncremental: boolean;
  105371. /**
  105372. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105373. */
  105374. static ShowLoadingScreen: boolean;
  105375. /**
  105376. * Defines the current logging level (while loading the scene)
  105377. * @ignorenaming
  105378. */
  105379. static loggingLevel: number;
  105380. /**
  105381. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105382. */
  105383. static CleanBoneMatrixWeights: boolean;
  105384. /**
  105385. * Event raised when a plugin is used to load a scene
  105386. */
  105387. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105388. private static _registeredPlugins;
  105389. private static _getDefaultPlugin;
  105390. private static _getPluginForExtension;
  105391. private static _getPluginForDirectLoad;
  105392. private static _getPluginForFilename;
  105393. private static _getDirectLoad;
  105394. private static _loadData;
  105395. private static _getFileInfo;
  105396. /**
  105397. * Gets a plugin that can load the given extension
  105398. * @param extension defines the extension to load
  105399. * @returns a plugin or null if none works
  105400. */
  105401. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105402. /**
  105403. * Gets a boolean indicating that the given extension can be loaded
  105404. * @param extension defines the extension to load
  105405. * @returns true if the extension is supported
  105406. */
  105407. static IsPluginForExtensionAvailable(extension: string): boolean;
  105408. /**
  105409. * Adds a new plugin to the list of registered plugins
  105410. * @param plugin defines the plugin to add
  105411. */
  105412. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105413. /**
  105414. * Import meshes into a scene
  105415. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105416. * @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)
  105417. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105418. * @param scene the instance of BABYLON.Scene to append to
  105419. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105420. * @param onProgress a callback with a progress event for each file being loaded
  105421. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105422. * @param pluginExtension the extension used to determine the plugin
  105423. * @returns The loaded plugin
  105424. */
  105425. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105426. /**
  105427. * Import meshes into a scene
  105428. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105429. * @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)
  105430. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105431. * @param scene the instance of BABYLON.Scene to append to
  105432. * @param onProgress a callback with a progress event for each file being loaded
  105433. * @param pluginExtension the extension used to determine the plugin
  105434. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105435. */
  105436. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105437. meshes: AbstractMesh[];
  105438. particleSystems: IParticleSystem[];
  105439. skeletons: Skeleton[];
  105440. animationGroups: AnimationGroup[];
  105441. }>;
  105442. /**
  105443. * Load a scene
  105444. * @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)
  105445. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105446. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105447. * @param onSuccess a callback with the scene when import succeeds
  105448. * @param onProgress a callback with a progress event for each file being loaded
  105449. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105450. * @param pluginExtension the extension used to determine the plugin
  105451. * @returns The loaded plugin
  105452. */
  105453. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105454. /**
  105455. * Load a scene
  105456. * @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)
  105457. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105458. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105459. * @param onProgress a callback with a progress event for each file being loaded
  105460. * @param pluginExtension the extension used to determine the plugin
  105461. * @returns The loaded scene
  105462. */
  105463. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105464. /**
  105465. * Append a scene
  105466. * @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)
  105467. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105468. * @param scene is the instance of BABYLON.Scene to append to
  105469. * @param onSuccess a callback with the scene when import succeeds
  105470. * @param onProgress a callback with a progress event for each file being loaded
  105471. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105472. * @param pluginExtension the extension used to determine the plugin
  105473. * @returns The loaded plugin
  105474. */
  105475. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105476. /**
  105477. * Append a scene
  105478. * @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)
  105479. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105480. * @param scene is the instance of BABYLON.Scene to append to
  105481. * @param onProgress a callback with a progress event for each file being loaded
  105482. * @param pluginExtension the extension used to determine the plugin
  105483. * @returns The given scene
  105484. */
  105485. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105486. /**
  105487. * Load a scene into an asset container
  105488. * @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)
  105489. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105490. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105491. * @param onSuccess a callback with the scene when import succeeds
  105492. * @param onProgress a callback with a progress event for each file being loaded
  105493. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105494. * @param pluginExtension the extension used to determine the plugin
  105495. * @returns The loaded plugin
  105496. */
  105497. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105498. /**
  105499. * Load a scene into an asset container
  105500. * @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)
  105501. * @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)
  105502. * @param scene is the instance of Scene to append to
  105503. * @param onProgress a callback with a progress event for each file being loaded
  105504. * @param pluginExtension the extension used to determine the plugin
  105505. * @returns The loaded asset container
  105506. */
  105507. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105508. }
  105509. }
  105510. declare module BABYLON {
  105511. /**
  105512. * Generic Controller
  105513. */
  105514. export class GenericController extends WebVRController {
  105515. /**
  105516. * Base Url for the controller model.
  105517. */
  105518. static readonly MODEL_BASE_URL: string;
  105519. /**
  105520. * File name for the controller model.
  105521. */
  105522. static readonly MODEL_FILENAME: string;
  105523. /**
  105524. * Creates a new GenericController from a gamepad
  105525. * @param vrGamepad the gamepad that the controller should be created from
  105526. */
  105527. constructor(vrGamepad: any);
  105528. /**
  105529. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105530. * @param scene scene in which to add meshes
  105531. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105532. */
  105533. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105534. /**
  105535. * Called once for each button that changed state since the last frame
  105536. * @param buttonIdx Which button index changed
  105537. * @param state New state of the button
  105538. * @param changes Which properties on the state changed since last frame
  105539. */
  105540. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105541. }
  105542. }
  105543. declare module BABYLON {
  105544. /**
  105545. * Defines the WindowsMotionController object that the state of the windows motion controller
  105546. */
  105547. export class WindowsMotionController extends WebVRController {
  105548. /**
  105549. * The base url used to load the left and right controller models
  105550. */
  105551. static MODEL_BASE_URL: string;
  105552. /**
  105553. * The name of the left controller model file
  105554. */
  105555. static MODEL_LEFT_FILENAME: string;
  105556. /**
  105557. * The name of the right controller model file
  105558. */
  105559. static MODEL_RIGHT_FILENAME: string;
  105560. /**
  105561. * The controller name prefix for this controller type
  105562. */
  105563. static readonly GAMEPAD_ID_PREFIX: string;
  105564. /**
  105565. * The controller id pattern for this controller type
  105566. */
  105567. private static readonly GAMEPAD_ID_PATTERN;
  105568. private _loadedMeshInfo;
  105569. private readonly _mapping;
  105570. /**
  105571. * Fired when the trackpad on this controller is clicked
  105572. */
  105573. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105574. /**
  105575. * Fired when the trackpad on this controller is modified
  105576. */
  105577. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105578. /**
  105579. * The current x and y values of this controller's trackpad
  105580. */
  105581. trackpad: StickValues;
  105582. /**
  105583. * Creates a new WindowsMotionController from a gamepad
  105584. * @param vrGamepad the gamepad that the controller should be created from
  105585. */
  105586. constructor(vrGamepad: any);
  105587. /**
  105588. * Fired when the trigger on this controller is modified
  105589. */
  105590. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105591. /**
  105592. * Fired when the menu button on this controller is modified
  105593. */
  105594. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105595. /**
  105596. * Fired when the grip button on this controller is modified
  105597. */
  105598. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105599. /**
  105600. * Fired when the thumbstick button on this controller is modified
  105601. */
  105602. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105603. /**
  105604. * Fired when the touchpad button on this controller is modified
  105605. */
  105606. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105607. /**
  105608. * Fired when the touchpad values on this controller are modified
  105609. */
  105610. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105611. private _updateTrackpad;
  105612. /**
  105613. * Called once per frame by the engine.
  105614. */
  105615. update(): void;
  105616. /**
  105617. * Called once for each button that changed state since the last frame
  105618. * @param buttonIdx Which button index changed
  105619. * @param state New state of the button
  105620. * @param changes Which properties on the state changed since last frame
  105621. */
  105622. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105623. /**
  105624. * Moves the buttons on the controller mesh based on their current state
  105625. * @param buttonName the name of the button to move
  105626. * @param buttonValue the value of the button which determines the buttons new position
  105627. */
  105628. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105629. /**
  105630. * Moves the axis on the controller mesh based on its current state
  105631. * @param axis the index of the axis
  105632. * @param axisValue the value of the axis which determines the meshes new position
  105633. * @hidden
  105634. */
  105635. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105636. /**
  105637. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105638. * @param scene scene in which to add meshes
  105639. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105640. */
  105641. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105642. /**
  105643. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105644. * can be transformed by button presses and axes values, based on this._mapping.
  105645. *
  105646. * @param scene scene in which the meshes exist
  105647. * @param meshes list of meshes that make up the controller model to process
  105648. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105649. */
  105650. private processModel;
  105651. private createMeshInfo;
  105652. /**
  105653. * Gets the ray of the controller in the direction the controller is pointing
  105654. * @param length the length the resulting ray should be
  105655. * @returns a ray in the direction the controller is pointing
  105656. */
  105657. getForwardRay(length?: number): Ray;
  105658. /**
  105659. * Disposes of the controller
  105660. */
  105661. dispose(): void;
  105662. }
  105663. }
  105664. declare module BABYLON {
  105665. /**
  105666. * Oculus Touch Controller
  105667. */
  105668. export class OculusTouchController extends WebVRController {
  105669. /**
  105670. * Base Url for the controller model.
  105671. */
  105672. static MODEL_BASE_URL: string;
  105673. /**
  105674. * File name for the left controller model.
  105675. */
  105676. static MODEL_LEFT_FILENAME: string;
  105677. /**
  105678. * File name for the right controller model.
  105679. */
  105680. static MODEL_RIGHT_FILENAME: string;
  105681. /**
  105682. * Base Url for the Quest controller model.
  105683. */
  105684. static QUEST_MODEL_BASE_URL: string;
  105685. /**
  105686. * @hidden
  105687. * If the controllers are running on a device that needs the updated Quest controller models
  105688. */
  105689. static _IsQuest: boolean;
  105690. /**
  105691. * Fired when the secondary trigger on this controller is modified
  105692. */
  105693. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105694. /**
  105695. * Fired when the thumb rest on this controller is modified
  105696. */
  105697. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105698. /**
  105699. * Creates a new OculusTouchController from a gamepad
  105700. * @param vrGamepad the gamepad that the controller should be created from
  105701. */
  105702. constructor(vrGamepad: any);
  105703. /**
  105704. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105705. * @param scene scene in which to add meshes
  105706. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105707. */
  105708. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105709. /**
  105710. * Fired when the A button on this controller is modified
  105711. */
  105712. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105713. /**
  105714. * Fired when the B button on this controller is modified
  105715. */
  105716. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105717. /**
  105718. * Fired when the X button on this controller is modified
  105719. */
  105720. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105721. /**
  105722. * Fired when the Y button on this controller is modified
  105723. */
  105724. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105725. /**
  105726. * Called once for each button that changed state since the last frame
  105727. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105728. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105729. * 2) secondary trigger (same)
  105730. * 3) A (right) X (left), touch, pressed = value
  105731. * 4) B / Y
  105732. * 5) thumb rest
  105733. * @param buttonIdx Which button index changed
  105734. * @param state New state of the button
  105735. * @param changes Which properties on the state changed since last frame
  105736. */
  105737. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105738. }
  105739. }
  105740. declare module BABYLON {
  105741. /**
  105742. * Vive Controller
  105743. */
  105744. export class ViveController extends WebVRController {
  105745. /**
  105746. * Base Url for the controller model.
  105747. */
  105748. static MODEL_BASE_URL: string;
  105749. /**
  105750. * File name for the controller model.
  105751. */
  105752. static MODEL_FILENAME: string;
  105753. /**
  105754. * Creates a new ViveController from a gamepad
  105755. * @param vrGamepad the gamepad that the controller should be created from
  105756. */
  105757. constructor(vrGamepad: any);
  105758. /**
  105759. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105760. * @param scene scene in which to add meshes
  105761. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105762. */
  105763. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105764. /**
  105765. * Fired when the left button on this controller is modified
  105766. */
  105767. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105768. /**
  105769. * Fired when the right button on this controller is modified
  105770. */
  105771. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105772. /**
  105773. * Fired when the menu button on this controller is modified
  105774. */
  105775. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105776. /**
  105777. * Called once for each button that changed state since the last frame
  105778. * Vive mapping:
  105779. * 0: touchpad
  105780. * 1: trigger
  105781. * 2: left AND right buttons
  105782. * 3: menu button
  105783. * @param buttonIdx Which button index changed
  105784. * @param state New state of the button
  105785. * @param changes Which properties on the state changed since last frame
  105786. */
  105787. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105788. }
  105789. }
  105790. declare module BABYLON {
  105791. /**
  105792. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105793. */
  105794. export class WebXRControllerModelLoader {
  105795. /**
  105796. * Creates the WebXRControllerModelLoader
  105797. * @param input xr input that creates the controllers
  105798. */
  105799. constructor(input: WebXRInput);
  105800. }
  105801. }
  105802. declare module BABYLON {
  105803. /**
  105804. * Contains an array of blocks representing the octree
  105805. */
  105806. export interface IOctreeContainer<T> {
  105807. /**
  105808. * Blocks within the octree
  105809. */
  105810. blocks: Array<OctreeBlock<T>>;
  105811. }
  105812. /**
  105813. * Class used to store a cell in an octree
  105814. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105815. */
  105816. export class OctreeBlock<T> {
  105817. /**
  105818. * Gets the content of the current block
  105819. */
  105820. entries: T[];
  105821. /**
  105822. * Gets the list of block children
  105823. */
  105824. blocks: Array<OctreeBlock<T>>;
  105825. private _depth;
  105826. private _maxDepth;
  105827. private _capacity;
  105828. private _minPoint;
  105829. private _maxPoint;
  105830. private _boundingVectors;
  105831. private _creationFunc;
  105832. /**
  105833. * Creates a new block
  105834. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105835. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105836. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105837. * @param depth defines the current depth of this block in the octree
  105838. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105839. * @param creationFunc defines a callback to call when an element is added to the block
  105840. */
  105841. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105842. /**
  105843. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105844. */
  105845. readonly capacity: number;
  105846. /**
  105847. * Gets the minimum vector (in world space) of the block's bounding box
  105848. */
  105849. readonly minPoint: Vector3;
  105850. /**
  105851. * Gets the maximum vector (in world space) of the block's bounding box
  105852. */
  105853. readonly maxPoint: Vector3;
  105854. /**
  105855. * Add a new element to this block
  105856. * @param entry defines the element to add
  105857. */
  105858. addEntry(entry: T): void;
  105859. /**
  105860. * Remove an element from this block
  105861. * @param entry defines the element to remove
  105862. */
  105863. removeEntry(entry: T): void;
  105864. /**
  105865. * Add an array of elements to this block
  105866. * @param entries defines the array of elements to add
  105867. */
  105868. addEntries(entries: T[]): void;
  105869. /**
  105870. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105871. * @param frustumPlanes defines the frustum planes to test
  105872. * @param selection defines the array to store current content if selection is positive
  105873. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105874. */
  105875. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105876. /**
  105877. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105878. * @param sphereCenter defines the bounding sphere center
  105879. * @param sphereRadius defines the bounding sphere radius
  105880. * @param selection defines the array to store current content if selection is positive
  105881. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105882. */
  105883. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105884. /**
  105885. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105886. * @param ray defines the ray to test with
  105887. * @param selection defines the array to store current content if selection is positive
  105888. */
  105889. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105890. /**
  105891. * Subdivide the content into child blocks (this block will then be empty)
  105892. */
  105893. createInnerBlocks(): void;
  105894. /**
  105895. * @hidden
  105896. */
  105897. 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;
  105898. }
  105899. }
  105900. declare module BABYLON {
  105901. /**
  105902. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105903. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105904. */
  105905. export class Octree<T> {
  105906. /** 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.) */
  105907. maxDepth: number;
  105908. /**
  105909. * Blocks within the octree containing objects
  105910. */
  105911. blocks: Array<OctreeBlock<T>>;
  105912. /**
  105913. * Content stored in the octree
  105914. */
  105915. dynamicContent: T[];
  105916. private _maxBlockCapacity;
  105917. private _selectionContent;
  105918. private _creationFunc;
  105919. /**
  105920. * Creates a octree
  105921. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105922. * @param creationFunc function to be used to instatiate the octree
  105923. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105924. * @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.)
  105925. */
  105926. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105927. /** 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.) */
  105928. maxDepth?: number);
  105929. /**
  105930. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105931. * @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);
  105932. * @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);
  105933. * @param entries meshes to be added to the octree blocks
  105934. */
  105935. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105936. /**
  105937. * Adds a mesh to the octree
  105938. * @param entry Mesh to add to the octree
  105939. */
  105940. addMesh(entry: T): void;
  105941. /**
  105942. * Remove an element from the octree
  105943. * @param entry defines the element to remove
  105944. */
  105945. removeMesh(entry: T): void;
  105946. /**
  105947. * Selects an array of meshes within the frustum
  105948. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105949. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105950. * @returns array of meshes within the frustum
  105951. */
  105952. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105953. /**
  105954. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105955. * @param sphereCenter defines the bounding sphere center
  105956. * @param sphereRadius defines the bounding sphere radius
  105957. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105958. * @returns an array of objects that intersect the sphere
  105959. */
  105960. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105961. /**
  105962. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105963. * @param ray defines the ray to test with
  105964. * @returns array of intersected objects
  105965. */
  105966. intersectsRay(ray: Ray): SmartArray<T>;
  105967. /**
  105968. * Adds a mesh into the octree block if it intersects the block
  105969. */
  105970. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105971. /**
  105972. * Adds a submesh into the octree block if it intersects the block
  105973. */
  105974. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105975. }
  105976. }
  105977. declare module BABYLON {
  105978. interface Scene {
  105979. /**
  105980. * @hidden
  105981. * Backing Filed
  105982. */
  105983. _selectionOctree: Octree<AbstractMesh>;
  105984. /**
  105985. * Gets the octree used to boost mesh selection (picking)
  105986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105987. */
  105988. selectionOctree: Octree<AbstractMesh>;
  105989. /**
  105990. * Creates or updates the octree used to boost selection (picking)
  105991. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105992. * @param maxCapacity defines the maximum capacity per leaf
  105993. * @param maxDepth defines the maximum depth of the octree
  105994. * @returns an octree of AbstractMesh
  105995. */
  105996. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105997. }
  105998. interface AbstractMesh {
  105999. /**
  106000. * @hidden
  106001. * Backing Field
  106002. */
  106003. _submeshesOctree: Octree<SubMesh>;
  106004. /**
  106005. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106006. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106007. * @param maxCapacity defines the maximum size of each block (64 by default)
  106008. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106009. * @returns the new octree
  106010. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106011. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106012. */
  106013. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106014. }
  106015. /**
  106016. * Defines the octree scene component responsible to manage any octrees
  106017. * in a given scene.
  106018. */
  106019. export class OctreeSceneComponent {
  106020. /**
  106021. * The component name help to identify the component in the list of scene components.
  106022. */
  106023. readonly name: string;
  106024. /**
  106025. * The scene the component belongs to.
  106026. */
  106027. scene: Scene;
  106028. /**
  106029. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106030. */
  106031. readonly checksIsEnabled: boolean;
  106032. /**
  106033. * Creates a new instance of the component for the given scene
  106034. * @param scene Defines the scene to register the component in
  106035. */
  106036. constructor(scene: Scene);
  106037. /**
  106038. * Registers the component in a given scene
  106039. */
  106040. register(): void;
  106041. /**
  106042. * Return the list of active meshes
  106043. * @returns the list of active meshes
  106044. */
  106045. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106046. /**
  106047. * Return the list of active sub meshes
  106048. * @param mesh The mesh to get the candidates sub meshes from
  106049. * @returns the list of active sub meshes
  106050. */
  106051. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106052. private _tempRay;
  106053. /**
  106054. * Return the list of sub meshes intersecting with a given local ray
  106055. * @param mesh defines the mesh to find the submesh for
  106056. * @param localRay defines the ray in local space
  106057. * @returns the list of intersecting sub meshes
  106058. */
  106059. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106060. /**
  106061. * Return the list of sub meshes colliding with a collider
  106062. * @param mesh defines the mesh to find the submesh for
  106063. * @param collider defines the collider to evaluate the collision against
  106064. * @returns the list of colliding sub meshes
  106065. */
  106066. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106067. /**
  106068. * Rebuilds the elements related to this component in case of
  106069. * context lost for instance.
  106070. */
  106071. rebuild(): void;
  106072. /**
  106073. * Disposes the component and the associated ressources.
  106074. */
  106075. dispose(): void;
  106076. }
  106077. }
  106078. declare module BABYLON {
  106079. /**
  106080. * Renders a layer on top of an existing scene
  106081. */
  106082. export class UtilityLayerRenderer implements IDisposable {
  106083. /** the original scene that will be rendered on top of */
  106084. originalScene: Scene;
  106085. private _pointerCaptures;
  106086. private _lastPointerEvents;
  106087. private static _DefaultUtilityLayer;
  106088. private static _DefaultKeepDepthUtilityLayer;
  106089. private _sharedGizmoLight;
  106090. private _renderCamera;
  106091. /**
  106092. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  106093. * @returns the camera that is used when rendering the utility layer
  106094. */
  106095. getRenderCamera(): Nullable<Camera>;
  106096. /**
  106097. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  106098. * @param cam the camera that should be used when rendering the utility layer
  106099. */
  106100. setRenderCamera(cam: Nullable<Camera>): void;
  106101. /**
  106102. * @hidden
  106103. * Light which used by gizmos to get light shading
  106104. */
  106105. _getSharedGizmoLight(): HemisphericLight;
  106106. /**
  106107. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  106108. */
  106109. pickUtilitySceneFirst: boolean;
  106110. /**
  106111. * 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)
  106112. */
  106113. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  106114. /**
  106115. * 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)
  106116. */
  106117. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  106118. /**
  106119. * The scene that is rendered on top of the original scene
  106120. */
  106121. utilityLayerScene: Scene;
  106122. /**
  106123. * If the utility layer should automatically be rendered on top of existing scene
  106124. */
  106125. shouldRender: boolean;
  106126. /**
  106127. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  106128. */
  106129. onlyCheckPointerDownEvents: boolean;
  106130. /**
  106131. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  106132. */
  106133. processAllEvents: boolean;
  106134. /**
  106135. * Observable raised when the pointer move from the utility layer scene to the main scene
  106136. */
  106137. onPointerOutObservable: Observable<number>;
  106138. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  106139. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  106140. private _afterRenderObserver;
  106141. private _sceneDisposeObserver;
  106142. private _originalPointerObserver;
  106143. /**
  106144. * Instantiates a UtilityLayerRenderer
  106145. * @param originalScene the original scene that will be rendered on top of
  106146. * @param handleEvents boolean indicating if the utility layer should handle events
  106147. */
  106148. constructor(
  106149. /** the original scene that will be rendered on top of */
  106150. originalScene: Scene, handleEvents?: boolean);
  106151. private _notifyObservers;
  106152. /**
  106153. * Renders the utility layers scene on top of the original scene
  106154. */
  106155. render(): void;
  106156. /**
  106157. * Disposes of the renderer
  106158. */
  106159. dispose(): void;
  106160. private _updateCamera;
  106161. }
  106162. }
  106163. declare module BABYLON {
  106164. /**
  106165. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  106166. */
  106167. export class Gizmo implements IDisposable {
  106168. /** The utility layer the gizmo will be added to */
  106169. gizmoLayer: UtilityLayerRenderer;
  106170. /**
  106171. * The root mesh of the gizmo
  106172. */
  106173. _rootMesh: Mesh;
  106174. private _attachedMesh;
  106175. /**
  106176. * Ratio for the scale of the gizmo (Default: 1)
  106177. */
  106178. scaleRatio: number;
  106179. /**
  106180. * If a custom mesh has been set (Default: false)
  106181. */
  106182. protected _customMeshSet: boolean;
  106183. /**
  106184. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  106185. * * When set, interactions will be enabled
  106186. */
  106187. attachedMesh: Nullable<AbstractMesh>;
  106188. /**
  106189. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106190. * @param mesh The mesh to replace the default mesh of the gizmo
  106191. */
  106192. setCustomMesh(mesh: Mesh): void;
  106193. /**
  106194. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  106195. */
  106196. updateGizmoRotationToMatchAttachedMesh: boolean;
  106197. /**
  106198. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  106199. */
  106200. updateGizmoPositionToMatchAttachedMesh: boolean;
  106201. /**
  106202. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  106203. */
  106204. updateScale: boolean;
  106205. protected _interactionsEnabled: boolean;
  106206. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106207. private _beforeRenderObserver;
  106208. private _tempVector;
  106209. /**
  106210. * Creates a gizmo
  106211. * @param gizmoLayer The utility layer the gizmo will be added to
  106212. */
  106213. constructor(
  106214. /** The utility layer the gizmo will be added to */
  106215. gizmoLayer?: UtilityLayerRenderer);
  106216. /**
  106217. * Updates the gizmo to match the attached mesh's position/rotation
  106218. */
  106219. protected _update(): void;
  106220. /**
  106221. * Disposes of the gizmo
  106222. */
  106223. dispose(): void;
  106224. }
  106225. }
  106226. declare module BABYLON {
  106227. /**
  106228. * Single plane drag gizmo
  106229. */
  106230. export class PlaneDragGizmo extends Gizmo {
  106231. /**
  106232. * Drag behavior responsible for the gizmos dragging interactions
  106233. */
  106234. dragBehavior: PointerDragBehavior;
  106235. private _pointerObserver;
  106236. /**
  106237. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106238. */
  106239. snapDistance: number;
  106240. /**
  106241. * Event that fires each time the gizmo snaps to a new location.
  106242. * * snapDistance is the the change in distance
  106243. */
  106244. onSnapObservable: Observable<{
  106245. snapDistance: number;
  106246. }>;
  106247. private _plane;
  106248. private _coloredMaterial;
  106249. private _hoverMaterial;
  106250. private _isEnabled;
  106251. private _parent;
  106252. /** @hidden */
  106253. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106254. /** @hidden */
  106255. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106256. /**
  106257. * Creates a PlaneDragGizmo
  106258. * @param gizmoLayer The utility layer the gizmo will be added to
  106259. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106260. * @param color The color of the gizmo
  106261. */
  106262. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106263. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106264. /**
  106265. * If the gizmo is enabled
  106266. */
  106267. isEnabled: boolean;
  106268. /**
  106269. * Disposes of the gizmo
  106270. */
  106271. dispose(): void;
  106272. }
  106273. }
  106274. declare module BABYLON {
  106275. /**
  106276. * Gizmo that enables dragging a mesh along 3 axis
  106277. */
  106278. export class PositionGizmo extends Gizmo {
  106279. /**
  106280. * Internal gizmo used for interactions on the x axis
  106281. */
  106282. xGizmo: AxisDragGizmo;
  106283. /**
  106284. * Internal gizmo used for interactions on the y axis
  106285. */
  106286. yGizmo: AxisDragGizmo;
  106287. /**
  106288. * Internal gizmo used for interactions on the z axis
  106289. */
  106290. zGizmo: AxisDragGizmo;
  106291. /**
  106292. * Internal gizmo used for interactions on the yz plane
  106293. */
  106294. xPlaneGizmo: PlaneDragGizmo;
  106295. /**
  106296. * Internal gizmo used for interactions on the xz plane
  106297. */
  106298. yPlaneGizmo: PlaneDragGizmo;
  106299. /**
  106300. * Internal gizmo used for interactions on the xy plane
  106301. */
  106302. zPlaneGizmo: PlaneDragGizmo;
  106303. /**
  106304. * private variables
  106305. */
  106306. private _meshAttached;
  106307. private _updateGizmoRotationToMatchAttachedMesh;
  106308. private _snapDistance;
  106309. private _scaleRatio;
  106310. /** Fires an event when any of it's sub gizmos are dragged */
  106311. onDragStartObservable: Observable<unknown>;
  106312. /** Fires an event when any of it's sub gizmos are released from dragging */
  106313. onDragEndObservable: Observable<unknown>;
  106314. /**
  106315. * If set to true, planar drag is enabled
  106316. */
  106317. private _planarGizmoEnabled;
  106318. attachedMesh: Nullable<AbstractMesh>;
  106319. /**
  106320. * Creates a PositionGizmo
  106321. * @param gizmoLayer The utility layer the gizmo will be added to
  106322. */
  106323. constructor(gizmoLayer?: UtilityLayerRenderer);
  106324. /**
  106325. * If the planar drag gizmo is enabled
  106326. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  106327. */
  106328. planarGizmoEnabled: boolean;
  106329. updateGizmoRotationToMatchAttachedMesh: boolean;
  106330. /**
  106331. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106332. */
  106333. snapDistance: number;
  106334. /**
  106335. * Ratio for the scale of the gizmo (Default: 1)
  106336. */
  106337. scaleRatio: number;
  106338. /**
  106339. * Disposes of the gizmo
  106340. */
  106341. dispose(): void;
  106342. /**
  106343. * CustomMeshes are not supported by this gizmo
  106344. * @param mesh The mesh to replace the default mesh of the gizmo
  106345. */
  106346. setCustomMesh(mesh: Mesh): void;
  106347. }
  106348. }
  106349. declare module BABYLON {
  106350. /**
  106351. * Single axis drag gizmo
  106352. */
  106353. export class AxisDragGizmo extends Gizmo {
  106354. /**
  106355. * Drag behavior responsible for the gizmos dragging interactions
  106356. */
  106357. dragBehavior: PointerDragBehavior;
  106358. private _pointerObserver;
  106359. /**
  106360. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106361. */
  106362. snapDistance: number;
  106363. /**
  106364. * Event that fires each time the gizmo snaps to a new location.
  106365. * * snapDistance is the the change in distance
  106366. */
  106367. onSnapObservable: Observable<{
  106368. snapDistance: number;
  106369. }>;
  106370. private _isEnabled;
  106371. private _parent;
  106372. private _arrow;
  106373. private _coloredMaterial;
  106374. private _hoverMaterial;
  106375. /** @hidden */
  106376. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106377. /** @hidden */
  106378. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106379. /**
  106380. * Creates an AxisDragGizmo
  106381. * @param gizmoLayer The utility layer the gizmo will be added to
  106382. * @param dragAxis The axis which the gizmo will be able to drag on
  106383. * @param color The color of the gizmo
  106384. */
  106385. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106386. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106387. /**
  106388. * If the gizmo is enabled
  106389. */
  106390. isEnabled: boolean;
  106391. /**
  106392. * Disposes of the gizmo
  106393. */
  106394. dispose(): void;
  106395. }
  106396. }
  106397. declare module BABYLON.Debug {
  106398. /**
  106399. * The Axes viewer will show 3 axes in a specific point in space
  106400. */
  106401. export class AxesViewer {
  106402. private _xAxis;
  106403. private _yAxis;
  106404. private _zAxis;
  106405. private _scaleLinesFactor;
  106406. private _instanced;
  106407. /**
  106408. * Gets the hosting scene
  106409. */
  106410. scene: Scene;
  106411. /**
  106412. * Gets or sets a number used to scale line length
  106413. */
  106414. scaleLines: number;
  106415. /** Gets the node hierarchy used to render x-axis */
  106416. readonly xAxis: TransformNode;
  106417. /** Gets the node hierarchy used to render y-axis */
  106418. readonly yAxis: TransformNode;
  106419. /** Gets the node hierarchy used to render z-axis */
  106420. readonly zAxis: TransformNode;
  106421. /**
  106422. * Creates a new AxesViewer
  106423. * @param scene defines the hosting scene
  106424. * @param scaleLines defines a number used to scale line length (1 by default)
  106425. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106426. * @param xAxis defines the node hierarchy used to render the x-axis
  106427. * @param yAxis defines the node hierarchy used to render the y-axis
  106428. * @param zAxis defines the node hierarchy used to render the z-axis
  106429. */
  106430. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106431. /**
  106432. * Force the viewer to update
  106433. * @param position defines the position of the viewer
  106434. * @param xaxis defines the x axis of the viewer
  106435. * @param yaxis defines the y axis of the viewer
  106436. * @param zaxis defines the z axis of the viewer
  106437. */
  106438. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106439. /**
  106440. * Creates an instance of this axes viewer.
  106441. * @returns a new axes viewer with instanced meshes
  106442. */
  106443. createInstance(): AxesViewer;
  106444. /** Releases resources */
  106445. dispose(): void;
  106446. private static _SetRenderingGroupId;
  106447. }
  106448. }
  106449. declare module BABYLON.Debug {
  106450. /**
  106451. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106452. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106453. */
  106454. export class BoneAxesViewer extends AxesViewer {
  106455. /**
  106456. * Gets or sets the target mesh where to display the axes viewer
  106457. */
  106458. mesh: Nullable<Mesh>;
  106459. /**
  106460. * Gets or sets the target bone where to display the axes viewer
  106461. */
  106462. bone: Nullable<Bone>;
  106463. /** Gets current position */
  106464. pos: Vector3;
  106465. /** Gets direction of X axis */
  106466. xaxis: Vector3;
  106467. /** Gets direction of Y axis */
  106468. yaxis: Vector3;
  106469. /** Gets direction of Z axis */
  106470. zaxis: Vector3;
  106471. /**
  106472. * Creates a new BoneAxesViewer
  106473. * @param scene defines the hosting scene
  106474. * @param bone defines the target bone
  106475. * @param mesh defines the target mesh
  106476. * @param scaleLines defines a scaling factor for line length (1 by default)
  106477. */
  106478. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106479. /**
  106480. * Force the viewer to update
  106481. */
  106482. update(): void;
  106483. /** Releases resources */
  106484. dispose(): void;
  106485. }
  106486. }
  106487. declare module BABYLON {
  106488. /**
  106489. * Interface used to define scene explorer extensibility option
  106490. */
  106491. export interface IExplorerExtensibilityOption {
  106492. /**
  106493. * Define the option label
  106494. */
  106495. label: string;
  106496. /**
  106497. * Defines the action to execute on click
  106498. */
  106499. action: (entity: any) => void;
  106500. }
  106501. /**
  106502. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106503. */
  106504. export interface IExplorerExtensibilityGroup {
  106505. /**
  106506. * Defines a predicate to test if a given type mut be extended
  106507. */
  106508. predicate: (entity: any) => boolean;
  106509. /**
  106510. * Gets the list of options added to a type
  106511. */
  106512. entries: IExplorerExtensibilityOption[];
  106513. }
  106514. /**
  106515. * Interface used to define the options to use to create the Inspector
  106516. */
  106517. export interface IInspectorOptions {
  106518. /**
  106519. * Display in overlay mode (default: false)
  106520. */
  106521. overlay?: boolean;
  106522. /**
  106523. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106524. */
  106525. globalRoot?: HTMLElement;
  106526. /**
  106527. * Display the Scene explorer
  106528. */
  106529. showExplorer?: boolean;
  106530. /**
  106531. * Display the property inspector
  106532. */
  106533. showInspector?: boolean;
  106534. /**
  106535. * Display in embed mode (both panes on the right)
  106536. */
  106537. embedMode?: boolean;
  106538. /**
  106539. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106540. */
  106541. handleResize?: boolean;
  106542. /**
  106543. * Allow the panes to popup (default: true)
  106544. */
  106545. enablePopup?: boolean;
  106546. /**
  106547. * Allow the panes to be closed by users (default: true)
  106548. */
  106549. enableClose?: boolean;
  106550. /**
  106551. * Optional list of extensibility entries
  106552. */
  106553. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106554. /**
  106555. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106556. */
  106557. inspectorURL?: string;
  106558. }
  106559. interface Scene {
  106560. /**
  106561. * @hidden
  106562. * Backing field
  106563. */
  106564. _debugLayer: DebugLayer;
  106565. /**
  106566. * Gets the debug layer (aka Inspector) associated with the scene
  106567. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106568. */
  106569. debugLayer: DebugLayer;
  106570. }
  106571. /**
  106572. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106573. * what is happening in your scene
  106574. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106575. */
  106576. export class DebugLayer {
  106577. /**
  106578. * Define the url to get the inspector script from.
  106579. * By default it uses the babylonjs CDN.
  106580. * @ignoreNaming
  106581. */
  106582. static InspectorURL: string;
  106583. private _scene;
  106584. private BJSINSPECTOR;
  106585. private _onPropertyChangedObservable?;
  106586. /**
  106587. * Observable triggered when a property is changed through the inspector.
  106588. */
  106589. readonly onPropertyChangedObservable: any;
  106590. /**
  106591. * Instantiates a new debug layer.
  106592. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106593. * what is happening in your scene
  106594. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106595. * @param scene Defines the scene to inspect
  106596. */
  106597. constructor(scene: Scene);
  106598. /** Creates the inspector window. */
  106599. private _createInspector;
  106600. /**
  106601. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106602. * @param entity defines the entity to select
  106603. * @param lineContainerTitle defines the specific block to highlight
  106604. */
  106605. select(entity: any, lineContainerTitle?: string): void;
  106606. /** Get the inspector from bundle or global */
  106607. private _getGlobalInspector;
  106608. /**
  106609. * Get if the inspector is visible or not.
  106610. * @returns true if visible otherwise, false
  106611. */
  106612. isVisible(): boolean;
  106613. /**
  106614. * Hide the inspector and close its window.
  106615. */
  106616. hide(): void;
  106617. /**
  106618. * Launch the debugLayer.
  106619. * @param config Define the configuration of the inspector
  106620. * @return a promise fulfilled when the debug layer is visible
  106621. */
  106622. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106623. }
  106624. }
  106625. declare module BABYLON {
  106626. /**
  106627. * Class containing static functions to help procedurally build meshes
  106628. */
  106629. export class BoxBuilder {
  106630. /**
  106631. * Creates a box mesh
  106632. * * The parameter `size` sets the size (float) of each box side (default 1)
  106633. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106634. * * 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)
  106635. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106637. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106639. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106640. * @param name defines the name of the mesh
  106641. * @param options defines the options used to create the mesh
  106642. * @param scene defines the hosting scene
  106643. * @returns the box mesh
  106644. */
  106645. static CreateBox(name: string, options: {
  106646. size?: number;
  106647. width?: number;
  106648. height?: number;
  106649. depth?: number;
  106650. faceUV?: Vector4[];
  106651. faceColors?: Color4[];
  106652. sideOrientation?: number;
  106653. frontUVs?: Vector4;
  106654. backUVs?: Vector4;
  106655. wrap?: boolean;
  106656. topBaseAt?: number;
  106657. bottomBaseAt?: number;
  106658. updatable?: boolean;
  106659. }, scene?: Nullable<Scene>): Mesh;
  106660. }
  106661. }
  106662. declare module BABYLON {
  106663. /**
  106664. * Class containing static functions to help procedurally build meshes
  106665. */
  106666. export class SphereBuilder {
  106667. /**
  106668. * Creates a sphere mesh
  106669. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106670. * * 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`)
  106671. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106672. * * 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
  106673. * * 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)
  106674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106675. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106677. * @param name defines the name of the mesh
  106678. * @param options defines the options used to create the mesh
  106679. * @param scene defines the hosting scene
  106680. * @returns the sphere mesh
  106681. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106682. */
  106683. static CreateSphere(name: string, options: {
  106684. segments?: number;
  106685. diameter?: number;
  106686. diameterX?: number;
  106687. diameterY?: number;
  106688. diameterZ?: number;
  106689. arc?: number;
  106690. slice?: number;
  106691. sideOrientation?: number;
  106692. frontUVs?: Vector4;
  106693. backUVs?: Vector4;
  106694. updatable?: boolean;
  106695. }, scene: any): Mesh;
  106696. }
  106697. }
  106698. declare module BABYLON.Debug {
  106699. /**
  106700. * Used to show the physics impostor around the specific mesh
  106701. */
  106702. export class PhysicsViewer {
  106703. /** @hidden */
  106704. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106705. /** @hidden */
  106706. protected _meshes: Array<Nullable<AbstractMesh>>;
  106707. /** @hidden */
  106708. protected _scene: Nullable<Scene>;
  106709. /** @hidden */
  106710. protected _numMeshes: number;
  106711. /** @hidden */
  106712. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106713. private _renderFunction;
  106714. private _utilityLayer;
  106715. private _debugBoxMesh;
  106716. private _debugSphereMesh;
  106717. private _debugCylinderMesh;
  106718. private _debugMaterial;
  106719. private _debugMeshMeshes;
  106720. /**
  106721. * Creates a new PhysicsViewer
  106722. * @param scene defines the hosting scene
  106723. */
  106724. constructor(scene: Scene);
  106725. /** @hidden */
  106726. protected _updateDebugMeshes(): void;
  106727. /**
  106728. * Renders a specified physic impostor
  106729. * @param impostor defines the impostor to render
  106730. * @param targetMesh defines the mesh represented by the impostor
  106731. * @returns the new debug mesh used to render the impostor
  106732. */
  106733. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106734. /**
  106735. * Hides a specified physic impostor
  106736. * @param impostor defines the impostor to hide
  106737. */
  106738. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106739. private _getDebugMaterial;
  106740. private _getDebugBoxMesh;
  106741. private _getDebugSphereMesh;
  106742. private _getDebugCylinderMesh;
  106743. private _getDebugMeshMesh;
  106744. private _getDebugMesh;
  106745. /** Releases all resources */
  106746. dispose(): void;
  106747. }
  106748. }
  106749. declare module BABYLON {
  106750. /**
  106751. * Class containing static functions to help procedurally build meshes
  106752. */
  106753. export class LinesBuilder {
  106754. /**
  106755. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106756. * * 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
  106757. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106758. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106759. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106760. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106761. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106762. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106763. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106764. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106765. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106766. * @param name defines the name of the new line system
  106767. * @param options defines the options used to create the line system
  106768. * @param scene defines the hosting scene
  106769. * @returns a new line system mesh
  106770. */
  106771. static CreateLineSystem(name: string, options: {
  106772. lines: Vector3[][];
  106773. updatable?: boolean;
  106774. instance?: Nullable<LinesMesh>;
  106775. colors?: Nullable<Color4[][]>;
  106776. useVertexAlpha?: boolean;
  106777. }, scene: Nullable<Scene>): LinesMesh;
  106778. /**
  106779. * Creates a line mesh
  106780. * 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
  106781. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106782. * * The parameter `points` is an array successive Vector3
  106783. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106784. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106785. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106786. * * When updating an instance, remember that only point positions can change, not the number of points
  106787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106788. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106789. * @param name defines the name of the new line system
  106790. * @param options defines the options used to create the line system
  106791. * @param scene defines the hosting scene
  106792. * @returns a new line mesh
  106793. */
  106794. static CreateLines(name: string, options: {
  106795. points: Vector3[];
  106796. updatable?: boolean;
  106797. instance?: Nullable<LinesMesh>;
  106798. colors?: Color4[];
  106799. useVertexAlpha?: boolean;
  106800. }, scene?: Nullable<Scene>): LinesMesh;
  106801. /**
  106802. * Creates a dashed line mesh
  106803. * * 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
  106804. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106805. * * The parameter `points` is an array successive Vector3
  106806. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106807. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106808. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106809. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106810. * * When updating an instance, remember that only point positions can change, not the number of points
  106811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106812. * @param name defines the name of the mesh
  106813. * @param options defines the options used to create the mesh
  106814. * @param scene defines the hosting scene
  106815. * @returns the dashed line mesh
  106816. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106817. */
  106818. static CreateDashedLines(name: string, options: {
  106819. points: Vector3[];
  106820. dashSize?: number;
  106821. gapSize?: number;
  106822. dashNb?: number;
  106823. updatable?: boolean;
  106824. instance?: LinesMesh;
  106825. }, scene?: Nullable<Scene>): LinesMesh;
  106826. }
  106827. }
  106828. declare module BABYLON {
  106829. /**
  106830. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106831. * in order to better appreciate the issue one might have.
  106832. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106833. */
  106834. export class RayHelper {
  106835. /**
  106836. * Defines the ray we are currently tryin to visualize.
  106837. */
  106838. ray: Nullable<Ray>;
  106839. private _renderPoints;
  106840. private _renderLine;
  106841. private _renderFunction;
  106842. private _scene;
  106843. private _updateToMeshFunction;
  106844. private _attachedToMesh;
  106845. private _meshSpaceDirection;
  106846. private _meshSpaceOrigin;
  106847. /**
  106848. * Helper function to create a colored helper in a scene in one line.
  106849. * @param ray Defines the ray we are currently tryin to visualize
  106850. * @param scene Defines the scene the ray is used in
  106851. * @param color Defines the color we want to see the ray in
  106852. * @returns The newly created ray helper.
  106853. */
  106854. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106855. /**
  106856. * Instantiate a new ray helper.
  106857. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106858. * in order to better appreciate the issue one might have.
  106859. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106860. * @param ray Defines the ray we are currently tryin to visualize
  106861. */
  106862. constructor(ray: Ray);
  106863. /**
  106864. * Shows the ray we are willing to debug.
  106865. * @param scene Defines the scene the ray needs to be rendered in
  106866. * @param color Defines the color the ray needs to be rendered in
  106867. */
  106868. show(scene: Scene, color?: Color3): void;
  106869. /**
  106870. * Hides the ray we are debugging.
  106871. */
  106872. hide(): void;
  106873. private _render;
  106874. /**
  106875. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106876. * @param mesh Defines the mesh we want the helper attached to
  106877. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106878. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106879. * @param length Defines the length of the ray
  106880. */
  106881. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106882. /**
  106883. * Detach the ray helper from the mesh it has previously been attached to.
  106884. */
  106885. detachFromMesh(): void;
  106886. private _updateToMesh;
  106887. /**
  106888. * Dispose the helper and release its associated resources.
  106889. */
  106890. dispose(): void;
  106891. }
  106892. }
  106893. declare module BABYLON.Debug {
  106894. /**
  106895. * Class used to render a debug view of a given skeleton
  106896. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106897. */
  106898. export class SkeletonViewer {
  106899. /** defines the skeleton to render */
  106900. skeleton: Skeleton;
  106901. /** defines the mesh attached to the skeleton */
  106902. mesh: AbstractMesh;
  106903. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106904. autoUpdateBonesMatrices: boolean;
  106905. /** defines the rendering group id to use with the viewer */
  106906. renderingGroupId: number;
  106907. /** Gets or sets the color used to render the skeleton */
  106908. color: Color3;
  106909. private _scene;
  106910. private _debugLines;
  106911. private _debugMesh;
  106912. private _isEnabled;
  106913. private _renderFunction;
  106914. private _utilityLayer;
  106915. /**
  106916. * Returns the mesh used to render the bones
  106917. */
  106918. readonly debugMesh: Nullable<LinesMesh>;
  106919. /**
  106920. * Creates a new SkeletonViewer
  106921. * @param skeleton defines the skeleton to render
  106922. * @param mesh defines the mesh attached to the skeleton
  106923. * @param scene defines the hosting scene
  106924. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106925. * @param renderingGroupId defines the rendering group id to use with the viewer
  106926. */
  106927. constructor(
  106928. /** defines the skeleton to render */
  106929. skeleton: Skeleton,
  106930. /** defines the mesh attached to the skeleton */
  106931. mesh: AbstractMesh, scene: Scene,
  106932. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106933. autoUpdateBonesMatrices?: boolean,
  106934. /** defines the rendering group id to use with the viewer */
  106935. renderingGroupId?: number);
  106936. /** Gets or sets a boolean indicating if the viewer is enabled */
  106937. isEnabled: boolean;
  106938. private _getBonePosition;
  106939. private _getLinesForBonesWithLength;
  106940. private _getLinesForBonesNoLength;
  106941. /** Update the viewer to sync with current skeleton state */
  106942. update(): void;
  106943. /** Release associated resources */
  106944. dispose(): void;
  106945. }
  106946. }
  106947. declare module BABYLON {
  106948. /**
  106949. * Options to create the null engine
  106950. */
  106951. export class NullEngineOptions {
  106952. /**
  106953. * Render width (Default: 512)
  106954. */
  106955. renderWidth: number;
  106956. /**
  106957. * Render height (Default: 256)
  106958. */
  106959. renderHeight: number;
  106960. /**
  106961. * Texture size (Default: 512)
  106962. */
  106963. textureSize: number;
  106964. /**
  106965. * If delta time between frames should be constant
  106966. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106967. */
  106968. deterministicLockstep: boolean;
  106969. /**
  106970. * Maximum about of steps between frames (Default: 4)
  106971. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106972. */
  106973. lockstepMaxSteps: number;
  106974. }
  106975. /**
  106976. * The null engine class provides support for headless version of babylon.js.
  106977. * This can be used in server side scenario or for testing purposes
  106978. */
  106979. export class NullEngine extends Engine {
  106980. private _options;
  106981. /**
  106982. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106983. */
  106984. isDeterministicLockStep(): boolean;
  106985. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106986. getLockstepMaxSteps(): number;
  106987. /**
  106988. * Sets hardware scaling, used to save performance if needed
  106989. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106990. */
  106991. getHardwareScalingLevel(): number;
  106992. constructor(options?: NullEngineOptions);
  106993. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106994. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106995. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106996. getRenderWidth(useScreen?: boolean): number;
  106997. getRenderHeight(useScreen?: boolean): number;
  106998. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106999. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107000. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107001. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107002. bindSamplers(effect: Effect): void;
  107003. enableEffect(effect: Effect): void;
  107004. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107005. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107006. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107007. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107008. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107009. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107010. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107011. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107012. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107013. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107014. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107015. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107016. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107017. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107018. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107019. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107020. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107021. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107022. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107023. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107024. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107025. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107026. bindBuffers(vertexBuffers: {
  107027. [key: string]: VertexBuffer;
  107028. }, indexBuffer: DataBuffer, effect: Effect): void;
  107029. wipeCaches(bruteForce?: boolean): void;
  107030. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107031. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107032. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107033. /** @hidden */
  107034. _createTexture(): WebGLTexture;
  107035. /** @hidden */
  107036. _releaseTexture(texture: InternalTexture): void;
  107037. 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;
  107038. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107039. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107040. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107041. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107042. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107043. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107044. areAllEffectsReady(): boolean;
  107045. /**
  107046. * @hidden
  107047. * Get the current error code of the webGL context
  107048. * @returns the error code
  107049. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107050. */
  107051. getError(): number;
  107052. /** @hidden */
  107053. _getUnpackAlignement(): number;
  107054. /** @hidden */
  107055. _unpackFlipY(value: boolean): void;
  107056. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107057. /**
  107058. * Updates a dynamic vertex buffer.
  107059. * @param vertexBuffer the vertex buffer to update
  107060. * @param data the data used to update the vertex buffer
  107061. * @param byteOffset the byte offset of the data (optional)
  107062. * @param byteLength the byte length of the data (optional)
  107063. */
  107064. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107065. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107066. /** @hidden */
  107067. _bindTexture(channel: number, texture: InternalTexture): void;
  107068. /** @hidden */
  107069. _releaseBuffer(buffer: DataBuffer): boolean;
  107070. releaseEffects(): void;
  107071. displayLoadingUI(): void;
  107072. hideLoadingUI(): void;
  107073. /** @hidden */
  107074. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107075. /** @hidden */
  107076. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107077. /** @hidden */
  107078. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107079. /** @hidden */
  107080. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107081. }
  107082. }
  107083. declare module BABYLON {
  107084. /** @hidden */
  107085. export class _OcclusionDataStorage {
  107086. /** @hidden */
  107087. occlusionInternalRetryCounter: number;
  107088. /** @hidden */
  107089. isOcclusionQueryInProgress: boolean;
  107090. /** @hidden */
  107091. isOccluded: boolean;
  107092. /** @hidden */
  107093. occlusionRetryCount: number;
  107094. /** @hidden */
  107095. occlusionType: number;
  107096. /** @hidden */
  107097. occlusionQueryAlgorithmType: number;
  107098. }
  107099. interface Engine {
  107100. /**
  107101. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  107102. * @return the new query
  107103. */
  107104. createQuery(): WebGLQuery;
  107105. /**
  107106. * Delete and release a webGL query
  107107. * @param query defines the query to delete
  107108. * @return the current engine
  107109. */
  107110. deleteQuery(query: WebGLQuery): Engine;
  107111. /**
  107112. * Check if a given query has resolved and got its value
  107113. * @param query defines the query to check
  107114. * @returns true if the query got its value
  107115. */
  107116. isQueryResultAvailable(query: WebGLQuery): boolean;
  107117. /**
  107118. * Gets the value of a given query
  107119. * @param query defines the query to check
  107120. * @returns the value of the query
  107121. */
  107122. getQueryResult(query: WebGLQuery): number;
  107123. /**
  107124. * Initiates an occlusion query
  107125. * @param algorithmType defines the algorithm to use
  107126. * @param query defines the query to use
  107127. * @returns the current engine
  107128. * @see http://doc.babylonjs.com/features/occlusionquery
  107129. */
  107130. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  107131. /**
  107132. * Ends an occlusion query
  107133. * @see http://doc.babylonjs.com/features/occlusionquery
  107134. * @param algorithmType defines the algorithm to use
  107135. * @returns the current engine
  107136. */
  107137. endOcclusionQuery(algorithmType: number): Engine;
  107138. /**
  107139. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  107140. * Please note that only one query can be issued at a time
  107141. * @returns a time token used to track the time span
  107142. */
  107143. startTimeQuery(): Nullable<_TimeToken>;
  107144. /**
  107145. * Ends a time query
  107146. * @param token defines the token used to measure the time span
  107147. * @returns the time spent (in ns)
  107148. */
  107149. endTimeQuery(token: _TimeToken): int;
  107150. /** @hidden */
  107151. _currentNonTimestampToken: Nullable<_TimeToken>;
  107152. /** @hidden */
  107153. _createTimeQuery(): WebGLQuery;
  107154. /** @hidden */
  107155. _deleteTimeQuery(query: WebGLQuery): void;
  107156. /** @hidden */
  107157. _getGlAlgorithmType(algorithmType: number): number;
  107158. /** @hidden */
  107159. _getTimeQueryResult(query: WebGLQuery): any;
  107160. /** @hidden */
  107161. _getTimeQueryAvailability(query: WebGLQuery): any;
  107162. }
  107163. interface AbstractMesh {
  107164. /**
  107165. * Backing filed
  107166. * @hidden
  107167. */
  107168. __occlusionDataStorage: _OcclusionDataStorage;
  107169. /**
  107170. * Access property
  107171. * @hidden
  107172. */
  107173. _occlusionDataStorage: _OcclusionDataStorage;
  107174. /**
  107175. * 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.
  107176. * The default value is -1 which means don't break the query and wait till the result
  107177. * @see http://doc.babylonjs.com/features/occlusionquery
  107178. */
  107179. occlusionRetryCount: number;
  107180. /**
  107181. * 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:
  107182. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  107183. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  107184. * * 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.
  107185. * @see http://doc.babylonjs.com/features/occlusionquery
  107186. */
  107187. occlusionType: number;
  107188. /**
  107189. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  107190. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  107191. * * 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.
  107192. * @see http://doc.babylonjs.com/features/occlusionquery
  107193. */
  107194. occlusionQueryAlgorithmType: number;
  107195. /**
  107196. * 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
  107197. * @see http://doc.babylonjs.com/features/occlusionquery
  107198. */
  107199. isOccluded: boolean;
  107200. /**
  107201. * Flag to check the progress status of the query
  107202. * @see http://doc.babylonjs.com/features/occlusionquery
  107203. */
  107204. isOcclusionQueryInProgress: boolean;
  107205. }
  107206. }
  107207. declare module BABYLON {
  107208. /** @hidden */
  107209. export var _forceTransformFeedbackToBundle: boolean;
  107210. interface Engine {
  107211. /**
  107212. * Creates a webGL transform feedback object
  107213. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107214. * @returns the webGL transform feedback object
  107215. */
  107216. createTransformFeedback(): WebGLTransformFeedback;
  107217. /**
  107218. * Delete a webGL transform feedback object
  107219. * @param value defines the webGL transform feedback object to delete
  107220. */
  107221. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107222. /**
  107223. * Bind a webGL transform feedback object to the webgl context
  107224. * @param value defines the webGL transform feedback object to bind
  107225. */
  107226. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107227. /**
  107228. * Begins a transform feedback operation
  107229. * @param usePoints defines if points or triangles must be used
  107230. */
  107231. beginTransformFeedback(usePoints: boolean): void;
  107232. /**
  107233. * Ends a transform feedback operation
  107234. */
  107235. endTransformFeedback(): void;
  107236. /**
  107237. * Specify the varyings to use with transform feedback
  107238. * @param program defines the associated webGL program
  107239. * @param value defines the list of strings representing the varying names
  107240. */
  107241. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107242. /**
  107243. * Bind a webGL buffer for a transform feedback operation
  107244. * @param value defines the webGL buffer to bind
  107245. */
  107246. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107247. }
  107248. }
  107249. declare module BABYLON {
  107250. /**
  107251. * Creation options of the multi render target texture.
  107252. */
  107253. export interface IMultiRenderTargetOptions {
  107254. /**
  107255. * Define if the texture needs to create mip maps after render.
  107256. */
  107257. generateMipMaps?: boolean;
  107258. /**
  107259. * Define the types of all the draw buffers we want to create
  107260. */
  107261. types?: number[];
  107262. /**
  107263. * Define the sampling modes of all the draw buffers we want to create
  107264. */
  107265. samplingModes?: number[];
  107266. /**
  107267. * Define if a depth buffer is required
  107268. */
  107269. generateDepthBuffer?: boolean;
  107270. /**
  107271. * Define if a stencil buffer is required
  107272. */
  107273. generateStencilBuffer?: boolean;
  107274. /**
  107275. * Define if a depth texture is required instead of a depth buffer
  107276. */
  107277. generateDepthTexture?: boolean;
  107278. /**
  107279. * Define the number of desired draw buffers
  107280. */
  107281. textureCount?: number;
  107282. /**
  107283. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107284. */
  107285. doNotChangeAspectRatio?: boolean;
  107286. /**
  107287. * Define the default type of the buffers we are creating
  107288. */
  107289. defaultType?: number;
  107290. }
  107291. /**
  107292. * A multi render target, like a render target provides the ability to render to a texture.
  107293. * Unlike the render target, it can render to several draw buffers in one draw.
  107294. * This is specially interesting in deferred rendering or for any effects requiring more than
  107295. * just one color from a single pass.
  107296. */
  107297. export class MultiRenderTarget extends RenderTargetTexture {
  107298. private _internalTextures;
  107299. private _textures;
  107300. private _multiRenderTargetOptions;
  107301. /**
  107302. * Get if draw buffers are currently supported by the used hardware and browser.
  107303. */
  107304. readonly isSupported: boolean;
  107305. /**
  107306. * Get the list of textures generated by the multi render target.
  107307. */
  107308. readonly textures: Texture[];
  107309. /**
  107310. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  107311. */
  107312. readonly depthTexture: Texture;
  107313. /**
  107314. * Set the wrapping mode on U of all the textures we are rendering to.
  107315. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107316. */
  107317. wrapU: number;
  107318. /**
  107319. * Set the wrapping mode on V of all the textures we are rendering to.
  107320. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107321. */
  107322. wrapV: number;
  107323. /**
  107324. * Instantiate a new multi render target texture.
  107325. * A multi render target, like a render target provides the ability to render to a texture.
  107326. * Unlike the render target, it can render to several draw buffers in one draw.
  107327. * This is specially interesting in deferred rendering or for any effects requiring more than
  107328. * just one color from a single pass.
  107329. * @param name Define the name of the texture
  107330. * @param size Define the size of the buffers to render to
  107331. * @param count Define the number of target we are rendering into
  107332. * @param scene Define the scene the texture belongs to
  107333. * @param options Define the options used to create the multi render target
  107334. */
  107335. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  107336. /** @hidden */
  107337. _rebuild(): void;
  107338. private _createInternalTextures;
  107339. private _createTextures;
  107340. /**
  107341. * Define the number of samples used if MSAA is enabled.
  107342. */
  107343. samples: number;
  107344. /**
  107345. * Resize all the textures in the multi render target.
  107346. * Be carrefull as it will recreate all the data in the new texture.
  107347. * @param size Define the new size
  107348. */
  107349. resize(size: any): void;
  107350. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  107351. /**
  107352. * Dispose the render targets and their associated resources
  107353. */
  107354. dispose(): void;
  107355. /**
  107356. * Release all the underlying texture used as draw buffers.
  107357. */
  107358. releaseInternalTextures(): void;
  107359. }
  107360. }
  107361. declare module BABYLON {
  107362. interface Engine {
  107363. /**
  107364. * Unbind a list of render target textures from the webGL context
  107365. * This is used only when drawBuffer extension or webGL2 are active
  107366. * @param textures defines the render target textures to unbind
  107367. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  107368. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  107369. */
  107370. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107371. /**
  107372. * Create a multi render target texture
  107373. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107374. * @param size defines the size of the texture
  107375. * @param options defines the creation options
  107376. * @returns the cube texture as an InternalTexture
  107377. */
  107378. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107379. /**
  107380. * Update the sample count for a given multiple render target texture
  107381. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107382. * @param textures defines the textures to update
  107383. * @param samples defines the sample count to set
  107384. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107385. */
  107386. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107387. }
  107388. }
  107389. declare module BABYLON {
  107390. /**
  107391. * Gather the list of clipboard event types as constants.
  107392. */
  107393. export class ClipboardEventTypes {
  107394. /**
  107395. * The clipboard event is fired when a copy command is active (pressed).
  107396. */
  107397. static readonly COPY: number;
  107398. /**
  107399. * The clipboard event is fired when a cut command is active (pressed).
  107400. */
  107401. static readonly CUT: number;
  107402. /**
  107403. * The clipboard event is fired when a paste command is active (pressed).
  107404. */
  107405. static readonly PASTE: number;
  107406. }
  107407. /**
  107408. * This class is used to store clipboard related info for the onClipboardObservable event.
  107409. */
  107410. export class ClipboardInfo {
  107411. /**
  107412. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107413. */
  107414. type: number;
  107415. /**
  107416. * Defines the related dom event
  107417. */
  107418. event: ClipboardEvent;
  107419. /**
  107420. *Creates an instance of ClipboardInfo.
  107421. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107422. * @param event Defines the related dom event
  107423. */
  107424. constructor(
  107425. /**
  107426. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107427. */
  107428. type: number,
  107429. /**
  107430. * Defines the related dom event
  107431. */
  107432. event: ClipboardEvent);
  107433. /**
  107434. * Get the clipboard event's type from the keycode.
  107435. * @param keyCode Defines the keyCode for the current keyboard event.
  107436. * @return {number}
  107437. */
  107438. static GetTypeFromCharacter(keyCode: number): number;
  107439. }
  107440. }
  107441. declare module BABYLON {
  107442. /**
  107443. * Google Daydream controller
  107444. */
  107445. export class DaydreamController extends WebVRController {
  107446. /**
  107447. * Base Url for the controller model.
  107448. */
  107449. static MODEL_BASE_URL: string;
  107450. /**
  107451. * File name for the controller model.
  107452. */
  107453. static MODEL_FILENAME: string;
  107454. /**
  107455. * Gamepad Id prefix used to identify Daydream Controller.
  107456. */
  107457. static readonly GAMEPAD_ID_PREFIX: string;
  107458. /**
  107459. * Creates a new DaydreamController from a gamepad
  107460. * @param vrGamepad the gamepad that the controller should be created from
  107461. */
  107462. constructor(vrGamepad: any);
  107463. /**
  107464. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107465. * @param scene scene in which to add meshes
  107466. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107467. */
  107468. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107469. /**
  107470. * Called once for each button that changed state since the last frame
  107471. * @param buttonIdx Which button index changed
  107472. * @param state New state of the button
  107473. * @param changes Which properties on the state changed since last frame
  107474. */
  107475. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107476. }
  107477. }
  107478. declare module BABYLON {
  107479. /**
  107480. * Gear VR Controller
  107481. */
  107482. export class GearVRController extends WebVRController {
  107483. /**
  107484. * Base Url for the controller model.
  107485. */
  107486. static MODEL_BASE_URL: string;
  107487. /**
  107488. * File name for the controller model.
  107489. */
  107490. static MODEL_FILENAME: string;
  107491. /**
  107492. * Gamepad Id prefix used to identify this controller.
  107493. */
  107494. static readonly GAMEPAD_ID_PREFIX: string;
  107495. private readonly _buttonIndexToObservableNameMap;
  107496. /**
  107497. * Creates a new GearVRController from a gamepad
  107498. * @param vrGamepad the gamepad that the controller should be created from
  107499. */
  107500. constructor(vrGamepad: any);
  107501. /**
  107502. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107503. * @param scene scene in which to add meshes
  107504. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107505. */
  107506. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107507. /**
  107508. * Called once for each button that changed state since the last frame
  107509. * @param buttonIdx Which button index changed
  107510. * @param state New state of the button
  107511. * @param changes Which properties on the state changed since last frame
  107512. */
  107513. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107514. }
  107515. }
  107516. declare module BABYLON {
  107517. /**
  107518. * Class containing static functions to help procedurally build meshes
  107519. */
  107520. export class PolyhedronBuilder {
  107521. /**
  107522. * Creates a polyhedron mesh
  107523. * * 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
  107524. * * The parameter `size` (positive float, default 1) sets the polygon size
  107525. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107526. * * 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`
  107527. * * 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
  107528. * * 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)`)
  107529. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107530. * * 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
  107531. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107532. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107534. * @param name defines the name of the mesh
  107535. * @param options defines the options used to create the mesh
  107536. * @param scene defines the hosting scene
  107537. * @returns the polyhedron mesh
  107538. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107539. */
  107540. static CreatePolyhedron(name: string, options: {
  107541. type?: number;
  107542. size?: number;
  107543. sizeX?: number;
  107544. sizeY?: number;
  107545. sizeZ?: number;
  107546. custom?: any;
  107547. faceUV?: Vector4[];
  107548. faceColors?: Color4[];
  107549. flat?: boolean;
  107550. updatable?: boolean;
  107551. sideOrientation?: number;
  107552. frontUVs?: Vector4;
  107553. backUVs?: Vector4;
  107554. }, scene?: Nullable<Scene>): Mesh;
  107555. }
  107556. }
  107557. declare module BABYLON {
  107558. /**
  107559. * Gizmo that enables scaling a mesh along 3 axis
  107560. */
  107561. export class ScaleGizmo extends Gizmo {
  107562. /**
  107563. * Internal gizmo used for interactions on the x axis
  107564. */
  107565. xGizmo: AxisScaleGizmo;
  107566. /**
  107567. * Internal gizmo used for interactions on the y axis
  107568. */
  107569. yGizmo: AxisScaleGizmo;
  107570. /**
  107571. * Internal gizmo used for interactions on the z axis
  107572. */
  107573. zGizmo: AxisScaleGizmo;
  107574. /**
  107575. * Internal gizmo used to scale all axis equally
  107576. */
  107577. uniformScaleGizmo: AxisScaleGizmo;
  107578. private _meshAttached;
  107579. private _updateGizmoRotationToMatchAttachedMesh;
  107580. private _snapDistance;
  107581. private _scaleRatio;
  107582. private _uniformScalingMesh;
  107583. private _octahedron;
  107584. /** Fires an event when any of it's sub gizmos are dragged */
  107585. onDragStartObservable: Observable<unknown>;
  107586. /** Fires an event when any of it's sub gizmos are released from dragging */
  107587. onDragEndObservable: Observable<unknown>;
  107588. attachedMesh: Nullable<AbstractMesh>;
  107589. /**
  107590. * Creates a ScaleGizmo
  107591. * @param gizmoLayer The utility layer the gizmo will be added to
  107592. */
  107593. constructor(gizmoLayer?: UtilityLayerRenderer);
  107594. updateGizmoRotationToMatchAttachedMesh: boolean;
  107595. /**
  107596. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107597. */
  107598. snapDistance: number;
  107599. /**
  107600. * Ratio for the scale of the gizmo (Default: 1)
  107601. */
  107602. scaleRatio: number;
  107603. /**
  107604. * Disposes of the gizmo
  107605. */
  107606. dispose(): void;
  107607. }
  107608. }
  107609. declare module BABYLON {
  107610. /**
  107611. * Single axis scale gizmo
  107612. */
  107613. export class AxisScaleGizmo extends Gizmo {
  107614. /**
  107615. * Drag behavior responsible for the gizmos dragging interactions
  107616. */
  107617. dragBehavior: PointerDragBehavior;
  107618. private _pointerObserver;
  107619. /**
  107620. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107621. */
  107622. snapDistance: number;
  107623. /**
  107624. * Event that fires each time the gizmo snaps to a new location.
  107625. * * snapDistance is the the change in distance
  107626. */
  107627. onSnapObservable: Observable<{
  107628. snapDistance: number;
  107629. }>;
  107630. /**
  107631. * If the scaling operation should be done on all axis (default: false)
  107632. */
  107633. uniformScaling: boolean;
  107634. private _isEnabled;
  107635. private _parent;
  107636. private _arrow;
  107637. private _coloredMaterial;
  107638. private _hoverMaterial;
  107639. /**
  107640. * Creates an AxisScaleGizmo
  107641. * @param gizmoLayer The utility layer the gizmo will be added to
  107642. * @param dragAxis The axis which the gizmo will be able to scale on
  107643. * @param color The color of the gizmo
  107644. */
  107645. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107646. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107647. /**
  107648. * If the gizmo is enabled
  107649. */
  107650. isEnabled: boolean;
  107651. /**
  107652. * Disposes of the gizmo
  107653. */
  107654. dispose(): void;
  107655. /**
  107656. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107657. * @param mesh The mesh to replace the default mesh of the gizmo
  107658. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107659. */
  107660. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107661. }
  107662. }
  107663. declare module BABYLON {
  107664. /**
  107665. * Bounding box gizmo
  107666. */
  107667. export class BoundingBoxGizmo extends Gizmo {
  107668. private _lineBoundingBox;
  107669. private _rotateSpheresParent;
  107670. private _scaleBoxesParent;
  107671. private _boundingDimensions;
  107672. private _renderObserver;
  107673. private _pointerObserver;
  107674. private _scaleDragSpeed;
  107675. private _tmpQuaternion;
  107676. private _tmpVector;
  107677. private _tmpRotationMatrix;
  107678. /**
  107679. * 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)
  107680. */
  107681. ignoreChildren: boolean;
  107682. /**
  107683. * 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)
  107684. */
  107685. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107686. /**
  107687. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107688. */
  107689. rotationSphereSize: number;
  107690. /**
  107691. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107692. */
  107693. scaleBoxSize: number;
  107694. /**
  107695. * 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)
  107696. */
  107697. fixedDragMeshScreenSize: boolean;
  107698. /**
  107699. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107700. */
  107701. fixedDragMeshScreenSizeDistanceFactor: number;
  107702. /**
  107703. * Fired when a rotation sphere or scale box is dragged
  107704. */
  107705. onDragStartObservable: Observable<{}>;
  107706. /**
  107707. * Fired when a scale box is dragged
  107708. */
  107709. onScaleBoxDragObservable: Observable<{}>;
  107710. /**
  107711. * Fired when a scale box drag is ended
  107712. */
  107713. onScaleBoxDragEndObservable: Observable<{}>;
  107714. /**
  107715. * Fired when a rotation sphere is dragged
  107716. */
  107717. onRotationSphereDragObservable: Observable<{}>;
  107718. /**
  107719. * Fired when a rotation sphere drag is ended
  107720. */
  107721. onRotationSphereDragEndObservable: Observable<{}>;
  107722. /**
  107723. * 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)
  107724. */
  107725. scalePivot: Nullable<Vector3>;
  107726. /**
  107727. * Mesh used as a pivot to rotate the attached mesh
  107728. */
  107729. private _anchorMesh;
  107730. private _existingMeshScale;
  107731. private _dragMesh;
  107732. private pointerDragBehavior;
  107733. private coloredMaterial;
  107734. private hoverColoredMaterial;
  107735. /**
  107736. * Sets the color of the bounding box gizmo
  107737. * @param color the color to set
  107738. */
  107739. setColor(color: Color3): void;
  107740. /**
  107741. * Creates an BoundingBoxGizmo
  107742. * @param gizmoLayer The utility layer the gizmo will be added to
  107743. * @param color The color of the gizmo
  107744. */
  107745. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107746. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107747. private _selectNode;
  107748. /**
  107749. * Updates the bounding box information for the Gizmo
  107750. */
  107751. updateBoundingBox(): void;
  107752. private _updateRotationSpheres;
  107753. private _updateScaleBoxes;
  107754. /**
  107755. * Enables rotation on the specified axis and disables rotation on the others
  107756. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107757. */
  107758. setEnabledRotationAxis(axis: string): void;
  107759. /**
  107760. * Enables/disables scaling
  107761. * @param enable if scaling should be enabled
  107762. */
  107763. setEnabledScaling(enable: boolean): void;
  107764. private _updateDummy;
  107765. /**
  107766. * Enables a pointer drag behavior on the bounding box of the gizmo
  107767. */
  107768. enableDragBehavior(): void;
  107769. /**
  107770. * Disposes of the gizmo
  107771. */
  107772. dispose(): void;
  107773. /**
  107774. * 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)
  107775. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107776. * @returns the bounding box mesh with the passed in mesh as a child
  107777. */
  107778. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107779. /**
  107780. * CustomMeshes are not supported by this gizmo
  107781. * @param mesh The mesh to replace the default mesh of the gizmo
  107782. */
  107783. setCustomMesh(mesh: Mesh): void;
  107784. }
  107785. }
  107786. declare module BABYLON {
  107787. /**
  107788. * Single plane rotation gizmo
  107789. */
  107790. export class PlaneRotationGizmo extends Gizmo {
  107791. /**
  107792. * Drag behavior responsible for the gizmos dragging interactions
  107793. */
  107794. dragBehavior: PointerDragBehavior;
  107795. private _pointerObserver;
  107796. /**
  107797. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107798. */
  107799. snapDistance: number;
  107800. /**
  107801. * Event that fires each time the gizmo snaps to a new location.
  107802. * * snapDistance is the the change in distance
  107803. */
  107804. onSnapObservable: Observable<{
  107805. snapDistance: number;
  107806. }>;
  107807. private _isEnabled;
  107808. private _parent;
  107809. /**
  107810. * Creates a PlaneRotationGizmo
  107811. * @param gizmoLayer The utility layer the gizmo will be added to
  107812. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107813. * @param color The color of the gizmo
  107814. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107815. */
  107816. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107817. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107818. /**
  107819. * If the gizmo is enabled
  107820. */
  107821. isEnabled: boolean;
  107822. /**
  107823. * Disposes of the gizmo
  107824. */
  107825. dispose(): void;
  107826. }
  107827. }
  107828. declare module BABYLON {
  107829. /**
  107830. * Gizmo that enables rotating a mesh along 3 axis
  107831. */
  107832. export class RotationGizmo extends Gizmo {
  107833. /**
  107834. * Internal gizmo used for interactions on the x axis
  107835. */
  107836. xGizmo: PlaneRotationGizmo;
  107837. /**
  107838. * Internal gizmo used for interactions on the y axis
  107839. */
  107840. yGizmo: PlaneRotationGizmo;
  107841. /**
  107842. * Internal gizmo used for interactions on the z axis
  107843. */
  107844. zGizmo: PlaneRotationGizmo;
  107845. /** Fires an event when any of it's sub gizmos are dragged */
  107846. onDragStartObservable: Observable<unknown>;
  107847. /** Fires an event when any of it's sub gizmos are released from dragging */
  107848. onDragEndObservable: Observable<unknown>;
  107849. private _meshAttached;
  107850. attachedMesh: Nullable<AbstractMesh>;
  107851. /**
  107852. * Creates a RotationGizmo
  107853. * @param gizmoLayer The utility layer the gizmo will be added to
  107854. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107855. */
  107856. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107857. updateGizmoRotationToMatchAttachedMesh: boolean;
  107858. /**
  107859. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107860. */
  107861. snapDistance: number;
  107862. /**
  107863. * Ratio for the scale of the gizmo (Default: 1)
  107864. */
  107865. scaleRatio: number;
  107866. /**
  107867. * Disposes of the gizmo
  107868. */
  107869. dispose(): void;
  107870. /**
  107871. * CustomMeshes are not supported by this gizmo
  107872. * @param mesh The mesh to replace the default mesh of the gizmo
  107873. */
  107874. setCustomMesh(mesh: Mesh): void;
  107875. }
  107876. }
  107877. declare module BABYLON {
  107878. /**
  107879. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107880. */
  107881. export class GizmoManager implements IDisposable {
  107882. private scene;
  107883. /**
  107884. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107885. */
  107886. gizmos: {
  107887. positionGizmo: Nullable<PositionGizmo>;
  107888. rotationGizmo: Nullable<RotationGizmo>;
  107889. scaleGizmo: Nullable<ScaleGizmo>;
  107890. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107891. };
  107892. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107893. clearGizmoOnEmptyPointerEvent: boolean;
  107894. /** Fires an event when the manager is attached to a mesh */
  107895. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107896. private _gizmosEnabled;
  107897. private _pointerObserver;
  107898. private _attachedMesh;
  107899. private _boundingBoxColor;
  107900. private _defaultUtilityLayer;
  107901. private _defaultKeepDepthUtilityLayer;
  107902. /**
  107903. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107904. */
  107905. boundingBoxDragBehavior: SixDofDragBehavior;
  107906. /**
  107907. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107908. */
  107909. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107910. /**
  107911. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107912. */
  107913. usePointerToAttachGizmos: boolean;
  107914. /**
  107915. * Utility layer that the bounding box gizmo belongs to
  107916. */
  107917. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107918. /**
  107919. * Utility layer that all gizmos besides bounding box belong to
  107920. */
  107921. readonly utilityLayer: UtilityLayerRenderer;
  107922. /**
  107923. * Instatiates a gizmo manager
  107924. * @param scene the scene to overlay the gizmos on top of
  107925. */
  107926. constructor(scene: Scene);
  107927. /**
  107928. * Attaches a set of gizmos to the specified mesh
  107929. * @param mesh The mesh the gizmo's should be attached to
  107930. */
  107931. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107932. /**
  107933. * If the position gizmo is enabled
  107934. */
  107935. positionGizmoEnabled: boolean;
  107936. /**
  107937. * If the rotation gizmo is enabled
  107938. */
  107939. rotationGizmoEnabled: boolean;
  107940. /**
  107941. * If the scale gizmo is enabled
  107942. */
  107943. scaleGizmoEnabled: boolean;
  107944. /**
  107945. * If the boundingBox gizmo is enabled
  107946. */
  107947. boundingBoxGizmoEnabled: boolean;
  107948. /**
  107949. * Disposes of the gizmo manager
  107950. */
  107951. dispose(): void;
  107952. }
  107953. }
  107954. declare module BABYLON {
  107955. /**
  107956. * A directional light is defined by a direction (what a surprise!).
  107957. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107958. * 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.
  107959. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107960. */
  107961. export class DirectionalLight extends ShadowLight {
  107962. private _shadowFrustumSize;
  107963. /**
  107964. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107965. */
  107966. /**
  107967. * Specifies a fix frustum size for the shadow generation.
  107968. */
  107969. shadowFrustumSize: number;
  107970. private _shadowOrthoScale;
  107971. /**
  107972. * Gets the shadow projection scale against the optimal computed one.
  107973. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107974. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107975. */
  107976. /**
  107977. * Sets the shadow projection scale against the optimal computed one.
  107978. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107979. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107980. */
  107981. shadowOrthoScale: number;
  107982. /**
  107983. * Automatically compute the projection matrix to best fit (including all the casters)
  107984. * on each frame.
  107985. */
  107986. autoUpdateExtends: boolean;
  107987. private _orthoLeft;
  107988. private _orthoRight;
  107989. private _orthoTop;
  107990. private _orthoBottom;
  107991. /**
  107992. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107993. * The directional light is emitted from everywhere in the given direction.
  107994. * It can cast shadows.
  107995. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107996. * @param name The friendly name of the light
  107997. * @param direction The direction of the light
  107998. * @param scene The scene the light belongs to
  107999. */
  108000. constructor(name: string, direction: Vector3, scene: Scene);
  108001. /**
  108002. * Returns the string "DirectionalLight".
  108003. * @return The class name
  108004. */
  108005. getClassName(): string;
  108006. /**
  108007. * Returns the integer 1.
  108008. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108009. */
  108010. getTypeID(): number;
  108011. /**
  108012. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108013. * Returns the DirectionalLight Shadow projection matrix.
  108014. */
  108015. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108016. /**
  108017. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108018. * Returns the DirectionalLight Shadow projection matrix.
  108019. */
  108020. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108021. /**
  108022. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108023. * Returns the DirectionalLight Shadow projection matrix.
  108024. */
  108025. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108026. protected _buildUniformLayout(): void;
  108027. /**
  108028. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108029. * @param effect The effect to update
  108030. * @param lightIndex The index of the light in the effect to update
  108031. * @returns The directional light
  108032. */
  108033. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108034. /**
  108035. * Gets the minZ used for shadow according to both the scene and the light.
  108036. *
  108037. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108038. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108039. * @param activeCamera The camera we are returning the min for
  108040. * @returns the depth min z
  108041. */
  108042. getDepthMinZ(activeCamera: Camera): number;
  108043. /**
  108044. * Gets the maxZ used for shadow according to both the scene and the light.
  108045. *
  108046. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108047. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108048. * @param activeCamera The camera we are returning the max for
  108049. * @returns the depth max z
  108050. */
  108051. getDepthMaxZ(activeCamera: Camera): number;
  108052. /**
  108053. * Prepares the list of defines specific to the light type.
  108054. * @param defines the list of defines
  108055. * @param lightIndex defines the index of the light for the effect
  108056. */
  108057. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108058. }
  108059. }
  108060. declare module BABYLON {
  108061. /**
  108062. * Class containing static functions to help procedurally build meshes
  108063. */
  108064. export class HemisphereBuilder {
  108065. /**
  108066. * Creates a hemisphere mesh
  108067. * @param name defines the name of the mesh
  108068. * @param options defines the options used to create the mesh
  108069. * @param scene defines the hosting scene
  108070. * @returns the hemisphere mesh
  108071. */
  108072. static CreateHemisphere(name: string, options: {
  108073. segments?: number;
  108074. diameter?: number;
  108075. sideOrientation?: number;
  108076. }, scene: any): Mesh;
  108077. }
  108078. }
  108079. declare module BABYLON {
  108080. /**
  108081. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108082. * These values define a cone of light starting from the position, emitting toward the direction.
  108083. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108084. * and the exponent defines the speed of the decay of the light with distance (reach).
  108085. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108086. */
  108087. export class SpotLight extends ShadowLight {
  108088. private _angle;
  108089. private _innerAngle;
  108090. private _cosHalfAngle;
  108091. private _lightAngleScale;
  108092. private _lightAngleOffset;
  108093. /**
  108094. * Gets the cone angle of the spot light in Radians.
  108095. */
  108096. /**
  108097. * Sets the cone angle of the spot light in Radians.
  108098. */
  108099. angle: number;
  108100. /**
  108101. * Only used in gltf falloff mode, this defines the angle where
  108102. * the directional falloff will start before cutting at angle which could be seen
  108103. * as outer angle.
  108104. */
  108105. /**
  108106. * Only used in gltf falloff mode, this defines the angle where
  108107. * the directional falloff will start before cutting at angle which could be seen
  108108. * as outer angle.
  108109. */
  108110. innerAngle: number;
  108111. private _shadowAngleScale;
  108112. /**
  108113. * Allows scaling the angle of the light for shadow generation only.
  108114. */
  108115. /**
  108116. * Allows scaling the angle of the light for shadow generation only.
  108117. */
  108118. shadowAngleScale: number;
  108119. /**
  108120. * The light decay speed with the distance from the emission spot.
  108121. */
  108122. exponent: number;
  108123. private _projectionTextureMatrix;
  108124. /**
  108125. * Allows reading the projecton texture
  108126. */
  108127. readonly projectionTextureMatrix: Matrix;
  108128. protected _projectionTextureLightNear: number;
  108129. /**
  108130. * Gets the near clip of the Spotlight for texture projection.
  108131. */
  108132. /**
  108133. * Sets the near clip of the Spotlight for texture projection.
  108134. */
  108135. projectionTextureLightNear: number;
  108136. protected _projectionTextureLightFar: number;
  108137. /**
  108138. * Gets the far clip of the Spotlight for texture projection.
  108139. */
  108140. /**
  108141. * Sets the far clip of the Spotlight for texture projection.
  108142. */
  108143. projectionTextureLightFar: number;
  108144. protected _projectionTextureUpDirection: Vector3;
  108145. /**
  108146. * Gets the Up vector of the Spotlight for texture projection.
  108147. */
  108148. /**
  108149. * Sets the Up vector of the Spotlight for texture projection.
  108150. */
  108151. projectionTextureUpDirection: Vector3;
  108152. private _projectionTexture;
  108153. /**
  108154. * Gets the projection texture of the light.
  108155. */
  108156. /**
  108157. * Sets the projection texture of the light.
  108158. */
  108159. projectionTexture: Nullable<BaseTexture>;
  108160. private _projectionTextureViewLightDirty;
  108161. private _projectionTextureProjectionLightDirty;
  108162. private _projectionTextureDirty;
  108163. private _projectionTextureViewTargetVector;
  108164. private _projectionTextureViewLightMatrix;
  108165. private _projectionTextureProjectionLightMatrix;
  108166. private _projectionTextureScalingMatrix;
  108167. /**
  108168. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  108169. * It can cast shadows.
  108170. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108171. * @param name The light friendly name
  108172. * @param position The position of the spot light in the scene
  108173. * @param direction The direction of the light in the scene
  108174. * @param angle The cone angle of the light in Radians
  108175. * @param exponent The light decay speed with the distance from the emission spot
  108176. * @param scene The scene the lights belongs to
  108177. */
  108178. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  108179. /**
  108180. * Returns the string "SpotLight".
  108181. * @returns the class name
  108182. */
  108183. getClassName(): string;
  108184. /**
  108185. * Returns the integer 2.
  108186. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108187. */
  108188. getTypeID(): number;
  108189. /**
  108190. * Overrides the direction setter to recompute the projection texture view light Matrix.
  108191. */
  108192. protected _setDirection(value: Vector3): void;
  108193. /**
  108194. * Overrides the position setter to recompute the projection texture view light Matrix.
  108195. */
  108196. protected _setPosition(value: Vector3): void;
  108197. /**
  108198. * 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.
  108199. * Returns the SpotLight.
  108200. */
  108201. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108202. protected _computeProjectionTextureViewLightMatrix(): void;
  108203. protected _computeProjectionTextureProjectionLightMatrix(): void;
  108204. /**
  108205. * Main function for light texture projection matrix computing.
  108206. */
  108207. protected _computeProjectionTextureMatrix(): void;
  108208. protected _buildUniformLayout(): void;
  108209. private _computeAngleValues;
  108210. /**
  108211. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108212. * @param effect The effect to update
  108213. * @param lightIndex The index of the light in the effect to update
  108214. * @returns The spot light
  108215. */
  108216. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108217. /**
  108218. * Disposes the light and the associated resources.
  108219. */
  108220. dispose(): void;
  108221. /**
  108222. * Prepares the list of defines specific to the light type.
  108223. * @param defines the list of defines
  108224. * @param lightIndex defines the index of the light for the effect
  108225. */
  108226. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108227. }
  108228. }
  108229. declare module BABYLON {
  108230. /**
  108231. * Gizmo that enables viewing a light
  108232. */
  108233. export class LightGizmo extends Gizmo {
  108234. private _lightMesh;
  108235. private _material;
  108236. private cachedPosition;
  108237. private cachedForward;
  108238. /**
  108239. * Creates a LightGizmo
  108240. * @param gizmoLayer The utility layer the gizmo will be added to
  108241. */
  108242. constructor(gizmoLayer?: UtilityLayerRenderer);
  108243. private _light;
  108244. /**
  108245. * The light that the gizmo is attached to
  108246. */
  108247. light: Nullable<Light>;
  108248. /**
  108249. * @hidden
  108250. * Updates the gizmo to match the attached mesh's position/rotation
  108251. */
  108252. protected _update(): void;
  108253. private static _Scale;
  108254. /**
  108255. * Creates the lines for a light mesh
  108256. */
  108257. private static _createLightLines;
  108258. /**
  108259. * Disposes of the light gizmo
  108260. */
  108261. dispose(): void;
  108262. private static _CreateHemisphericLightMesh;
  108263. private static _CreatePointLightMesh;
  108264. private static _CreateSpotLightMesh;
  108265. private static _CreateDirectionalLightMesh;
  108266. }
  108267. }
  108268. declare module BABYLON {
  108269. /** @hidden */
  108270. export var backgroundFragmentDeclaration: {
  108271. name: string;
  108272. shader: string;
  108273. };
  108274. }
  108275. declare module BABYLON {
  108276. /** @hidden */
  108277. export var backgroundUboDeclaration: {
  108278. name: string;
  108279. shader: string;
  108280. };
  108281. }
  108282. declare module BABYLON {
  108283. /** @hidden */
  108284. export var backgroundPixelShader: {
  108285. name: string;
  108286. shader: string;
  108287. };
  108288. }
  108289. declare module BABYLON {
  108290. /** @hidden */
  108291. export var backgroundVertexDeclaration: {
  108292. name: string;
  108293. shader: string;
  108294. };
  108295. }
  108296. declare module BABYLON {
  108297. /** @hidden */
  108298. export var backgroundVertexShader: {
  108299. name: string;
  108300. shader: string;
  108301. };
  108302. }
  108303. declare module BABYLON {
  108304. /**
  108305. * Background material used to create an efficient environement around your scene.
  108306. */
  108307. export class BackgroundMaterial extends PushMaterial {
  108308. /**
  108309. * Standard reflectance value at parallel view angle.
  108310. */
  108311. static StandardReflectance0: number;
  108312. /**
  108313. * Standard reflectance value at grazing angle.
  108314. */
  108315. static StandardReflectance90: number;
  108316. protected _primaryColor: Color3;
  108317. /**
  108318. * Key light Color (multiply against the environement texture)
  108319. */
  108320. primaryColor: Color3;
  108321. protected __perceptualColor: Nullable<Color3>;
  108322. /**
  108323. * Experimental Internal Use Only.
  108324. *
  108325. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  108326. * This acts as a helper to set the primary color to a more "human friendly" value.
  108327. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  108328. * output color as close as possible from the chosen value.
  108329. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  108330. * part of lighting setup.)
  108331. */
  108332. _perceptualColor: Nullable<Color3>;
  108333. protected _primaryColorShadowLevel: float;
  108334. /**
  108335. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  108336. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  108337. */
  108338. primaryColorShadowLevel: float;
  108339. protected _primaryColorHighlightLevel: float;
  108340. /**
  108341. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  108342. * The primary color is used at the level chosen to define what the white area would look.
  108343. */
  108344. primaryColorHighlightLevel: float;
  108345. protected _reflectionTexture: Nullable<BaseTexture>;
  108346. /**
  108347. * Reflection Texture used in the material.
  108348. * Should be author in a specific way for the best result (refer to the documentation).
  108349. */
  108350. reflectionTexture: Nullable<BaseTexture>;
  108351. protected _reflectionBlur: float;
  108352. /**
  108353. * Reflection Texture level of blur.
  108354. *
  108355. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  108356. * texture twice.
  108357. */
  108358. reflectionBlur: float;
  108359. protected _diffuseTexture: Nullable<BaseTexture>;
  108360. /**
  108361. * Diffuse Texture used in the material.
  108362. * Should be author in a specific way for the best result (refer to the documentation).
  108363. */
  108364. diffuseTexture: Nullable<BaseTexture>;
  108365. protected _shadowLights: Nullable<IShadowLight[]>;
  108366. /**
  108367. * Specify the list of lights casting shadow on the material.
  108368. * All scene shadow lights will be included if null.
  108369. */
  108370. shadowLights: Nullable<IShadowLight[]>;
  108371. protected _shadowLevel: float;
  108372. /**
  108373. * Helps adjusting the shadow to a softer level if required.
  108374. * 0 means black shadows and 1 means no shadows.
  108375. */
  108376. shadowLevel: float;
  108377. protected _sceneCenter: Vector3;
  108378. /**
  108379. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108380. * It is usually zero but might be interesting to modify according to your setup.
  108381. */
  108382. sceneCenter: Vector3;
  108383. protected _opacityFresnel: boolean;
  108384. /**
  108385. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108386. * This helps ensuring a nice transition when the camera goes under the ground.
  108387. */
  108388. opacityFresnel: boolean;
  108389. protected _reflectionFresnel: boolean;
  108390. /**
  108391. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108392. * This helps adding a mirror texture on the ground.
  108393. */
  108394. reflectionFresnel: boolean;
  108395. protected _reflectionFalloffDistance: number;
  108396. /**
  108397. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108398. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108399. */
  108400. reflectionFalloffDistance: number;
  108401. protected _reflectionAmount: number;
  108402. /**
  108403. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108404. */
  108405. reflectionAmount: number;
  108406. protected _reflectionReflectance0: number;
  108407. /**
  108408. * This specifies the weight of the reflection at grazing angle.
  108409. */
  108410. reflectionReflectance0: number;
  108411. protected _reflectionReflectance90: number;
  108412. /**
  108413. * This specifies the weight of the reflection at a perpendicular point of view.
  108414. */
  108415. reflectionReflectance90: number;
  108416. /**
  108417. * Sets the reflection reflectance fresnel values according to the default standard
  108418. * empirically know to work well :-)
  108419. */
  108420. reflectionStandardFresnelWeight: number;
  108421. protected _useRGBColor: boolean;
  108422. /**
  108423. * Helps to directly use the maps channels instead of their level.
  108424. */
  108425. useRGBColor: boolean;
  108426. protected _enableNoise: boolean;
  108427. /**
  108428. * This helps reducing the banding effect that could occur on the background.
  108429. */
  108430. enableNoise: boolean;
  108431. /**
  108432. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108433. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108434. * Recommended to be keep at 1.0 except for special cases.
  108435. */
  108436. fovMultiplier: number;
  108437. private _fovMultiplier;
  108438. /**
  108439. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108440. */
  108441. useEquirectangularFOV: boolean;
  108442. private _maxSimultaneousLights;
  108443. /**
  108444. * Number of Simultaneous lights allowed on the material.
  108445. */
  108446. maxSimultaneousLights: int;
  108447. /**
  108448. * Default configuration related to image processing available in the Background Material.
  108449. */
  108450. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108451. /**
  108452. * Keep track of the image processing observer to allow dispose and replace.
  108453. */
  108454. private _imageProcessingObserver;
  108455. /**
  108456. * Attaches a new image processing configuration to the PBR Material.
  108457. * @param configuration (if null the scene configuration will be use)
  108458. */
  108459. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108460. /**
  108461. * Gets the image processing configuration used either in this material.
  108462. */
  108463. /**
  108464. * Sets the Default image processing configuration used either in the this material.
  108465. *
  108466. * If sets to null, the scene one is in use.
  108467. */
  108468. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108469. /**
  108470. * Gets wether the color curves effect is enabled.
  108471. */
  108472. /**
  108473. * Sets wether the color curves effect is enabled.
  108474. */
  108475. cameraColorCurvesEnabled: boolean;
  108476. /**
  108477. * Gets wether the color grading effect is enabled.
  108478. */
  108479. /**
  108480. * Gets wether the color grading effect is enabled.
  108481. */
  108482. cameraColorGradingEnabled: boolean;
  108483. /**
  108484. * Gets wether tonemapping is enabled or not.
  108485. */
  108486. /**
  108487. * Sets wether tonemapping is enabled or not
  108488. */
  108489. cameraToneMappingEnabled: boolean;
  108490. /**
  108491. * The camera exposure used on this material.
  108492. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108493. * This corresponds to a photographic exposure.
  108494. */
  108495. /**
  108496. * The camera exposure used on this material.
  108497. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108498. * This corresponds to a photographic exposure.
  108499. */
  108500. cameraExposure: float;
  108501. /**
  108502. * Gets The camera contrast used on this material.
  108503. */
  108504. /**
  108505. * Sets The camera contrast used on this material.
  108506. */
  108507. cameraContrast: float;
  108508. /**
  108509. * Gets the Color Grading 2D Lookup Texture.
  108510. */
  108511. /**
  108512. * Sets the Color Grading 2D Lookup Texture.
  108513. */
  108514. cameraColorGradingTexture: Nullable<BaseTexture>;
  108515. /**
  108516. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108517. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108518. * 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;
  108519. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108520. */
  108521. /**
  108522. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108523. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108524. * 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;
  108525. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108526. */
  108527. cameraColorCurves: Nullable<ColorCurves>;
  108528. /**
  108529. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108530. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108531. */
  108532. switchToBGR: boolean;
  108533. private _renderTargets;
  108534. private _reflectionControls;
  108535. private _white;
  108536. private _primaryShadowColor;
  108537. private _primaryHighlightColor;
  108538. /**
  108539. * Instantiates a Background Material in the given scene
  108540. * @param name The friendly name of the material
  108541. * @param scene The scene to add the material to
  108542. */
  108543. constructor(name: string, scene: Scene);
  108544. /**
  108545. * Gets a boolean indicating that current material needs to register RTT
  108546. */
  108547. readonly hasRenderTargetTextures: boolean;
  108548. /**
  108549. * The entire material has been created in order to prevent overdraw.
  108550. * @returns false
  108551. */
  108552. needAlphaTesting(): boolean;
  108553. /**
  108554. * The entire material has been created in order to prevent overdraw.
  108555. * @returns true if blending is enable
  108556. */
  108557. needAlphaBlending(): boolean;
  108558. /**
  108559. * Checks wether the material is ready to be rendered for a given mesh.
  108560. * @param mesh The mesh to render
  108561. * @param subMesh The submesh to check against
  108562. * @param useInstances Specify wether or not the material is used with instances
  108563. * @returns true if all the dependencies are ready (Textures, Effects...)
  108564. */
  108565. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108566. /**
  108567. * Compute the primary color according to the chosen perceptual color.
  108568. */
  108569. private _computePrimaryColorFromPerceptualColor;
  108570. /**
  108571. * Compute the highlights and shadow colors according to their chosen levels.
  108572. */
  108573. private _computePrimaryColors;
  108574. /**
  108575. * Build the uniform buffer used in the material.
  108576. */
  108577. buildUniformLayout(): void;
  108578. /**
  108579. * Unbind the material.
  108580. */
  108581. unbind(): void;
  108582. /**
  108583. * Bind only the world matrix to the material.
  108584. * @param world The world matrix to bind.
  108585. */
  108586. bindOnlyWorldMatrix(world: Matrix): void;
  108587. /**
  108588. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108589. * @param world The world matrix to bind.
  108590. * @param subMesh The submesh to bind for.
  108591. */
  108592. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108593. /**
  108594. * Dispose the material.
  108595. * @param forceDisposeEffect Force disposal of the associated effect.
  108596. * @param forceDisposeTextures Force disposal of the associated textures.
  108597. */
  108598. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108599. /**
  108600. * Clones the material.
  108601. * @param name The cloned name.
  108602. * @returns The cloned material.
  108603. */
  108604. clone(name: string): BackgroundMaterial;
  108605. /**
  108606. * Serializes the current material to its JSON representation.
  108607. * @returns The JSON representation.
  108608. */
  108609. serialize(): any;
  108610. /**
  108611. * Gets the class name of the material
  108612. * @returns "BackgroundMaterial"
  108613. */
  108614. getClassName(): string;
  108615. /**
  108616. * Parse a JSON input to create back a background material.
  108617. * @param source The JSON data to parse
  108618. * @param scene The scene to create the parsed material in
  108619. * @param rootUrl The root url of the assets the material depends upon
  108620. * @returns the instantiated BackgroundMaterial.
  108621. */
  108622. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108623. }
  108624. }
  108625. declare module BABYLON {
  108626. /**
  108627. * Represents the different options available during the creation of
  108628. * a Environment helper.
  108629. *
  108630. * This can control the default ground, skybox and image processing setup of your scene.
  108631. */
  108632. export interface IEnvironmentHelperOptions {
  108633. /**
  108634. * Specifies wether or not to create a ground.
  108635. * True by default.
  108636. */
  108637. createGround: boolean;
  108638. /**
  108639. * Specifies the ground size.
  108640. * 15 by default.
  108641. */
  108642. groundSize: number;
  108643. /**
  108644. * The texture used on the ground for the main color.
  108645. * Comes from the BabylonJS CDN by default.
  108646. *
  108647. * Remarks: Can be either a texture or a url.
  108648. */
  108649. groundTexture: string | BaseTexture;
  108650. /**
  108651. * The color mixed in the ground texture by default.
  108652. * BabylonJS clearColor by default.
  108653. */
  108654. groundColor: Color3;
  108655. /**
  108656. * Specifies the ground opacity.
  108657. * 1 by default.
  108658. */
  108659. groundOpacity: number;
  108660. /**
  108661. * Enables the ground to receive shadows.
  108662. * True by default.
  108663. */
  108664. enableGroundShadow: boolean;
  108665. /**
  108666. * Helps preventing the shadow to be fully black on the ground.
  108667. * 0.5 by default.
  108668. */
  108669. groundShadowLevel: number;
  108670. /**
  108671. * Creates a mirror texture attach to the ground.
  108672. * false by default.
  108673. */
  108674. enableGroundMirror: boolean;
  108675. /**
  108676. * Specifies the ground mirror size ratio.
  108677. * 0.3 by default as the default kernel is 64.
  108678. */
  108679. groundMirrorSizeRatio: number;
  108680. /**
  108681. * Specifies the ground mirror blur kernel size.
  108682. * 64 by default.
  108683. */
  108684. groundMirrorBlurKernel: number;
  108685. /**
  108686. * Specifies the ground mirror visibility amount.
  108687. * 1 by default
  108688. */
  108689. groundMirrorAmount: number;
  108690. /**
  108691. * Specifies the ground mirror reflectance weight.
  108692. * This uses the standard weight of the background material to setup the fresnel effect
  108693. * of the mirror.
  108694. * 1 by default.
  108695. */
  108696. groundMirrorFresnelWeight: number;
  108697. /**
  108698. * Specifies the ground mirror Falloff distance.
  108699. * This can helps reducing the size of the reflection.
  108700. * 0 by Default.
  108701. */
  108702. groundMirrorFallOffDistance: number;
  108703. /**
  108704. * Specifies the ground mirror texture type.
  108705. * Unsigned Int by Default.
  108706. */
  108707. groundMirrorTextureType: number;
  108708. /**
  108709. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108710. * the shown objects.
  108711. */
  108712. groundYBias: number;
  108713. /**
  108714. * Specifies wether or not to create a skybox.
  108715. * True by default.
  108716. */
  108717. createSkybox: boolean;
  108718. /**
  108719. * Specifies the skybox size.
  108720. * 20 by default.
  108721. */
  108722. skyboxSize: number;
  108723. /**
  108724. * The texture used on the skybox for the main color.
  108725. * Comes from the BabylonJS CDN by default.
  108726. *
  108727. * Remarks: Can be either a texture or a url.
  108728. */
  108729. skyboxTexture: string | BaseTexture;
  108730. /**
  108731. * The color mixed in the skybox texture by default.
  108732. * BabylonJS clearColor by default.
  108733. */
  108734. skyboxColor: Color3;
  108735. /**
  108736. * The background rotation around the Y axis of the scene.
  108737. * This helps aligning the key lights of your scene with the background.
  108738. * 0 by default.
  108739. */
  108740. backgroundYRotation: number;
  108741. /**
  108742. * Compute automatically the size of the elements to best fit with the scene.
  108743. */
  108744. sizeAuto: boolean;
  108745. /**
  108746. * Default position of the rootMesh if autoSize is not true.
  108747. */
  108748. rootPosition: Vector3;
  108749. /**
  108750. * Sets up the image processing in the scene.
  108751. * true by default.
  108752. */
  108753. setupImageProcessing: boolean;
  108754. /**
  108755. * The texture used as your environment texture in the scene.
  108756. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108757. *
  108758. * Remarks: Can be either a texture or a url.
  108759. */
  108760. environmentTexture: string | BaseTexture;
  108761. /**
  108762. * The value of the exposure to apply to the scene.
  108763. * 0.6 by default if setupImageProcessing is true.
  108764. */
  108765. cameraExposure: number;
  108766. /**
  108767. * The value of the contrast to apply to the scene.
  108768. * 1.6 by default if setupImageProcessing is true.
  108769. */
  108770. cameraContrast: number;
  108771. /**
  108772. * Specifies wether or not tonemapping should be enabled in the scene.
  108773. * true by default if setupImageProcessing is true.
  108774. */
  108775. toneMappingEnabled: boolean;
  108776. }
  108777. /**
  108778. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108779. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108780. * It also helps with the default setup of your imageProcessing configuration.
  108781. */
  108782. export class EnvironmentHelper {
  108783. /**
  108784. * Default ground texture URL.
  108785. */
  108786. private static _groundTextureCDNUrl;
  108787. /**
  108788. * Default skybox texture URL.
  108789. */
  108790. private static _skyboxTextureCDNUrl;
  108791. /**
  108792. * Default environment texture URL.
  108793. */
  108794. private static _environmentTextureCDNUrl;
  108795. /**
  108796. * Creates the default options for the helper.
  108797. */
  108798. private static _getDefaultOptions;
  108799. private _rootMesh;
  108800. /**
  108801. * Gets the root mesh created by the helper.
  108802. */
  108803. readonly rootMesh: Mesh;
  108804. private _skybox;
  108805. /**
  108806. * Gets the skybox created by the helper.
  108807. */
  108808. readonly skybox: Nullable<Mesh>;
  108809. private _skyboxTexture;
  108810. /**
  108811. * Gets the skybox texture created by the helper.
  108812. */
  108813. readonly skyboxTexture: Nullable<BaseTexture>;
  108814. private _skyboxMaterial;
  108815. /**
  108816. * Gets the skybox material created by the helper.
  108817. */
  108818. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108819. private _ground;
  108820. /**
  108821. * Gets the ground mesh created by the helper.
  108822. */
  108823. readonly ground: Nullable<Mesh>;
  108824. private _groundTexture;
  108825. /**
  108826. * Gets the ground texture created by the helper.
  108827. */
  108828. readonly groundTexture: Nullable<BaseTexture>;
  108829. private _groundMirror;
  108830. /**
  108831. * Gets the ground mirror created by the helper.
  108832. */
  108833. readonly groundMirror: Nullable<MirrorTexture>;
  108834. /**
  108835. * Gets the ground mirror render list to helps pushing the meshes
  108836. * you wish in the ground reflection.
  108837. */
  108838. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108839. private _groundMaterial;
  108840. /**
  108841. * Gets the ground material created by the helper.
  108842. */
  108843. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108844. /**
  108845. * Stores the creation options.
  108846. */
  108847. private readonly _scene;
  108848. private _options;
  108849. /**
  108850. * This observable will be notified with any error during the creation of the environment,
  108851. * mainly texture creation errors.
  108852. */
  108853. onErrorObservable: Observable<{
  108854. message?: string;
  108855. exception?: any;
  108856. }>;
  108857. /**
  108858. * constructor
  108859. * @param options Defines the options we want to customize the helper
  108860. * @param scene The scene to add the material to
  108861. */
  108862. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108863. /**
  108864. * Updates the background according to the new options
  108865. * @param options
  108866. */
  108867. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108868. /**
  108869. * Sets the primary color of all the available elements.
  108870. * @param color the main color to affect to the ground and the background
  108871. */
  108872. setMainColor(color: Color3): void;
  108873. /**
  108874. * Setup the image processing according to the specified options.
  108875. */
  108876. private _setupImageProcessing;
  108877. /**
  108878. * Setup the environment texture according to the specified options.
  108879. */
  108880. private _setupEnvironmentTexture;
  108881. /**
  108882. * Setup the background according to the specified options.
  108883. */
  108884. private _setupBackground;
  108885. /**
  108886. * Get the scene sizes according to the setup.
  108887. */
  108888. private _getSceneSize;
  108889. /**
  108890. * Setup the ground according to the specified options.
  108891. */
  108892. private _setupGround;
  108893. /**
  108894. * Setup the ground material according to the specified options.
  108895. */
  108896. private _setupGroundMaterial;
  108897. /**
  108898. * Setup the ground diffuse texture according to the specified options.
  108899. */
  108900. private _setupGroundDiffuseTexture;
  108901. /**
  108902. * Setup the ground mirror texture according to the specified options.
  108903. */
  108904. private _setupGroundMirrorTexture;
  108905. /**
  108906. * Setup the ground to receive the mirror texture.
  108907. */
  108908. private _setupMirrorInGroundMaterial;
  108909. /**
  108910. * Setup the skybox according to the specified options.
  108911. */
  108912. private _setupSkybox;
  108913. /**
  108914. * Setup the skybox material according to the specified options.
  108915. */
  108916. private _setupSkyboxMaterial;
  108917. /**
  108918. * Setup the skybox reflection texture according to the specified options.
  108919. */
  108920. private _setupSkyboxReflectionTexture;
  108921. private _errorHandler;
  108922. /**
  108923. * Dispose all the elements created by the Helper.
  108924. */
  108925. dispose(): void;
  108926. }
  108927. }
  108928. declare module BABYLON {
  108929. /**
  108930. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108931. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108932. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108933. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108934. */
  108935. export class PhotoDome extends TransformNode {
  108936. /**
  108937. * Define the image as a Monoscopic panoramic 360 image.
  108938. */
  108939. static readonly MODE_MONOSCOPIC: number;
  108940. /**
  108941. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108942. */
  108943. static readonly MODE_TOPBOTTOM: number;
  108944. /**
  108945. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108946. */
  108947. static readonly MODE_SIDEBYSIDE: number;
  108948. private _useDirectMapping;
  108949. /**
  108950. * The texture being displayed on the sphere
  108951. */
  108952. protected _photoTexture: Texture;
  108953. /**
  108954. * Gets or sets the texture being displayed on the sphere
  108955. */
  108956. photoTexture: Texture;
  108957. /**
  108958. * Observable raised when an error occured while loading the 360 image
  108959. */
  108960. onLoadErrorObservable: Observable<string>;
  108961. /**
  108962. * The skybox material
  108963. */
  108964. protected _material: BackgroundMaterial;
  108965. /**
  108966. * The surface used for the skybox
  108967. */
  108968. protected _mesh: Mesh;
  108969. /**
  108970. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108971. * Also see the options.resolution property.
  108972. */
  108973. fovMultiplier: number;
  108974. private _imageMode;
  108975. /**
  108976. * Gets or set the current video mode for the video. It can be:
  108977. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108978. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108979. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108980. */
  108981. imageMode: number;
  108982. /**
  108983. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108984. * @param name Element's name, child elements will append suffixes for their own names.
  108985. * @param urlsOfPhoto defines the url of the photo to display
  108986. * @param options defines an object containing optional or exposed sub element properties
  108987. * @param onError defines a callback called when an error occured while loading the texture
  108988. */
  108989. constructor(name: string, urlOfPhoto: string, options: {
  108990. resolution?: number;
  108991. size?: number;
  108992. useDirectMapping?: boolean;
  108993. faceForward?: boolean;
  108994. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108995. private _onBeforeCameraRenderObserver;
  108996. private _changeImageMode;
  108997. /**
  108998. * Releases resources associated with this node.
  108999. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109000. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109001. */
  109002. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109003. }
  109004. }
  109005. declare module BABYLON {
  109006. /** @hidden */
  109007. export var rgbdDecodePixelShader: {
  109008. name: string;
  109009. shader: string;
  109010. };
  109011. }
  109012. declare module BABYLON {
  109013. /**
  109014. * Class used to host texture specific utilities
  109015. */
  109016. export class BRDFTextureTools {
  109017. /**
  109018. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109019. * @param texture the texture to expand.
  109020. */
  109021. private static _ExpandDefaultBRDFTexture;
  109022. /**
  109023. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109024. * @param scene defines the hosting scene
  109025. * @returns the environment BRDF texture
  109026. */
  109027. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109028. private static _environmentBRDFBase64Texture;
  109029. }
  109030. }
  109031. declare module BABYLON {
  109032. /**
  109033. * @hidden
  109034. */
  109035. export interface IMaterialClearCoatDefines {
  109036. CLEARCOAT: boolean;
  109037. CLEARCOAT_DEFAULTIOR: boolean;
  109038. CLEARCOAT_TEXTURE: boolean;
  109039. CLEARCOAT_TEXTUREDIRECTUV: number;
  109040. CLEARCOAT_BUMP: boolean;
  109041. CLEARCOAT_BUMPDIRECTUV: number;
  109042. CLEARCOAT_TINT: boolean;
  109043. CLEARCOAT_TINT_TEXTURE: boolean;
  109044. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109045. /** @hidden */
  109046. _areTexturesDirty: boolean;
  109047. }
  109048. /**
  109049. * Define the code related to the clear coat parameters of the pbr material.
  109050. */
  109051. export class PBRClearCoatConfiguration {
  109052. /**
  109053. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109054. * The default fits with a polyurethane material.
  109055. */
  109056. private static readonly _DefaultIndexOfRefraction;
  109057. private _isEnabled;
  109058. /**
  109059. * Defines if the clear coat is enabled in the material.
  109060. */
  109061. isEnabled: boolean;
  109062. /**
  109063. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109064. */
  109065. intensity: number;
  109066. /**
  109067. * Defines the clear coat layer roughness.
  109068. */
  109069. roughness: number;
  109070. private _indexOfRefraction;
  109071. /**
  109072. * Defines the index of refraction of the clear coat.
  109073. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109074. * The default fits with a polyurethane material.
  109075. * Changing the default value is more performance intensive.
  109076. */
  109077. indexOfRefraction: number;
  109078. private _texture;
  109079. /**
  109080. * Stores the clear coat values in a texture.
  109081. */
  109082. texture: Nullable<BaseTexture>;
  109083. private _bumpTexture;
  109084. /**
  109085. * Define the clear coat specific bump texture.
  109086. */
  109087. bumpTexture: Nullable<BaseTexture>;
  109088. private _isTintEnabled;
  109089. /**
  109090. * Defines if the clear coat tint is enabled in the material.
  109091. */
  109092. isTintEnabled: boolean;
  109093. /**
  109094. * Defines the clear coat tint of the material.
  109095. * This is only use if tint is enabled
  109096. */
  109097. tintColor: Color3;
  109098. /**
  109099. * Defines the distance at which the tint color should be found in the
  109100. * clear coat media.
  109101. * This is only use if tint is enabled
  109102. */
  109103. tintColorAtDistance: number;
  109104. /**
  109105. * Defines the clear coat layer thickness.
  109106. * This is only use if tint is enabled
  109107. */
  109108. tintThickness: number;
  109109. private _tintTexture;
  109110. /**
  109111. * Stores the clear tint values in a texture.
  109112. * rgb is tint
  109113. * a is a thickness factor
  109114. */
  109115. tintTexture: Nullable<BaseTexture>;
  109116. /** @hidden */
  109117. private _internalMarkAllSubMeshesAsTexturesDirty;
  109118. /** @hidden */
  109119. _markAllSubMeshesAsTexturesDirty(): void;
  109120. /**
  109121. * Instantiate a new istance of clear coat configuration.
  109122. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109123. */
  109124. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109125. /**
  109126. * Gets wehter the submesh is ready to be used or not.
  109127. * @param defines the list of "defines" to update.
  109128. * @param scene defines the scene the material belongs to.
  109129. * @param engine defines the engine the material belongs to.
  109130. * @param disableBumpMap defines wether the material disables bump or not.
  109131. * @returns - boolean indicating that the submesh is ready or not.
  109132. */
  109133. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  109134. /**
  109135. * Checks to see if a texture is used in the material.
  109136. * @param defines the list of "defines" to update.
  109137. * @param scene defines the scene to the material belongs to.
  109138. */
  109139. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  109140. /**
  109141. * Binds the material data.
  109142. * @param uniformBuffer defines the Uniform buffer to fill in.
  109143. * @param scene defines the scene the material belongs to.
  109144. * @param engine defines the engine the material belongs to.
  109145. * @param disableBumpMap defines wether the material disables bump or not.
  109146. * @param isFrozen defines wether the material is frozen or not.
  109147. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109148. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109149. */
  109150. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  109151. /**
  109152. * Checks to see if a texture is used in the material.
  109153. * @param texture - Base texture to use.
  109154. * @returns - Boolean specifying if a texture is used in the material.
  109155. */
  109156. hasTexture(texture: BaseTexture): boolean;
  109157. /**
  109158. * Returns an array of the actively used textures.
  109159. * @param activeTextures Array of BaseTextures
  109160. */
  109161. getActiveTextures(activeTextures: BaseTexture[]): void;
  109162. /**
  109163. * Returns the animatable textures.
  109164. * @param animatables Array of animatable textures.
  109165. */
  109166. getAnimatables(animatables: IAnimatable[]): void;
  109167. /**
  109168. * Disposes the resources of the material.
  109169. * @param forceDisposeTextures - Forces the disposal of all textures.
  109170. */
  109171. dispose(forceDisposeTextures?: boolean): void;
  109172. /**
  109173. * Get the current class name of the texture useful for serialization or dynamic coding.
  109174. * @returns "PBRClearCoatConfiguration"
  109175. */
  109176. getClassName(): string;
  109177. /**
  109178. * Add fallbacks to the effect fallbacks list.
  109179. * @param defines defines the Base texture to use.
  109180. * @param fallbacks defines the current fallback list.
  109181. * @param currentRank defines the current fallback rank.
  109182. * @returns the new fallback rank.
  109183. */
  109184. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109185. /**
  109186. * Add the required uniforms to the current list.
  109187. * @param uniforms defines the current uniform list.
  109188. */
  109189. static AddUniforms(uniforms: string[]): void;
  109190. /**
  109191. * Add the required samplers to the current list.
  109192. * @param samplers defines the current sampler list.
  109193. */
  109194. static AddSamplers(samplers: string[]): void;
  109195. /**
  109196. * Add the required uniforms to the current buffer.
  109197. * @param uniformBuffer defines the current uniform buffer.
  109198. */
  109199. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109200. /**
  109201. * Makes a duplicate of the current configuration into another one.
  109202. * @param clearCoatConfiguration define the config where to copy the info
  109203. */
  109204. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  109205. /**
  109206. * Serializes this clear coat configuration.
  109207. * @returns - An object with the serialized config.
  109208. */
  109209. serialize(): any;
  109210. /**
  109211. * Parses a anisotropy Configuration from a serialized object.
  109212. * @param source - Serialized object.
  109213. * @param scene Defines the scene we are parsing for
  109214. * @param rootUrl Defines the rootUrl to load from
  109215. */
  109216. parse(source: any, scene: Scene, rootUrl: string): void;
  109217. }
  109218. }
  109219. declare module BABYLON {
  109220. /**
  109221. * @hidden
  109222. */
  109223. export interface IMaterialAnisotropicDefines {
  109224. ANISOTROPIC: boolean;
  109225. ANISOTROPIC_TEXTURE: boolean;
  109226. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109227. MAINUV1: boolean;
  109228. _areTexturesDirty: boolean;
  109229. _needUVs: boolean;
  109230. }
  109231. /**
  109232. * Define the code related to the anisotropic parameters of the pbr material.
  109233. */
  109234. export class PBRAnisotropicConfiguration {
  109235. private _isEnabled;
  109236. /**
  109237. * Defines if the anisotropy is enabled in the material.
  109238. */
  109239. isEnabled: boolean;
  109240. /**
  109241. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109242. */
  109243. intensity: number;
  109244. /**
  109245. * Defines if the effect is along the tangents, bitangents or in between.
  109246. * By default, the effect is "strectching" the highlights along the tangents.
  109247. */
  109248. direction: Vector2;
  109249. private _texture;
  109250. /**
  109251. * Stores the anisotropy values in a texture.
  109252. * rg is direction (like normal from -1 to 1)
  109253. * b is a intensity
  109254. */
  109255. texture: Nullable<BaseTexture>;
  109256. /** @hidden */
  109257. private _internalMarkAllSubMeshesAsTexturesDirty;
  109258. /** @hidden */
  109259. _markAllSubMeshesAsTexturesDirty(): void;
  109260. /**
  109261. * Instantiate a new istance of anisotropy configuration.
  109262. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109263. */
  109264. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109265. /**
  109266. * Specifies that the submesh is ready to be used.
  109267. * @param defines the list of "defines" to update.
  109268. * @param scene defines the scene the material belongs to.
  109269. * @returns - boolean indicating that the submesh is ready or not.
  109270. */
  109271. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109272. /**
  109273. * Checks to see if a texture is used in the material.
  109274. * @param defines the list of "defines" to update.
  109275. * @param mesh the mesh we are preparing the defines for.
  109276. * @param scene defines the scene the material belongs to.
  109277. */
  109278. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109279. /**
  109280. * Binds the material data.
  109281. * @param uniformBuffer defines the Uniform buffer to fill in.
  109282. * @param scene defines the scene the material belongs to.
  109283. * @param isFrozen defines wether the material is frozen or not.
  109284. */
  109285. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109286. /**
  109287. * Checks to see if a texture is used in the material.
  109288. * @param texture - Base texture to use.
  109289. * @returns - Boolean specifying if a texture is used in the material.
  109290. */
  109291. hasTexture(texture: BaseTexture): boolean;
  109292. /**
  109293. * Returns an array of the actively used textures.
  109294. * @param activeTextures Array of BaseTextures
  109295. */
  109296. getActiveTextures(activeTextures: BaseTexture[]): void;
  109297. /**
  109298. * Returns the animatable textures.
  109299. * @param animatables Array of animatable textures.
  109300. */
  109301. getAnimatables(animatables: IAnimatable[]): void;
  109302. /**
  109303. * Disposes the resources of the material.
  109304. * @param forceDisposeTextures - Forces the disposal of all textures.
  109305. */
  109306. dispose(forceDisposeTextures?: boolean): void;
  109307. /**
  109308. * Get the current class name of the texture useful for serialization or dynamic coding.
  109309. * @returns "PBRAnisotropicConfiguration"
  109310. */
  109311. getClassName(): string;
  109312. /**
  109313. * Add fallbacks to the effect fallbacks list.
  109314. * @param defines defines the Base texture to use.
  109315. * @param fallbacks defines the current fallback list.
  109316. * @param currentRank defines the current fallback rank.
  109317. * @returns the new fallback rank.
  109318. */
  109319. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109320. /**
  109321. * Add the required uniforms to the current list.
  109322. * @param uniforms defines the current uniform list.
  109323. */
  109324. static AddUniforms(uniforms: string[]): void;
  109325. /**
  109326. * Add the required uniforms to the current buffer.
  109327. * @param uniformBuffer defines the current uniform buffer.
  109328. */
  109329. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109330. /**
  109331. * Add the required samplers to the current list.
  109332. * @param samplers defines the current sampler list.
  109333. */
  109334. static AddSamplers(samplers: string[]): void;
  109335. /**
  109336. * Makes a duplicate of the current configuration into another one.
  109337. * @param anisotropicConfiguration define the config where to copy the info
  109338. */
  109339. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  109340. /**
  109341. * Serializes this anisotropy configuration.
  109342. * @returns - An object with the serialized config.
  109343. */
  109344. serialize(): any;
  109345. /**
  109346. * Parses a anisotropy Configuration from a serialized object.
  109347. * @param source - Serialized object.
  109348. * @param scene Defines the scene we are parsing for
  109349. * @param rootUrl Defines the rootUrl to load from
  109350. */
  109351. parse(source: any, scene: Scene, rootUrl: string): void;
  109352. }
  109353. }
  109354. declare module BABYLON {
  109355. /**
  109356. * @hidden
  109357. */
  109358. export interface IMaterialBRDFDefines {
  109359. BRDF_V_HEIGHT_CORRELATED: boolean;
  109360. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109361. SPHERICAL_HARMONICS: boolean;
  109362. /** @hidden */
  109363. _areMiscDirty: boolean;
  109364. }
  109365. /**
  109366. * Define the code related to the BRDF parameters of the pbr material.
  109367. */
  109368. export class PBRBRDFConfiguration {
  109369. /**
  109370. * Default value used for the energy conservation.
  109371. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109372. */
  109373. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109374. /**
  109375. * Default value used for the Smith Visibility Height Correlated mode.
  109376. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109377. */
  109378. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109379. /**
  109380. * Default value used for the IBL diffuse part.
  109381. * This can help switching back to the polynomials mode globally which is a tiny bit
  109382. * less GPU intensive at the drawback of a lower quality.
  109383. */
  109384. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109385. private _useEnergyConservation;
  109386. /**
  109387. * Defines if the material uses energy conservation.
  109388. */
  109389. useEnergyConservation: boolean;
  109390. private _useSmithVisibilityHeightCorrelated;
  109391. /**
  109392. * LEGACY Mode set to false
  109393. * Defines if the material uses height smith correlated visibility term.
  109394. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109395. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109396. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109397. * Not relying on height correlated will also disable energy conservation.
  109398. */
  109399. useSmithVisibilityHeightCorrelated: boolean;
  109400. private _useSphericalHarmonics;
  109401. /**
  109402. * LEGACY Mode set to false
  109403. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109404. * diffuse part of the IBL.
  109405. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109406. * to the ground truth.
  109407. */
  109408. useSphericalHarmonics: boolean;
  109409. /** @hidden */
  109410. private _internalMarkAllSubMeshesAsMiscDirty;
  109411. /** @hidden */
  109412. _markAllSubMeshesAsMiscDirty(): void;
  109413. /**
  109414. * Instantiate a new istance of clear coat configuration.
  109415. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109416. */
  109417. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109418. /**
  109419. * Checks to see if a texture is used in the material.
  109420. * @param defines the list of "defines" to update.
  109421. */
  109422. prepareDefines(defines: IMaterialBRDFDefines): void;
  109423. /**
  109424. * Get the current class name of the texture useful for serialization or dynamic coding.
  109425. * @returns "PBRClearCoatConfiguration"
  109426. */
  109427. getClassName(): string;
  109428. /**
  109429. * Makes a duplicate of the current configuration into another one.
  109430. * @param brdfConfiguration define the config where to copy the info
  109431. */
  109432. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109433. /**
  109434. * Serializes this BRDF configuration.
  109435. * @returns - An object with the serialized config.
  109436. */
  109437. serialize(): any;
  109438. /**
  109439. * Parses a anisotropy Configuration from a serialized object.
  109440. * @param source - Serialized object.
  109441. * @param scene Defines the scene we are parsing for
  109442. * @param rootUrl Defines the rootUrl to load from
  109443. */
  109444. parse(source: any, scene: Scene, rootUrl: string): void;
  109445. }
  109446. }
  109447. declare module BABYLON {
  109448. /**
  109449. * @hidden
  109450. */
  109451. export interface IMaterialSheenDefines {
  109452. SHEEN: boolean;
  109453. SHEEN_TEXTURE: boolean;
  109454. SHEEN_TEXTUREDIRECTUV: number;
  109455. SHEEN_LINKWITHALBEDO: boolean;
  109456. /** @hidden */
  109457. _areTexturesDirty: boolean;
  109458. }
  109459. /**
  109460. * Define the code related to the Sheen parameters of the pbr material.
  109461. */
  109462. export class PBRSheenConfiguration {
  109463. private _isEnabled;
  109464. /**
  109465. * Defines if the material uses sheen.
  109466. */
  109467. isEnabled: boolean;
  109468. private _linkSheenWithAlbedo;
  109469. /**
  109470. * Defines if the sheen is linked to the sheen color.
  109471. */
  109472. linkSheenWithAlbedo: boolean;
  109473. /**
  109474. * Defines the sheen intensity.
  109475. */
  109476. intensity: number;
  109477. /**
  109478. * Defines the sheen color.
  109479. */
  109480. color: Color3;
  109481. private _texture;
  109482. /**
  109483. * Stores the sheen tint values in a texture.
  109484. * rgb is tint
  109485. * a is a intensity
  109486. */
  109487. texture: Nullable<BaseTexture>;
  109488. /** @hidden */
  109489. private _internalMarkAllSubMeshesAsTexturesDirty;
  109490. /** @hidden */
  109491. _markAllSubMeshesAsTexturesDirty(): void;
  109492. /**
  109493. * Instantiate a new istance of clear coat configuration.
  109494. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109495. */
  109496. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109497. /**
  109498. * Specifies that the submesh is ready to be used.
  109499. * @param defines the list of "defines" to update.
  109500. * @param scene defines the scene the material belongs to.
  109501. * @returns - boolean indicating that the submesh is ready or not.
  109502. */
  109503. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109504. /**
  109505. * Checks to see if a texture is used in the material.
  109506. * @param defines the list of "defines" to update.
  109507. * @param scene defines the scene the material belongs to.
  109508. */
  109509. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109510. /**
  109511. * Binds the material data.
  109512. * @param uniformBuffer defines the Uniform buffer to fill in.
  109513. * @param scene defines the scene the material belongs to.
  109514. * @param isFrozen defines wether the material is frozen or not.
  109515. */
  109516. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109517. /**
  109518. * Checks to see if a texture is used in the material.
  109519. * @param texture - Base texture to use.
  109520. * @returns - Boolean specifying if a texture is used in the material.
  109521. */
  109522. hasTexture(texture: BaseTexture): boolean;
  109523. /**
  109524. * Returns an array of the actively used textures.
  109525. * @param activeTextures Array of BaseTextures
  109526. */
  109527. getActiveTextures(activeTextures: BaseTexture[]): void;
  109528. /**
  109529. * Returns the animatable textures.
  109530. * @param animatables Array of animatable textures.
  109531. */
  109532. getAnimatables(animatables: IAnimatable[]): void;
  109533. /**
  109534. * Disposes the resources of the material.
  109535. * @param forceDisposeTextures - Forces the disposal of all textures.
  109536. */
  109537. dispose(forceDisposeTextures?: boolean): void;
  109538. /**
  109539. * Get the current class name of the texture useful for serialization or dynamic coding.
  109540. * @returns "PBRSheenConfiguration"
  109541. */
  109542. getClassName(): string;
  109543. /**
  109544. * Add fallbacks to the effect fallbacks list.
  109545. * @param defines defines the Base texture to use.
  109546. * @param fallbacks defines the current fallback list.
  109547. * @param currentRank defines the current fallback rank.
  109548. * @returns the new fallback rank.
  109549. */
  109550. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109551. /**
  109552. * Add the required uniforms to the current list.
  109553. * @param uniforms defines the current uniform list.
  109554. */
  109555. static AddUniforms(uniforms: string[]): void;
  109556. /**
  109557. * Add the required uniforms to the current buffer.
  109558. * @param uniformBuffer defines the current uniform buffer.
  109559. */
  109560. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109561. /**
  109562. * Add the required samplers to the current list.
  109563. * @param samplers defines the current sampler list.
  109564. */
  109565. static AddSamplers(samplers: string[]): void;
  109566. /**
  109567. * Makes a duplicate of the current configuration into another one.
  109568. * @param sheenConfiguration define the config where to copy the info
  109569. */
  109570. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109571. /**
  109572. * Serializes this BRDF configuration.
  109573. * @returns - An object with the serialized config.
  109574. */
  109575. serialize(): any;
  109576. /**
  109577. * Parses a anisotropy Configuration from a serialized object.
  109578. * @param source - Serialized object.
  109579. * @param scene Defines the scene we are parsing for
  109580. * @param rootUrl Defines the rootUrl to load from
  109581. */
  109582. parse(source: any, scene: Scene, rootUrl: string): void;
  109583. }
  109584. }
  109585. declare module BABYLON {
  109586. /**
  109587. * @hidden
  109588. */
  109589. export interface IMaterialSubSurfaceDefines {
  109590. SUBSURFACE: boolean;
  109591. SS_REFRACTION: boolean;
  109592. SS_TRANSLUCENCY: boolean;
  109593. SS_SCATERRING: boolean;
  109594. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109595. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109596. SS_REFRACTIONMAP_3D: boolean;
  109597. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109598. SS_LODINREFRACTIONALPHA: boolean;
  109599. SS_GAMMAREFRACTION: boolean;
  109600. SS_RGBDREFRACTION: boolean;
  109601. SS_LINEARSPECULARREFRACTION: boolean;
  109602. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109603. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109604. /** @hidden */
  109605. _areTexturesDirty: boolean;
  109606. }
  109607. /**
  109608. * Define the code related to the sub surface parameters of the pbr material.
  109609. */
  109610. export class PBRSubSurfaceConfiguration {
  109611. private _isRefractionEnabled;
  109612. /**
  109613. * Defines if the refraction is enabled in the material.
  109614. */
  109615. isRefractionEnabled: boolean;
  109616. private _isTranslucencyEnabled;
  109617. /**
  109618. * Defines if the translucency is enabled in the material.
  109619. */
  109620. isTranslucencyEnabled: boolean;
  109621. private _isScatteringEnabled;
  109622. /**
  109623. * Defines the refraction intensity of the material.
  109624. * The refraction when enabled replaces the Diffuse part of the material.
  109625. * The intensity helps transitionning between diffuse and refraction.
  109626. */
  109627. refractionIntensity: number;
  109628. /**
  109629. * Defines the translucency intensity of the material.
  109630. * When translucency has been enabled, this defines how much of the "translucency"
  109631. * is addded to the diffuse part of the material.
  109632. */
  109633. translucencyIntensity: number;
  109634. /**
  109635. * Defines the scattering intensity of the material.
  109636. * When scattering has been enabled, this defines how much of the "scattered light"
  109637. * is addded to the diffuse part of the material.
  109638. */
  109639. scatteringIntensity: number;
  109640. private _thicknessTexture;
  109641. /**
  109642. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109643. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109644. * 0 would mean minimumThickness
  109645. * 1 would mean maximumThickness
  109646. * The other channels might be use as a mask to vary the different effects intensity.
  109647. */
  109648. thicknessTexture: Nullable<BaseTexture>;
  109649. private _refractionTexture;
  109650. /**
  109651. * Defines the texture to use for refraction.
  109652. */
  109653. refractionTexture: Nullable<BaseTexture>;
  109654. private _indexOfRefraction;
  109655. /**
  109656. * Defines the index of refraction used in the material.
  109657. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109658. */
  109659. indexOfRefraction: number;
  109660. private _invertRefractionY;
  109661. /**
  109662. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109663. */
  109664. invertRefractionY: boolean;
  109665. private _linkRefractionWithTransparency;
  109666. /**
  109667. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109668. * Materials half opaque for instance using refraction could benefit from this control.
  109669. */
  109670. linkRefractionWithTransparency: boolean;
  109671. /**
  109672. * Defines the minimum thickness stored in the thickness map.
  109673. * If no thickness map is defined, this value will be used to simulate thickness.
  109674. */
  109675. minimumThickness: number;
  109676. /**
  109677. * Defines the maximum thickness stored in the thickness map.
  109678. */
  109679. maximumThickness: number;
  109680. /**
  109681. * Defines the volume tint of the material.
  109682. * This is used for both translucency and scattering.
  109683. */
  109684. tintColor: Color3;
  109685. /**
  109686. * Defines the distance at which the tint color should be found in the media.
  109687. * This is used for refraction only.
  109688. */
  109689. tintColorAtDistance: number;
  109690. /**
  109691. * Defines how far each channel transmit through the media.
  109692. * It is defined as a color to simplify it selection.
  109693. */
  109694. diffusionDistance: Color3;
  109695. private _useMaskFromThicknessTexture;
  109696. /**
  109697. * Stores the intensity of the different subsurface effects in the thickness texture.
  109698. * * the green channel is the translucency intensity.
  109699. * * the blue channel is the scattering intensity.
  109700. * * the alpha channel is the refraction intensity.
  109701. */
  109702. useMaskFromThicknessTexture: boolean;
  109703. /** @hidden */
  109704. private _internalMarkAllSubMeshesAsTexturesDirty;
  109705. /** @hidden */
  109706. _markAllSubMeshesAsTexturesDirty(): void;
  109707. /**
  109708. * Instantiate a new istance of sub surface configuration.
  109709. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109710. */
  109711. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109712. /**
  109713. * Gets wehter the submesh is ready to be used or not.
  109714. * @param defines the list of "defines" to update.
  109715. * @param scene defines the scene the material belongs to.
  109716. * @returns - boolean indicating that the submesh is ready or not.
  109717. */
  109718. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109719. /**
  109720. * Checks to see if a texture is used in the material.
  109721. * @param defines the list of "defines" to update.
  109722. * @param scene defines the scene to the material belongs to.
  109723. */
  109724. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109725. /**
  109726. * Binds the material data.
  109727. * @param uniformBuffer defines the Uniform buffer to fill in.
  109728. * @param scene defines the scene the material belongs to.
  109729. * @param engine defines the engine the material belongs to.
  109730. * @param isFrozen defines wether the material is frozen or not.
  109731. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109732. */
  109733. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109734. /**
  109735. * Unbinds the material from the mesh.
  109736. * @param activeEffect defines the effect that should be unbound from.
  109737. * @returns true if unbound, otherwise false
  109738. */
  109739. unbind(activeEffect: Effect): boolean;
  109740. /**
  109741. * Returns the texture used for refraction or null if none is used.
  109742. * @param scene defines the scene the material belongs to.
  109743. * @returns - Refraction texture if present. If no refraction texture and refraction
  109744. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109745. */
  109746. private _getRefractionTexture;
  109747. /**
  109748. * Returns true if alpha blending should be disabled.
  109749. */
  109750. readonly disableAlphaBlending: boolean;
  109751. /**
  109752. * Fills the list of render target textures.
  109753. * @param renderTargets the list of render targets to update
  109754. */
  109755. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109756. /**
  109757. * Checks to see if a texture is used in the material.
  109758. * @param texture - Base texture to use.
  109759. * @returns - Boolean specifying if a texture is used in the material.
  109760. */
  109761. hasTexture(texture: BaseTexture): boolean;
  109762. /**
  109763. * Gets a boolean indicating that current material needs to register RTT
  109764. * @returns true if this uses a render target otherwise false.
  109765. */
  109766. hasRenderTargetTextures(): boolean;
  109767. /**
  109768. * Returns an array of the actively used textures.
  109769. * @param activeTextures Array of BaseTextures
  109770. */
  109771. getActiveTextures(activeTextures: BaseTexture[]): void;
  109772. /**
  109773. * Returns the animatable textures.
  109774. * @param animatables Array of animatable textures.
  109775. */
  109776. getAnimatables(animatables: IAnimatable[]): void;
  109777. /**
  109778. * Disposes the resources of the material.
  109779. * @param forceDisposeTextures - Forces the disposal of all textures.
  109780. */
  109781. dispose(forceDisposeTextures?: boolean): void;
  109782. /**
  109783. * Get the current class name of the texture useful for serialization or dynamic coding.
  109784. * @returns "PBRSubSurfaceConfiguration"
  109785. */
  109786. getClassName(): string;
  109787. /**
  109788. * Add fallbacks to the effect fallbacks list.
  109789. * @param defines defines the Base texture to use.
  109790. * @param fallbacks defines the current fallback list.
  109791. * @param currentRank defines the current fallback rank.
  109792. * @returns the new fallback rank.
  109793. */
  109794. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109795. /**
  109796. * Add the required uniforms to the current list.
  109797. * @param uniforms defines the current uniform list.
  109798. */
  109799. static AddUniforms(uniforms: string[]): void;
  109800. /**
  109801. * Add the required samplers to the current list.
  109802. * @param samplers defines the current sampler list.
  109803. */
  109804. static AddSamplers(samplers: string[]): void;
  109805. /**
  109806. * Add the required uniforms to the current buffer.
  109807. * @param uniformBuffer defines the current uniform buffer.
  109808. */
  109809. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109810. /**
  109811. * Makes a duplicate of the current configuration into another one.
  109812. * @param configuration define the config where to copy the info
  109813. */
  109814. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109815. /**
  109816. * Serializes this Sub Surface configuration.
  109817. * @returns - An object with the serialized config.
  109818. */
  109819. serialize(): any;
  109820. /**
  109821. * Parses a anisotropy Configuration from a serialized object.
  109822. * @param source - Serialized object.
  109823. * @param scene Defines the scene we are parsing for
  109824. * @param rootUrl Defines the rootUrl to load from
  109825. */
  109826. parse(source: any, scene: Scene, rootUrl: string): void;
  109827. }
  109828. }
  109829. declare module BABYLON {
  109830. /** @hidden */
  109831. export var pbrFragmentDeclaration: {
  109832. name: string;
  109833. shader: string;
  109834. };
  109835. }
  109836. declare module BABYLON {
  109837. /** @hidden */
  109838. export var pbrUboDeclaration: {
  109839. name: string;
  109840. shader: string;
  109841. };
  109842. }
  109843. declare module BABYLON {
  109844. /** @hidden */
  109845. export var pbrFragmentExtraDeclaration: {
  109846. name: string;
  109847. shader: string;
  109848. };
  109849. }
  109850. declare module BABYLON {
  109851. /** @hidden */
  109852. export var pbrFragmentSamplersDeclaration: {
  109853. name: string;
  109854. shader: string;
  109855. };
  109856. }
  109857. declare module BABYLON {
  109858. /** @hidden */
  109859. export var pbrHelperFunctions: {
  109860. name: string;
  109861. shader: string;
  109862. };
  109863. }
  109864. declare module BABYLON {
  109865. /** @hidden */
  109866. export var harmonicsFunctions: {
  109867. name: string;
  109868. shader: string;
  109869. };
  109870. }
  109871. declare module BABYLON {
  109872. /** @hidden */
  109873. export var pbrDirectLightingSetupFunctions: {
  109874. name: string;
  109875. shader: string;
  109876. };
  109877. }
  109878. declare module BABYLON {
  109879. /** @hidden */
  109880. export var pbrDirectLightingFalloffFunctions: {
  109881. name: string;
  109882. shader: string;
  109883. };
  109884. }
  109885. declare module BABYLON {
  109886. /** @hidden */
  109887. export var pbrBRDFFunctions: {
  109888. name: string;
  109889. shader: string;
  109890. };
  109891. }
  109892. declare module BABYLON {
  109893. /** @hidden */
  109894. export var pbrDirectLightingFunctions: {
  109895. name: string;
  109896. shader: string;
  109897. };
  109898. }
  109899. declare module BABYLON {
  109900. /** @hidden */
  109901. export var pbrIBLFunctions: {
  109902. name: string;
  109903. shader: string;
  109904. };
  109905. }
  109906. declare module BABYLON {
  109907. /** @hidden */
  109908. export var pbrDebug: {
  109909. name: string;
  109910. shader: string;
  109911. };
  109912. }
  109913. declare module BABYLON {
  109914. /** @hidden */
  109915. export var pbrPixelShader: {
  109916. name: string;
  109917. shader: string;
  109918. };
  109919. }
  109920. declare module BABYLON {
  109921. /** @hidden */
  109922. export var pbrVertexDeclaration: {
  109923. name: string;
  109924. shader: string;
  109925. };
  109926. }
  109927. declare module BABYLON {
  109928. /** @hidden */
  109929. export var pbrVertexShader: {
  109930. name: string;
  109931. shader: string;
  109932. };
  109933. }
  109934. declare module BABYLON {
  109935. /**
  109936. * Manages the defines for the PBR Material.
  109937. * @hidden
  109938. */
  109939. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109940. PBR: boolean;
  109941. MAINUV1: boolean;
  109942. MAINUV2: boolean;
  109943. UV1: boolean;
  109944. UV2: boolean;
  109945. ALBEDO: boolean;
  109946. ALBEDODIRECTUV: number;
  109947. VERTEXCOLOR: boolean;
  109948. AMBIENT: boolean;
  109949. AMBIENTDIRECTUV: number;
  109950. AMBIENTINGRAYSCALE: boolean;
  109951. OPACITY: boolean;
  109952. VERTEXALPHA: boolean;
  109953. OPACITYDIRECTUV: number;
  109954. OPACITYRGB: boolean;
  109955. ALPHATEST: boolean;
  109956. DEPTHPREPASS: boolean;
  109957. ALPHABLEND: boolean;
  109958. ALPHAFROMALBEDO: boolean;
  109959. ALPHATESTVALUE: string;
  109960. SPECULAROVERALPHA: boolean;
  109961. RADIANCEOVERALPHA: boolean;
  109962. ALPHAFRESNEL: boolean;
  109963. LINEARALPHAFRESNEL: boolean;
  109964. PREMULTIPLYALPHA: boolean;
  109965. EMISSIVE: boolean;
  109966. EMISSIVEDIRECTUV: number;
  109967. REFLECTIVITY: boolean;
  109968. REFLECTIVITYDIRECTUV: number;
  109969. SPECULARTERM: boolean;
  109970. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109971. MICROSURFACEAUTOMATIC: boolean;
  109972. LODBASEDMICROSFURACE: boolean;
  109973. MICROSURFACEMAP: boolean;
  109974. MICROSURFACEMAPDIRECTUV: number;
  109975. METALLICWORKFLOW: boolean;
  109976. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109977. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109978. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109979. AOSTOREINMETALMAPRED: boolean;
  109980. ENVIRONMENTBRDF: boolean;
  109981. ENVIRONMENTBRDF_RGBD: boolean;
  109982. NORMAL: boolean;
  109983. TANGENT: boolean;
  109984. BUMP: boolean;
  109985. BUMPDIRECTUV: number;
  109986. OBJECTSPACE_NORMALMAP: boolean;
  109987. PARALLAX: boolean;
  109988. PARALLAXOCCLUSION: boolean;
  109989. NORMALXYSCALE: boolean;
  109990. LIGHTMAP: boolean;
  109991. LIGHTMAPDIRECTUV: number;
  109992. USELIGHTMAPASSHADOWMAP: boolean;
  109993. GAMMALIGHTMAP: boolean;
  109994. REFLECTION: boolean;
  109995. REFLECTIONMAP_3D: boolean;
  109996. REFLECTIONMAP_SPHERICAL: boolean;
  109997. REFLECTIONMAP_PLANAR: boolean;
  109998. REFLECTIONMAP_CUBIC: boolean;
  109999. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110000. REFLECTIONMAP_PROJECTION: boolean;
  110001. REFLECTIONMAP_SKYBOX: boolean;
  110002. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110003. REFLECTIONMAP_EXPLICIT: boolean;
  110004. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110005. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110006. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110007. INVERTCUBICMAP: boolean;
  110008. USESPHERICALFROMREFLECTIONMAP: boolean;
  110009. USEIRRADIANCEMAP: boolean;
  110010. SPHERICAL_HARMONICS: boolean;
  110011. USESPHERICALINVERTEX: boolean;
  110012. REFLECTIONMAP_OPPOSITEZ: boolean;
  110013. LODINREFLECTIONALPHA: boolean;
  110014. GAMMAREFLECTION: boolean;
  110015. RGBDREFLECTION: boolean;
  110016. LINEARSPECULARREFLECTION: boolean;
  110017. RADIANCEOCCLUSION: boolean;
  110018. HORIZONOCCLUSION: boolean;
  110019. INSTANCES: boolean;
  110020. NUM_BONE_INFLUENCERS: number;
  110021. BonesPerMesh: number;
  110022. BONETEXTURE: boolean;
  110023. NONUNIFORMSCALING: boolean;
  110024. MORPHTARGETS: boolean;
  110025. MORPHTARGETS_NORMAL: boolean;
  110026. MORPHTARGETS_TANGENT: boolean;
  110027. MORPHTARGETS_UV: boolean;
  110028. NUM_MORPH_INFLUENCERS: number;
  110029. IMAGEPROCESSING: boolean;
  110030. VIGNETTE: boolean;
  110031. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110032. VIGNETTEBLENDMODEOPAQUE: boolean;
  110033. TONEMAPPING: boolean;
  110034. TONEMAPPING_ACES: boolean;
  110035. CONTRAST: boolean;
  110036. COLORCURVES: boolean;
  110037. COLORGRADING: boolean;
  110038. COLORGRADING3D: boolean;
  110039. SAMPLER3DGREENDEPTH: boolean;
  110040. SAMPLER3DBGRMAP: boolean;
  110041. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110042. EXPOSURE: boolean;
  110043. MULTIVIEW: boolean;
  110044. USEPHYSICALLIGHTFALLOFF: boolean;
  110045. USEGLTFLIGHTFALLOFF: boolean;
  110046. TWOSIDEDLIGHTING: boolean;
  110047. SHADOWFLOAT: boolean;
  110048. CLIPPLANE: boolean;
  110049. CLIPPLANE2: boolean;
  110050. CLIPPLANE3: boolean;
  110051. CLIPPLANE4: boolean;
  110052. POINTSIZE: boolean;
  110053. FOG: boolean;
  110054. LOGARITHMICDEPTH: boolean;
  110055. FORCENORMALFORWARD: boolean;
  110056. SPECULARAA: boolean;
  110057. CLEARCOAT: boolean;
  110058. CLEARCOAT_DEFAULTIOR: boolean;
  110059. CLEARCOAT_TEXTURE: boolean;
  110060. CLEARCOAT_TEXTUREDIRECTUV: number;
  110061. CLEARCOAT_BUMP: boolean;
  110062. CLEARCOAT_BUMPDIRECTUV: number;
  110063. CLEARCOAT_TINT: boolean;
  110064. CLEARCOAT_TINT_TEXTURE: boolean;
  110065. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110066. ANISOTROPIC: boolean;
  110067. ANISOTROPIC_TEXTURE: boolean;
  110068. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110069. BRDF_V_HEIGHT_CORRELATED: boolean;
  110070. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110071. SHEEN: boolean;
  110072. SHEEN_TEXTURE: boolean;
  110073. SHEEN_TEXTUREDIRECTUV: number;
  110074. SHEEN_LINKWITHALBEDO: boolean;
  110075. SUBSURFACE: boolean;
  110076. SS_REFRACTION: boolean;
  110077. SS_TRANSLUCENCY: boolean;
  110078. SS_SCATERRING: boolean;
  110079. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110080. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110081. SS_REFRACTIONMAP_3D: boolean;
  110082. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110083. SS_LODINREFRACTIONALPHA: boolean;
  110084. SS_GAMMAREFRACTION: boolean;
  110085. SS_RGBDREFRACTION: boolean;
  110086. SS_LINEARSPECULARREFRACTION: boolean;
  110087. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110088. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110089. UNLIT: boolean;
  110090. DEBUGMODE: number;
  110091. /**
  110092. * Initializes the PBR Material defines.
  110093. */
  110094. constructor();
  110095. /**
  110096. * Resets the PBR Material defines.
  110097. */
  110098. reset(): void;
  110099. }
  110100. /**
  110101. * The Physically based material base class of BJS.
  110102. *
  110103. * This offers the main features of a standard PBR material.
  110104. * For more information, please refer to the documentation :
  110105. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110106. */
  110107. export abstract class PBRBaseMaterial extends PushMaterial {
  110108. /**
  110109. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110110. */
  110111. static readonly PBRMATERIAL_OPAQUE: number;
  110112. /**
  110113. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110114. */
  110115. static readonly PBRMATERIAL_ALPHATEST: number;
  110116. /**
  110117. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110118. */
  110119. static readonly PBRMATERIAL_ALPHABLEND: number;
  110120. /**
  110121. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110122. * They are also discarded below the alpha cutoff threshold to improve performances.
  110123. */
  110124. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110125. /**
  110126. * Defines the default value of how much AO map is occluding the analytical lights
  110127. * (point spot...).
  110128. */
  110129. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110130. /**
  110131. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  110132. */
  110133. static readonly LIGHTFALLOFF_PHYSICAL: number;
  110134. /**
  110135. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  110136. * to enhance interoperability with other engines.
  110137. */
  110138. static readonly LIGHTFALLOFF_GLTF: number;
  110139. /**
  110140. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  110141. * to enhance interoperability with other materials.
  110142. */
  110143. static readonly LIGHTFALLOFF_STANDARD: number;
  110144. /**
  110145. * Intensity of the direct lights e.g. the four lights available in your scene.
  110146. * This impacts both the direct diffuse and specular highlights.
  110147. */
  110148. protected _directIntensity: number;
  110149. /**
  110150. * Intensity of the emissive part of the material.
  110151. * This helps controlling the emissive effect without modifying the emissive color.
  110152. */
  110153. protected _emissiveIntensity: number;
  110154. /**
  110155. * Intensity of the environment e.g. how much the environment will light the object
  110156. * either through harmonics for rough material or through the refelction for shiny ones.
  110157. */
  110158. protected _environmentIntensity: number;
  110159. /**
  110160. * This is a special control allowing the reduction of the specular highlights coming from the
  110161. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110162. */
  110163. protected _specularIntensity: number;
  110164. /**
  110165. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  110166. */
  110167. private _lightingInfos;
  110168. /**
  110169. * Debug Control allowing disabling the bump map on this material.
  110170. */
  110171. protected _disableBumpMap: boolean;
  110172. /**
  110173. * AKA Diffuse Texture in standard nomenclature.
  110174. */
  110175. protected _albedoTexture: Nullable<BaseTexture>;
  110176. /**
  110177. * AKA Occlusion Texture in other nomenclature.
  110178. */
  110179. protected _ambientTexture: Nullable<BaseTexture>;
  110180. /**
  110181. * AKA Occlusion Texture Intensity in other nomenclature.
  110182. */
  110183. protected _ambientTextureStrength: number;
  110184. /**
  110185. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110186. * 1 means it completely occludes it
  110187. * 0 mean it has no impact
  110188. */
  110189. protected _ambientTextureImpactOnAnalyticalLights: number;
  110190. /**
  110191. * Stores the alpha values in a texture.
  110192. */
  110193. protected _opacityTexture: Nullable<BaseTexture>;
  110194. /**
  110195. * Stores the reflection values in a texture.
  110196. */
  110197. protected _reflectionTexture: Nullable<BaseTexture>;
  110198. /**
  110199. * Stores the emissive values in a texture.
  110200. */
  110201. protected _emissiveTexture: Nullable<BaseTexture>;
  110202. /**
  110203. * AKA Specular texture in other nomenclature.
  110204. */
  110205. protected _reflectivityTexture: Nullable<BaseTexture>;
  110206. /**
  110207. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110208. */
  110209. protected _metallicTexture: Nullable<BaseTexture>;
  110210. /**
  110211. * Specifies the metallic scalar of the metallic/roughness workflow.
  110212. * Can also be used to scale the metalness values of the metallic texture.
  110213. */
  110214. protected _metallic: Nullable<number>;
  110215. /**
  110216. * Specifies the roughness scalar of the metallic/roughness workflow.
  110217. * Can also be used to scale the roughness values of the metallic texture.
  110218. */
  110219. protected _roughness: Nullable<number>;
  110220. /**
  110221. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110222. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110223. */
  110224. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110225. /**
  110226. * Stores surface normal data used to displace a mesh in a texture.
  110227. */
  110228. protected _bumpTexture: Nullable<BaseTexture>;
  110229. /**
  110230. * Stores the pre-calculated light information of a mesh in a texture.
  110231. */
  110232. protected _lightmapTexture: Nullable<BaseTexture>;
  110233. /**
  110234. * The color of a material in ambient lighting.
  110235. */
  110236. protected _ambientColor: Color3;
  110237. /**
  110238. * AKA Diffuse Color in other nomenclature.
  110239. */
  110240. protected _albedoColor: Color3;
  110241. /**
  110242. * AKA Specular Color in other nomenclature.
  110243. */
  110244. protected _reflectivityColor: Color3;
  110245. /**
  110246. * The color applied when light is reflected from a material.
  110247. */
  110248. protected _reflectionColor: Color3;
  110249. /**
  110250. * The color applied when light is emitted from a material.
  110251. */
  110252. protected _emissiveColor: Color3;
  110253. /**
  110254. * AKA Glossiness in other nomenclature.
  110255. */
  110256. protected _microSurface: number;
  110257. /**
  110258. * Specifies that the material will use the light map as a show map.
  110259. */
  110260. protected _useLightmapAsShadowmap: boolean;
  110261. /**
  110262. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110263. * makes the reflect vector face the model (under horizon).
  110264. */
  110265. protected _useHorizonOcclusion: boolean;
  110266. /**
  110267. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110268. * too much the area relying on ambient texture to define their ambient occlusion.
  110269. */
  110270. protected _useRadianceOcclusion: boolean;
  110271. /**
  110272. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110273. */
  110274. protected _useAlphaFromAlbedoTexture: boolean;
  110275. /**
  110276. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110277. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110278. */
  110279. protected _useSpecularOverAlpha: boolean;
  110280. /**
  110281. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110282. */
  110283. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110284. /**
  110285. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110286. */
  110287. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110288. /**
  110289. * Specifies if the metallic texture contains the roughness information in its green channel.
  110290. */
  110291. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110292. /**
  110293. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110294. */
  110295. protected _useMetallnessFromMetallicTextureBlue: boolean;
  110296. /**
  110297. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110298. */
  110299. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  110300. /**
  110301. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110302. */
  110303. protected _useAmbientInGrayScale: boolean;
  110304. /**
  110305. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110306. * The material will try to infer what glossiness each pixel should be.
  110307. */
  110308. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  110309. /**
  110310. * Defines the falloff type used in this material.
  110311. * It by default is Physical.
  110312. */
  110313. protected _lightFalloff: number;
  110314. /**
  110315. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110316. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110317. */
  110318. protected _useRadianceOverAlpha: boolean;
  110319. /**
  110320. * Allows using an object space normal map (instead of tangent space).
  110321. */
  110322. protected _useObjectSpaceNormalMap: boolean;
  110323. /**
  110324. * Allows using the bump map in parallax mode.
  110325. */
  110326. protected _useParallax: boolean;
  110327. /**
  110328. * Allows using the bump map in parallax occlusion mode.
  110329. */
  110330. protected _useParallaxOcclusion: boolean;
  110331. /**
  110332. * Controls the scale bias of the parallax mode.
  110333. */
  110334. protected _parallaxScaleBias: number;
  110335. /**
  110336. * If sets to true, disables all the lights affecting the material.
  110337. */
  110338. protected _disableLighting: boolean;
  110339. /**
  110340. * Number of Simultaneous lights allowed on the material.
  110341. */
  110342. protected _maxSimultaneousLights: number;
  110343. /**
  110344. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110345. */
  110346. protected _invertNormalMapX: boolean;
  110347. /**
  110348. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110349. */
  110350. protected _invertNormalMapY: boolean;
  110351. /**
  110352. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110353. */
  110354. protected _twoSidedLighting: boolean;
  110355. /**
  110356. * Defines the alpha limits in alpha test mode.
  110357. */
  110358. protected _alphaCutOff: number;
  110359. /**
  110360. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110361. */
  110362. protected _forceAlphaTest: boolean;
  110363. /**
  110364. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110365. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110366. */
  110367. protected _useAlphaFresnel: boolean;
  110368. /**
  110369. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110370. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110371. */
  110372. protected _useLinearAlphaFresnel: boolean;
  110373. /**
  110374. * The transparency mode of the material.
  110375. */
  110376. protected _transparencyMode: Nullable<number>;
  110377. /**
  110378. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110379. * from cos thetav and roughness:
  110380. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110381. */
  110382. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110383. /**
  110384. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110385. */
  110386. protected _forceIrradianceInFragment: boolean;
  110387. /**
  110388. * Force normal to face away from face.
  110389. */
  110390. protected _forceNormalForward: boolean;
  110391. /**
  110392. * Enables specular anti aliasing in the PBR shader.
  110393. * It will both interacts on the Geometry for analytical and IBL lighting.
  110394. * It also prefilter the roughness map based on the bump values.
  110395. */
  110396. protected _enableSpecularAntiAliasing: boolean;
  110397. /**
  110398. * Default configuration related to image processing available in the PBR Material.
  110399. */
  110400. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110401. /**
  110402. * Keep track of the image processing observer to allow dispose and replace.
  110403. */
  110404. private _imageProcessingObserver;
  110405. /**
  110406. * Attaches a new image processing configuration to the PBR Material.
  110407. * @param configuration
  110408. */
  110409. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110410. /**
  110411. * Stores the available render targets.
  110412. */
  110413. private _renderTargets;
  110414. /**
  110415. * Sets the global ambient color for the material used in lighting calculations.
  110416. */
  110417. private _globalAmbientColor;
  110418. /**
  110419. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110420. */
  110421. private _useLogarithmicDepth;
  110422. /**
  110423. * If set to true, no lighting calculations will be applied.
  110424. */
  110425. private _unlit;
  110426. private _debugMode;
  110427. /**
  110428. * @hidden
  110429. * This is reserved for the inspector.
  110430. * Defines the material debug mode.
  110431. * It helps seeing only some components of the material while troubleshooting.
  110432. */
  110433. debugMode: number;
  110434. /**
  110435. * @hidden
  110436. * This is reserved for the inspector.
  110437. * Specify from where on screen the debug mode should start.
  110438. * The value goes from -1 (full screen) to 1 (not visible)
  110439. * It helps with side by side comparison against the final render
  110440. * This defaults to -1
  110441. */
  110442. private debugLimit;
  110443. /**
  110444. * @hidden
  110445. * This is reserved for the inspector.
  110446. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110447. * You can use the factor to better multiply the final value.
  110448. */
  110449. private debugFactor;
  110450. /**
  110451. * Defines the clear coat layer parameters for the material.
  110452. */
  110453. readonly clearCoat: PBRClearCoatConfiguration;
  110454. /**
  110455. * Defines the anisotropic parameters for the material.
  110456. */
  110457. readonly anisotropy: PBRAnisotropicConfiguration;
  110458. /**
  110459. * Defines the BRDF parameters for the material.
  110460. */
  110461. readonly brdf: PBRBRDFConfiguration;
  110462. /**
  110463. * Defines the Sheen parameters for the material.
  110464. */
  110465. readonly sheen: PBRSheenConfiguration;
  110466. /**
  110467. * Defines the SubSurface parameters for the material.
  110468. */
  110469. readonly subSurface: PBRSubSurfaceConfiguration;
  110470. /**
  110471. * Custom callback helping to override the default shader used in the material.
  110472. */
  110473. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110474. /**
  110475. * Instantiates a new PBRMaterial instance.
  110476. *
  110477. * @param name The material name
  110478. * @param scene The scene the material will be use in.
  110479. */
  110480. constructor(name: string, scene: Scene);
  110481. /**
  110482. * Gets a boolean indicating that current material needs to register RTT
  110483. */
  110484. readonly hasRenderTargetTextures: boolean;
  110485. /**
  110486. * Gets the name of the material class.
  110487. */
  110488. getClassName(): string;
  110489. /**
  110490. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110491. */
  110492. /**
  110493. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110494. */
  110495. useLogarithmicDepth: boolean;
  110496. /**
  110497. * Gets the current transparency mode.
  110498. */
  110499. /**
  110500. * Sets the transparency mode of the material.
  110501. *
  110502. * | Value | Type | Description |
  110503. * | ----- | ----------------------------------- | ----------- |
  110504. * | 0 | OPAQUE | |
  110505. * | 1 | ALPHATEST | |
  110506. * | 2 | ALPHABLEND | |
  110507. * | 3 | ALPHATESTANDBLEND | |
  110508. *
  110509. */
  110510. transparencyMode: Nullable<number>;
  110511. /**
  110512. * Returns true if alpha blending should be disabled.
  110513. */
  110514. private readonly _disableAlphaBlending;
  110515. /**
  110516. * Specifies whether or not this material should be rendered in alpha blend mode.
  110517. */
  110518. needAlphaBlending(): boolean;
  110519. /**
  110520. * Specifies if the mesh will require alpha blending.
  110521. * @param mesh - BJS mesh.
  110522. */
  110523. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110524. /**
  110525. * Specifies whether or not this material should be rendered in alpha test mode.
  110526. */
  110527. needAlphaTesting(): boolean;
  110528. /**
  110529. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110530. */
  110531. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110532. /**
  110533. * Gets the texture used for the alpha test.
  110534. */
  110535. getAlphaTestTexture(): Nullable<BaseTexture>;
  110536. /**
  110537. * Specifies that the submesh is ready to be used.
  110538. * @param mesh - BJS mesh.
  110539. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110540. * @param useInstances - Specifies that instances should be used.
  110541. * @returns - boolean indicating that the submesh is ready or not.
  110542. */
  110543. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110544. /**
  110545. * Specifies if the material uses metallic roughness workflow.
  110546. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110547. */
  110548. isMetallicWorkflow(): boolean;
  110549. private _prepareEffect;
  110550. private _prepareDefines;
  110551. /**
  110552. * Force shader compilation
  110553. */
  110554. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110555. clipPlane: boolean;
  110556. }>): void;
  110557. /**
  110558. * Initializes the uniform buffer layout for the shader.
  110559. */
  110560. buildUniformLayout(): void;
  110561. /**
  110562. * Unbinds the material from the mesh
  110563. */
  110564. unbind(): void;
  110565. /**
  110566. * Binds the submesh data.
  110567. * @param world - The world matrix.
  110568. * @param mesh - The BJS mesh.
  110569. * @param subMesh - A submesh of the BJS mesh.
  110570. */
  110571. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110572. /**
  110573. * Returns the animatable textures.
  110574. * @returns - Array of animatable textures.
  110575. */
  110576. getAnimatables(): IAnimatable[];
  110577. /**
  110578. * Returns the texture used for reflections.
  110579. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110580. */
  110581. private _getReflectionTexture;
  110582. /**
  110583. * Returns an array of the actively used textures.
  110584. * @returns - Array of BaseTextures
  110585. */
  110586. getActiveTextures(): BaseTexture[];
  110587. /**
  110588. * Checks to see if a texture is used in the material.
  110589. * @param texture - Base texture to use.
  110590. * @returns - Boolean specifying if a texture is used in the material.
  110591. */
  110592. hasTexture(texture: BaseTexture): boolean;
  110593. /**
  110594. * Disposes the resources of the material.
  110595. * @param forceDisposeEffect - Forces the disposal of effects.
  110596. * @param forceDisposeTextures - Forces the disposal of all textures.
  110597. */
  110598. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110599. }
  110600. }
  110601. declare module BABYLON {
  110602. /**
  110603. * The Physically based material of BJS.
  110604. *
  110605. * This offers the main features of a standard PBR material.
  110606. * For more information, please refer to the documentation :
  110607. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110608. */
  110609. export class PBRMaterial extends PBRBaseMaterial {
  110610. /**
  110611. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110612. */
  110613. static readonly PBRMATERIAL_OPAQUE: number;
  110614. /**
  110615. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110616. */
  110617. static readonly PBRMATERIAL_ALPHATEST: number;
  110618. /**
  110619. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110620. */
  110621. static readonly PBRMATERIAL_ALPHABLEND: number;
  110622. /**
  110623. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110624. * They are also discarded below the alpha cutoff threshold to improve performances.
  110625. */
  110626. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110627. /**
  110628. * Defines the default value of how much AO map is occluding the analytical lights
  110629. * (point spot...).
  110630. */
  110631. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110632. /**
  110633. * Intensity of the direct lights e.g. the four lights available in your scene.
  110634. * This impacts both the direct diffuse and specular highlights.
  110635. */
  110636. directIntensity: number;
  110637. /**
  110638. * Intensity of the emissive part of the material.
  110639. * This helps controlling the emissive effect without modifying the emissive color.
  110640. */
  110641. emissiveIntensity: number;
  110642. /**
  110643. * Intensity of the environment e.g. how much the environment will light the object
  110644. * either through harmonics for rough material or through the refelction for shiny ones.
  110645. */
  110646. environmentIntensity: number;
  110647. /**
  110648. * This is a special control allowing the reduction of the specular highlights coming from the
  110649. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110650. */
  110651. specularIntensity: number;
  110652. /**
  110653. * Debug Control allowing disabling the bump map on this material.
  110654. */
  110655. disableBumpMap: boolean;
  110656. /**
  110657. * AKA Diffuse Texture in standard nomenclature.
  110658. */
  110659. albedoTexture: BaseTexture;
  110660. /**
  110661. * AKA Occlusion Texture in other nomenclature.
  110662. */
  110663. ambientTexture: BaseTexture;
  110664. /**
  110665. * AKA Occlusion Texture Intensity in other nomenclature.
  110666. */
  110667. ambientTextureStrength: number;
  110668. /**
  110669. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110670. * 1 means it completely occludes it
  110671. * 0 mean it has no impact
  110672. */
  110673. ambientTextureImpactOnAnalyticalLights: number;
  110674. /**
  110675. * Stores the alpha values in a texture.
  110676. */
  110677. opacityTexture: BaseTexture;
  110678. /**
  110679. * Stores the reflection values in a texture.
  110680. */
  110681. reflectionTexture: Nullable<BaseTexture>;
  110682. /**
  110683. * Stores the emissive values in a texture.
  110684. */
  110685. emissiveTexture: BaseTexture;
  110686. /**
  110687. * AKA Specular texture in other nomenclature.
  110688. */
  110689. reflectivityTexture: BaseTexture;
  110690. /**
  110691. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110692. */
  110693. metallicTexture: BaseTexture;
  110694. /**
  110695. * Specifies the metallic scalar of the metallic/roughness workflow.
  110696. * Can also be used to scale the metalness values of the metallic texture.
  110697. */
  110698. metallic: Nullable<number>;
  110699. /**
  110700. * Specifies the roughness scalar of the metallic/roughness workflow.
  110701. * Can also be used to scale the roughness values of the metallic texture.
  110702. */
  110703. roughness: Nullable<number>;
  110704. /**
  110705. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110706. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110707. */
  110708. microSurfaceTexture: BaseTexture;
  110709. /**
  110710. * Stores surface normal data used to displace a mesh in a texture.
  110711. */
  110712. bumpTexture: BaseTexture;
  110713. /**
  110714. * Stores the pre-calculated light information of a mesh in a texture.
  110715. */
  110716. lightmapTexture: BaseTexture;
  110717. /**
  110718. * Stores the refracted light information in a texture.
  110719. */
  110720. refractionTexture: Nullable<BaseTexture>;
  110721. /**
  110722. * The color of a material in ambient lighting.
  110723. */
  110724. ambientColor: Color3;
  110725. /**
  110726. * AKA Diffuse Color in other nomenclature.
  110727. */
  110728. albedoColor: Color3;
  110729. /**
  110730. * AKA Specular Color in other nomenclature.
  110731. */
  110732. reflectivityColor: Color3;
  110733. /**
  110734. * The color reflected from the material.
  110735. */
  110736. reflectionColor: Color3;
  110737. /**
  110738. * The color emitted from the material.
  110739. */
  110740. emissiveColor: Color3;
  110741. /**
  110742. * AKA Glossiness in other nomenclature.
  110743. */
  110744. microSurface: number;
  110745. /**
  110746. * source material index of refraction (IOR)' / 'destination material IOR.
  110747. */
  110748. indexOfRefraction: number;
  110749. /**
  110750. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110751. */
  110752. invertRefractionY: boolean;
  110753. /**
  110754. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110755. * Materials half opaque for instance using refraction could benefit from this control.
  110756. */
  110757. linkRefractionWithTransparency: boolean;
  110758. /**
  110759. * If true, the light map contains occlusion information instead of lighting info.
  110760. */
  110761. useLightmapAsShadowmap: boolean;
  110762. /**
  110763. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110764. */
  110765. useAlphaFromAlbedoTexture: boolean;
  110766. /**
  110767. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110768. */
  110769. forceAlphaTest: boolean;
  110770. /**
  110771. * Defines the alpha limits in alpha test mode.
  110772. */
  110773. alphaCutOff: number;
  110774. /**
  110775. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110776. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110777. */
  110778. useSpecularOverAlpha: boolean;
  110779. /**
  110780. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110781. */
  110782. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110783. /**
  110784. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110785. */
  110786. useRoughnessFromMetallicTextureAlpha: boolean;
  110787. /**
  110788. * Specifies if the metallic texture contains the roughness information in its green channel.
  110789. */
  110790. useRoughnessFromMetallicTextureGreen: boolean;
  110791. /**
  110792. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110793. */
  110794. useMetallnessFromMetallicTextureBlue: boolean;
  110795. /**
  110796. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110797. */
  110798. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110799. /**
  110800. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110801. */
  110802. useAmbientInGrayScale: boolean;
  110803. /**
  110804. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110805. * The material will try to infer what glossiness each pixel should be.
  110806. */
  110807. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110808. /**
  110809. * BJS is using an harcoded light falloff based on a manually sets up range.
  110810. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110811. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110812. */
  110813. /**
  110814. * BJS is using an harcoded light falloff based on a manually sets up range.
  110815. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110816. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110817. */
  110818. usePhysicalLightFalloff: boolean;
  110819. /**
  110820. * In order to support the falloff compatibility with gltf, a special mode has been added
  110821. * to reproduce the gltf light falloff.
  110822. */
  110823. /**
  110824. * In order to support the falloff compatibility with gltf, a special mode has been added
  110825. * to reproduce the gltf light falloff.
  110826. */
  110827. useGLTFLightFalloff: boolean;
  110828. /**
  110829. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110830. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110831. */
  110832. useRadianceOverAlpha: boolean;
  110833. /**
  110834. * Allows using an object space normal map (instead of tangent space).
  110835. */
  110836. useObjectSpaceNormalMap: boolean;
  110837. /**
  110838. * Allows using the bump map in parallax mode.
  110839. */
  110840. useParallax: boolean;
  110841. /**
  110842. * Allows using the bump map in parallax occlusion mode.
  110843. */
  110844. useParallaxOcclusion: boolean;
  110845. /**
  110846. * Controls the scale bias of the parallax mode.
  110847. */
  110848. parallaxScaleBias: number;
  110849. /**
  110850. * If sets to true, disables all the lights affecting the material.
  110851. */
  110852. disableLighting: boolean;
  110853. /**
  110854. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110855. */
  110856. forceIrradianceInFragment: boolean;
  110857. /**
  110858. * Number of Simultaneous lights allowed on the material.
  110859. */
  110860. maxSimultaneousLights: number;
  110861. /**
  110862. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110863. */
  110864. invertNormalMapX: boolean;
  110865. /**
  110866. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110867. */
  110868. invertNormalMapY: boolean;
  110869. /**
  110870. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110871. */
  110872. twoSidedLighting: boolean;
  110873. /**
  110874. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110875. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110876. */
  110877. useAlphaFresnel: boolean;
  110878. /**
  110879. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110880. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110881. */
  110882. useLinearAlphaFresnel: boolean;
  110883. /**
  110884. * Let user defines the brdf lookup texture used for IBL.
  110885. * A default 8bit version is embedded but you could point at :
  110886. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110887. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110888. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110889. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110890. */
  110891. environmentBRDFTexture: Nullable<BaseTexture>;
  110892. /**
  110893. * Force normal to face away from face.
  110894. */
  110895. forceNormalForward: boolean;
  110896. /**
  110897. * Enables specular anti aliasing in the PBR shader.
  110898. * It will both interacts on the Geometry for analytical and IBL lighting.
  110899. * It also prefilter the roughness map based on the bump values.
  110900. */
  110901. enableSpecularAntiAliasing: boolean;
  110902. /**
  110903. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110904. * makes the reflect vector face the model (under horizon).
  110905. */
  110906. useHorizonOcclusion: boolean;
  110907. /**
  110908. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110909. * too much the area relying on ambient texture to define their ambient occlusion.
  110910. */
  110911. useRadianceOcclusion: boolean;
  110912. /**
  110913. * If set to true, no lighting calculations will be applied.
  110914. */
  110915. unlit: boolean;
  110916. /**
  110917. * Gets the image processing configuration used either in this material.
  110918. */
  110919. /**
  110920. * Sets the Default image processing configuration used either in the this material.
  110921. *
  110922. * If sets to null, the scene one is in use.
  110923. */
  110924. imageProcessingConfiguration: ImageProcessingConfiguration;
  110925. /**
  110926. * Gets wether the color curves effect is enabled.
  110927. */
  110928. /**
  110929. * Sets wether the color curves effect is enabled.
  110930. */
  110931. cameraColorCurvesEnabled: boolean;
  110932. /**
  110933. * Gets wether the color grading effect is enabled.
  110934. */
  110935. /**
  110936. * Gets wether the color grading effect is enabled.
  110937. */
  110938. cameraColorGradingEnabled: boolean;
  110939. /**
  110940. * Gets wether tonemapping is enabled or not.
  110941. */
  110942. /**
  110943. * Sets wether tonemapping is enabled or not
  110944. */
  110945. cameraToneMappingEnabled: boolean;
  110946. /**
  110947. * The camera exposure used on this material.
  110948. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110949. * This corresponds to a photographic exposure.
  110950. */
  110951. /**
  110952. * The camera exposure used on this material.
  110953. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110954. * This corresponds to a photographic exposure.
  110955. */
  110956. cameraExposure: number;
  110957. /**
  110958. * Gets The camera contrast used on this material.
  110959. */
  110960. /**
  110961. * Sets The camera contrast used on this material.
  110962. */
  110963. cameraContrast: number;
  110964. /**
  110965. * Gets the Color Grading 2D Lookup Texture.
  110966. */
  110967. /**
  110968. * Sets the Color Grading 2D Lookup Texture.
  110969. */
  110970. cameraColorGradingTexture: Nullable<BaseTexture>;
  110971. /**
  110972. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110973. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110974. * 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;
  110975. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110976. */
  110977. /**
  110978. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110979. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110980. * 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;
  110981. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110982. */
  110983. cameraColorCurves: Nullable<ColorCurves>;
  110984. /**
  110985. * Instantiates a new PBRMaterial instance.
  110986. *
  110987. * @param name The material name
  110988. * @param scene The scene the material will be use in.
  110989. */
  110990. constructor(name: string, scene: Scene);
  110991. /**
  110992. * Returns the name of this material class.
  110993. */
  110994. getClassName(): string;
  110995. /**
  110996. * Makes a duplicate of the current material.
  110997. * @param name - name to use for the new material.
  110998. */
  110999. clone(name: string): PBRMaterial;
  111000. /**
  111001. * Serializes this PBR Material.
  111002. * @returns - An object with the serialized material.
  111003. */
  111004. serialize(): any;
  111005. /**
  111006. * Parses a PBR Material from a serialized object.
  111007. * @param source - Serialized object.
  111008. * @param scene - BJS scene instance.
  111009. * @param rootUrl - url for the scene object
  111010. * @returns - PBRMaterial
  111011. */
  111012. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111013. }
  111014. }
  111015. declare module BABYLON {
  111016. /**
  111017. * Direct draw surface info
  111018. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111019. */
  111020. export interface DDSInfo {
  111021. /**
  111022. * Width of the texture
  111023. */
  111024. width: number;
  111025. /**
  111026. * Width of the texture
  111027. */
  111028. height: number;
  111029. /**
  111030. * Number of Mipmaps for the texture
  111031. * @see https://en.wikipedia.org/wiki/Mipmap
  111032. */
  111033. mipmapCount: number;
  111034. /**
  111035. * If the textures format is a known fourCC format
  111036. * @see https://www.fourcc.org/
  111037. */
  111038. isFourCC: boolean;
  111039. /**
  111040. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111041. */
  111042. isRGB: boolean;
  111043. /**
  111044. * If the texture is a lumincance format
  111045. */
  111046. isLuminance: boolean;
  111047. /**
  111048. * If this is a cube texture
  111049. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111050. */
  111051. isCube: boolean;
  111052. /**
  111053. * If the texture is a compressed format eg. FOURCC_DXT1
  111054. */
  111055. isCompressed: boolean;
  111056. /**
  111057. * The dxgiFormat of the texture
  111058. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111059. */
  111060. dxgiFormat: number;
  111061. /**
  111062. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111063. */
  111064. textureType: number;
  111065. /**
  111066. * Sphericle polynomial created for the dds texture
  111067. */
  111068. sphericalPolynomial?: SphericalPolynomial;
  111069. }
  111070. /**
  111071. * Class used to provide DDS decompression tools
  111072. */
  111073. export class DDSTools {
  111074. /**
  111075. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111076. */
  111077. static StoreLODInAlphaChannel: boolean;
  111078. /**
  111079. * Gets DDS information from an array buffer
  111080. * @param arrayBuffer defines the array buffer to read data from
  111081. * @returns the DDS information
  111082. */
  111083. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  111084. private static _FloatView;
  111085. private static _Int32View;
  111086. private static _ToHalfFloat;
  111087. private static _FromHalfFloat;
  111088. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  111089. private static _GetHalfFloatRGBAArrayBuffer;
  111090. private static _GetFloatRGBAArrayBuffer;
  111091. private static _GetFloatAsUIntRGBAArrayBuffer;
  111092. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  111093. private static _GetRGBAArrayBuffer;
  111094. private static _ExtractLongWordOrder;
  111095. private static _GetRGBArrayBuffer;
  111096. private static _GetLuminanceArrayBuffer;
  111097. /**
  111098. * Uploads DDS Levels to a Babylon Texture
  111099. * @hidden
  111100. */
  111101. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  111102. }
  111103. interface Engine {
  111104. /**
  111105. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  111106. * @param rootUrl defines the url where the file to load is located
  111107. * @param scene defines the current scene
  111108. * @param lodScale defines scale to apply to the mip map selection
  111109. * @param lodOffset defines offset to apply to the mip map selection
  111110. * @param onLoad defines an optional callback raised when the texture is loaded
  111111. * @param onError defines an optional callback raised if there is an issue to load the texture
  111112. * @param format defines the format of the data
  111113. * @param forcedExtension defines the extension to use to pick the right loader
  111114. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  111115. * @returns the cube texture as an InternalTexture
  111116. */
  111117. 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;
  111118. }
  111119. }
  111120. declare module BABYLON {
  111121. /**
  111122. * Implementation of the DDS Texture Loader.
  111123. * @hidden
  111124. */
  111125. export class _DDSTextureLoader implements IInternalTextureLoader {
  111126. /**
  111127. * Defines wether the loader supports cascade loading the different faces.
  111128. */
  111129. readonly supportCascades: boolean;
  111130. /**
  111131. * This returns if the loader support the current file information.
  111132. * @param extension defines the file extension of the file being loaded
  111133. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111134. * @param fallback defines the fallback internal texture if any
  111135. * @param isBase64 defines whether the texture is encoded as a base64
  111136. * @param isBuffer defines whether the texture data are stored as a buffer
  111137. * @returns true if the loader can load the specified file
  111138. */
  111139. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111140. /**
  111141. * Transform the url before loading if required.
  111142. * @param rootUrl the url of the texture
  111143. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111144. * @returns the transformed texture
  111145. */
  111146. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111147. /**
  111148. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111149. * @param rootUrl the url of the texture
  111150. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111151. * @returns the fallback texture
  111152. */
  111153. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111154. /**
  111155. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111156. * @param data contains the texture data
  111157. * @param texture defines the BabylonJS internal texture
  111158. * @param createPolynomials will be true if polynomials have been requested
  111159. * @param onLoad defines the callback to trigger once the texture is ready
  111160. * @param onError defines the callback to trigger in case of error
  111161. */
  111162. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111163. /**
  111164. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111165. * @param data contains the texture data
  111166. * @param texture defines the BabylonJS internal texture
  111167. * @param callback defines the method to call once ready to upload
  111168. */
  111169. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111170. }
  111171. }
  111172. declare module BABYLON {
  111173. /** @hidden */
  111174. export var rgbdEncodePixelShader: {
  111175. name: string;
  111176. shader: string;
  111177. };
  111178. }
  111179. declare module BABYLON {
  111180. /**
  111181. * Raw texture data and descriptor sufficient for WebGL texture upload
  111182. */
  111183. export interface EnvironmentTextureInfo {
  111184. /**
  111185. * Version of the environment map
  111186. */
  111187. version: number;
  111188. /**
  111189. * Width of image
  111190. */
  111191. width: number;
  111192. /**
  111193. * Irradiance information stored in the file.
  111194. */
  111195. irradiance: any;
  111196. /**
  111197. * Specular information stored in the file.
  111198. */
  111199. specular: any;
  111200. }
  111201. /**
  111202. * Sets of helpers addressing the serialization and deserialization of environment texture
  111203. * stored in a BabylonJS env file.
  111204. * Those files are usually stored as .env files.
  111205. */
  111206. export class EnvironmentTextureTools {
  111207. /**
  111208. * Magic number identifying the env file.
  111209. */
  111210. private static _MagicBytes;
  111211. /**
  111212. * Gets the environment info from an env file.
  111213. * @param data The array buffer containing the .env bytes.
  111214. * @returns the environment file info (the json header) if successfully parsed.
  111215. */
  111216. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111217. /**
  111218. * Creates an environment texture from a loaded cube texture.
  111219. * @param texture defines the cube texture to convert in env file
  111220. * @return a promise containing the environment data if succesfull.
  111221. */
  111222. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111223. /**
  111224. * Creates a JSON representation of the spherical data.
  111225. * @param texture defines the texture containing the polynomials
  111226. * @return the JSON representation of the spherical info
  111227. */
  111228. private static _CreateEnvTextureIrradiance;
  111229. /**
  111230. * Uploads the texture info contained in the env file to the GPU.
  111231. * @param texture defines the internal texture to upload to
  111232. * @param arrayBuffer defines the buffer cotaining the data to load
  111233. * @param info defines the texture info retrieved through the GetEnvInfo method
  111234. * @returns a promise
  111235. */
  111236. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111237. /**
  111238. * Uploads the levels of image data to the GPU.
  111239. * @param texture defines the internal texture to upload to
  111240. * @param imageData defines the array buffer views of image data [mipmap][face]
  111241. * @returns a promise
  111242. */
  111243. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111244. /**
  111245. * Uploads spherical polynomials information to the texture.
  111246. * @param texture defines the texture we are trying to upload the information to
  111247. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111248. */
  111249. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111250. /** @hidden */
  111251. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111252. }
  111253. }
  111254. declare module BABYLON {
  111255. /**
  111256. * Implementation of the ENV Texture Loader.
  111257. * @hidden
  111258. */
  111259. export class _ENVTextureLoader implements IInternalTextureLoader {
  111260. /**
  111261. * Defines wether the loader supports cascade loading the different faces.
  111262. */
  111263. readonly supportCascades: boolean;
  111264. /**
  111265. * This returns if the loader support the current file information.
  111266. * @param extension defines the file extension of the file being loaded
  111267. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111268. * @param fallback defines the fallback internal texture if any
  111269. * @param isBase64 defines whether the texture is encoded as a base64
  111270. * @param isBuffer defines whether the texture data are stored as a buffer
  111271. * @returns true if the loader can load the specified file
  111272. */
  111273. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111274. /**
  111275. * Transform the url before loading if required.
  111276. * @param rootUrl the url of the texture
  111277. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111278. * @returns the transformed texture
  111279. */
  111280. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111281. /**
  111282. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111283. * @param rootUrl the url of the texture
  111284. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111285. * @returns the fallback texture
  111286. */
  111287. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111288. /**
  111289. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111290. * @param data contains the texture data
  111291. * @param texture defines the BabylonJS internal texture
  111292. * @param createPolynomials will be true if polynomials have been requested
  111293. * @param onLoad defines the callback to trigger once the texture is ready
  111294. * @param onError defines the callback to trigger in case of error
  111295. */
  111296. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111297. /**
  111298. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111299. * @param data contains the texture data
  111300. * @param texture defines the BabylonJS internal texture
  111301. * @param callback defines the method to call once ready to upload
  111302. */
  111303. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111304. }
  111305. }
  111306. declare module BABYLON {
  111307. /**
  111308. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  111309. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  111310. */
  111311. export class KhronosTextureContainer {
  111312. /** contents of the KTX container file */
  111313. arrayBuffer: any;
  111314. private static HEADER_LEN;
  111315. private static COMPRESSED_2D;
  111316. private static COMPRESSED_3D;
  111317. private static TEX_2D;
  111318. private static TEX_3D;
  111319. /**
  111320. * Gets the openGL type
  111321. */
  111322. glType: number;
  111323. /**
  111324. * Gets the openGL type size
  111325. */
  111326. glTypeSize: number;
  111327. /**
  111328. * Gets the openGL format
  111329. */
  111330. glFormat: number;
  111331. /**
  111332. * Gets the openGL internal format
  111333. */
  111334. glInternalFormat: number;
  111335. /**
  111336. * Gets the base internal format
  111337. */
  111338. glBaseInternalFormat: number;
  111339. /**
  111340. * Gets image width in pixel
  111341. */
  111342. pixelWidth: number;
  111343. /**
  111344. * Gets image height in pixel
  111345. */
  111346. pixelHeight: number;
  111347. /**
  111348. * Gets image depth in pixels
  111349. */
  111350. pixelDepth: number;
  111351. /**
  111352. * Gets the number of array elements
  111353. */
  111354. numberOfArrayElements: number;
  111355. /**
  111356. * Gets the number of faces
  111357. */
  111358. numberOfFaces: number;
  111359. /**
  111360. * Gets the number of mipmap levels
  111361. */
  111362. numberOfMipmapLevels: number;
  111363. /**
  111364. * Gets the bytes of key value data
  111365. */
  111366. bytesOfKeyValueData: number;
  111367. /**
  111368. * Gets the load type
  111369. */
  111370. loadType: number;
  111371. /**
  111372. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111373. */
  111374. isInvalid: boolean;
  111375. /**
  111376. * Creates a new KhronosTextureContainer
  111377. * @param arrayBuffer contents of the KTX container file
  111378. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111379. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111380. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111381. */
  111382. constructor(
  111383. /** contents of the KTX container file */
  111384. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111385. /**
  111386. * Uploads KTX content to a Babylon Texture.
  111387. * It is assumed that the texture has already been created & is currently bound
  111388. * @hidden
  111389. */
  111390. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111391. private _upload2DCompressedLevels;
  111392. }
  111393. }
  111394. declare module BABYLON {
  111395. /**
  111396. * Implementation of the KTX Texture Loader.
  111397. * @hidden
  111398. */
  111399. export class _KTXTextureLoader implements IInternalTextureLoader {
  111400. /**
  111401. * Defines wether the loader supports cascade loading the different faces.
  111402. */
  111403. readonly supportCascades: boolean;
  111404. /**
  111405. * This returns if the loader support the current file information.
  111406. * @param extension defines the file extension of the file being loaded
  111407. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111408. * @param fallback defines the fallback internal texture if any
  111409. * @param isBase64 defines whether the texture is encoded as a base64
  111410. * @param isBuffer defines whether the texture data are stored as a buffer
  111411. * @returns true if the loader can load the specified file
  111412. */
  111413. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111414. /**
  111415. * Transform the url before loading if required.
  111416. * @param rootUrl the url of the texture
  111417. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111418. * @returns the transformed texture
  111419. */
  111420. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111421. /**
  111422. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111423. * @param rootUrl the url of the texture
  111424. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111425. * @returns the fallback texture
  111426. */
  111427. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111428. /**
  111429. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111430. * @param data contains the texture data
  111431. * @param texture defines the BabylonJS internal texture
  111432. * @param createPolynomials will be true if polynomials have been requested
  111433. * @param onLoad defines the callback to trigger once the texture is ready
  111434. * @param onError defines the callback to trigger in case of error
  111435. */
  111436. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111437. /**
  111438. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111439. * @param data contains the texture data
  111440. * @param texture defines the BabylonJS internal texture
  111441. * @param callback defines the method to call once ready to upload
  111442. */
  111443. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111444. }
  111445. }
  111446. declare module BABYLON {
  111447. /**
  111448. * Options for the default xr helper
  111449. */
  111450. export class WebXRDefaultExperienceOptions {
  111451. /**
  111452. * Floor meshes that should be used for teleporting
  111453. */
  111454. floorMeshes: Array<AbstractMesh>;
  111455. }
  111456. /**
  111457. * Default experience which provides a similar setup to the previous webVRExperience
  111458. */
  111459. export class WebXRDefaultExperience {
  111460. /**
  111461. * Base experience
  111462. */
  111463. baseExperience: WebXRExperienceHelper;
  111464. /**
  111465. * Input experience extension
  111466. */
  111467. input: WebXRInput;
  111468. /**
  111469. * Loads the controller models
  111470. */
  111471. controllerModelLoader: WebXRControllerModelLoader;
  111472. /**
  111473. * Enables laser pointer and selection
  111474. */
  111475. pointerSelection: WebXRControllerPointerSelection;
  111476. /**
  111477. * Enables teleportation
  111478. */
  111479. teleportation: WebXRControllerTeleportation;
  111480. /**
  111481. * Enables ui for enetering/exiting xr
  111482. */
  111483. enterExitUI: WebXREnterExitUI;
  111484. /**
  111485. * Default output canvas xr should render to
  111486. */
  111487. outputCanvas: WebXRManagedOutputCanvas;
  111488. /**
  111489. * Creates the default xr experience
  111490. * @param scene scene
  111491. * @param options options for basic configuration
  111492. * @returns resulting WebXRDefaultExperience
  111493. */
  111494. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111495. private constructor();
  111496. /**
  111497. * DIsposes of the experience helper
  111498. */
  111499. dispose(): void;
  111500. }
  111501. }
  111502. declare module BABYLON {
  111503. /** @hidden */
  111504. export var _forceSceneHelpersToBundle: boolean;
  111505. interface Scene {
  111506. /**
  111507. * Creates a default light for the scene.
  111508. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111509. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111510. */
  111511. createDefaultLight(replace?: boolean): void;
  111512. /**
  111513. * Creates a default camera for the scene.
  111514. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111515. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111516. * @param replace has default false, when true replaces the active camera in the scene
  111517. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111518. */
  111519. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111520. /**
  111521. * Creates a default camera and a default light.
  111522. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111523. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111524. * @param replace has the default false, when true replaces the active camera/light in the scene
  111525. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111526. */
  111527. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111528. /**
  111529. * Creates a new sky box
  111530. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111531. * @param environmentTexture defines the texture to use as environment texture
  111532. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111533. * @param scale defines the overall scale of the skybox
  111534. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111535. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111536. * @returns a new mesh holding the sky box
  111537. */
  111538. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111539. /**
  111540. * Creates a new environment
  111541. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111542. * @param options defines the options you can use to configure the environment
  111543. * @returns the new EnvironmentHelper
  111544. */
  111545. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111546. /**
  111547. * Creates a new VREXperienceHelper
  111548. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111549. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111550. * @returns a new VREXperienceHelper
  111551. */
  111552. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111553. /**
  111554. * Creates a new WebXRDefaultExperience
  111555. * @see http://doc.babylonjs.com/how_to/webxr
  111556. * @param options experience options
  111557. * @returns a promise for a new WebXRDefaultExperience
  111558. */
  111559. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111560. }
  111561. }
  111562. declare module BABYLON {
  111563. /**
  111564. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111565. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111566. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111567. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111568. */
  111569. export class VideoDome extends TransformNode {
  111570. /**
  111571. * Define the video source as a Monoscopic panoramic 360 video.
  111572. */
  111573. static readonly MODE_MONOSCOPIC: number;
  111574. /**
  111575. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111576. */
  111577. static readonly MODE_TOPBOTTOM: number;
  111578. /**
  111579. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111580. */
  111581. static readonly MODE_SIDEBYSIDE: number;
  111582. private _useDirectMapping;
  111583. /**
  111584. * The video texture being displayed on the sphere
  111585. */
  111586. protected _videoTexture: VideoTexture;
  111587. /**
  111588. * Gets the video texture being displayed on the sphere
  111589. */
  111590. readonly videoTexture: VideoTexture;
  111591. /**
  111592. * The skybox material
  111593. */
  111594. protected _material: BackgroundMaterial;
  111595. /**
  111596. * The surface used for the skybox
  111597. */
  111598. protected _mesh: Mesh;
  111599. /**
  111600. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111601. * Also see the options.resolution property.
  111602. */
  111603. fovMultiplier: number;
  111604. private _videoMode;
  111605. /**
  111606. * Gets or set the current video mode for the video. It can be:
  111607. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111608. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111609. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111610. */
  111611. videoMode: number;
  111612. /**
  111613. * Oberserver used in Stereoscopic VR Mode.
  111614. */
  111615. private _onBeforeCameraRenderObserver;
  111616. /**
  111617. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111618. * @param name Element's name, child elements will append suffixes for their own names.
  111619. * @param urlsOrVideo defines the url(s) or the video element to use
  111620. * @param options An object containing optional or exposed sub element properties
  111621. */
  111622. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111623. resolution?: number;
  111624. clickToPlay?: boolean;
  111625. autoPlay?: boolean;
  111626. loop?: boolean;
  111627. size?: number;
  111628. poster?: string;
  111629. faceForward?: boolean;
  111630. useDirectMapping?: boolean;
  111631. }, scene: Scene);
  111632. private _changeVideoMode;
  111633. /**
  111634. * Releases resources associated with this node.
  111635. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111636. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111637. */
  111638. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111639. }
  111640. }
  111641. declare module BABYLON {
  111642. /**
  111643. * This class can be used to get instrumentation data from a Babylon engine
  111644. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111645. */
  111646. export class EngineInstrumentation implements IDisposable {
  111647. /**
  111648. * Define the instrumented engine.
  111649. */
  111650. engine: Engine;
  111651. private _captureGPUFrameTime;
  111652. private _gpuFrameTimeToken;
  111653. private _gpuFrameTime;
  111654. private _captureShaderCompilationTime;
  111655. private _shaderCompilationTime;
  111656. private _onBeginFrameObserver;
  111657. private _onEndFrameObserver;
  111658. private _onBeforeShaderCompilationObserver;
  111659. private _onAfterShaderCompilationObserver;
  111660. /**
  111661. * Gets the perf counter used for GPU frame time
  111662. */
  111663. readonly gpuFrameTimeCounter: PerfCounter;
  111664. /**
  111665. * Gets the GPU frame time capture status
  111666. */
  111667. /**
  111668. * Enable or disable the GPU frame time capture
  111669. */
  111670. captureGPUFrameTime: boolean;
  111671. /**
  111672. * Gets the perf counter used for shader compilation time
  111673. */
  111674. readonly shaderCompilationTimeCounter: PerfCounter;
  111675. /**
  111676. * Gets the shader compilation time capture status
  111677. */
  111678. /**
  111679. * Enable or disable the shader compilation time capture
  111680. */
  111681. captureShaderCompilationTime: boolean;
  111682. /**
  111683. * Instantiates a new engine instrumentation.
  111684. * This class can be used to get instrumentation data from a Babylon engine
  111685. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111686. * @param engine Defines the engine to instrument
  111687. */
  111688. constructor(
  111689. /**
  111690. * Define the instrumented engine.
  111691. */
  111692. engine: Engine);
  111693. /**
  111694. * Dispose and release associated resources.
  111695. */
  111696. dispose(): void;
  111697. }
  111698. }
  111699. declare module BABYLON {
  111700. /**
  111701. * This class can be used to get instrumentation data from a Babylon engine
  111702. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111703. */
  111704. export class SceneInstrumentation implements IDisposable {
  111705. /**
  111706. * Defines the scene to instrument
  111707. */
  111708. scene: Scene;
  111709. private _captureActiveMeshesEvaluationTime;
  111710. private _activeMeshesEvaluationTime;
  111711. private _captureRenderTargetsRenderTime;
  111712. private _renderTargetsRenderTime;
  111713. private _captureFrameTime;
  111714. private _frameTime;
  111715. private _captureRenderTime;
  111716. private _renderTime;
  111717. private _captureInterFrameTime;
  111718. private _interFrameTime;
  111719. private _captureParticlesRenderTime;
  111720. private _particlesRenderTime;
  111721. private _captureSpritesRenderTime;
  111722. private _spritesRenderTime;
  111723. private _capturePhysicsTime;
  111724. private _physicsTime;
  111725. private _captureAnimationsTime;
  111726. private _animationsTime;
  111727. private _captureCameraRenderTime;
  111728. private _cameraRenderTime;
  111729. private _onBeforeActiveMeshesEvaluationObserver;
  111730. private _onAfterActiveMeshesEvaluationObserver;
  111731. private _onBeforeRenderTargetsRenderObserver;
  111732. private _onAfterRenderTargetsRenderObserver;
  111733. private _onAfterRenderObserver;
  111734. private _onBeforeDrawPhaseObserver;
  111735. private _onAfterDrawPhaseObserver;
  111736. private _onBeforeAnimationsObserver;
  111737. private _onBeforeParticlesRenderingObserver;
  111738. private _onAfterParticlesRenderingObserver;
  111739. private _onBeforeSpritesRenderingObserver;
  111740. private _onAfterSpritesRenderingObserver;
  111741. private _onBeforePhysicsObserver;
  111742. private _onAfterPhysicsObserver;
  111743. private _onAfterAnimationsObserver;
  111744. private _onBeforeCameraRenderObserver;
  111745. private _onAfterCameraRenderObserver;
  111746. /**
  111747. * Gets the perf counter used for active meshes evaluation time
  111748. */
  111749. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111750. /**
  111751. * Gets the active meshes evaluation time capture status
  111752. */
  111753. /**
  111754. * Enable or disable the active meshes evaluation time capture
  111755. */
  111756. captureActiveMeshesEvaluationTime: boolean;
  111757. /**
  111758. * Gets the perf counter used for render targets render time
  111759. */
  111760. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111761. /**
  111762. * Gets the render targets render time capture status
  111763. */
  111764. /**
  111765. * Enable or disable the render targets render time capture
  111766. */
  111767. captureRenderTargetsRenderTime: boolean;
  111768. /**
  111769. * Gets the perf counter used for particles render time
  111770. */
  111771. readonly particlesRenderTimeCounter: PerfCounter;
  111772. /**
  111773. * Gets the particles render time capture status
  111774. */
  111775. /**
  111776. * Enable or disable the particles render time capture
  111777. */
  111778. captureParticlesRenderTime: boolean;
  111779. /**
  111780. * Gets the perf counter used for sprites render time
  111781. */
  111782. readonly spritesRenderTimeCounter: PerfCounter;
  111783. /**
  111784. * Gets the sprites render time capture status
  111785. */
  111786. /**
  111787. * Enable or disable the sprites render time capture
  111788. */
  111789. captureSpritesRenderTime: boolean;
  111790. /**
  111791. * Gets the perf counter used for physics time
  111792. */
  111793. readonly physicsTimeCounter: PerfCounter;
  111794. /**
  111795. * Gets the physics time capture status
  111796. */
  111797. /**
  111798. * Enable or disable the physics time capture
  111799. */
  111800. capturePhysicsTime: boolean;
  111801. /**
  111802. * Gets the perf counter used for animations time
  111803. */
  111804. readonly animationsTimeCounter: PerfCounter;
  111805. /**
  111806. * Gets the animations time capture status
  111807. */
  111808. /**
  111809. * Enable or disable the animations time capture
  111810. */
  111811. captureAnimationsTime: boolean;
  111812. /**
  111813. * Gets the perf counter used for frame time capture
  111814. */
  111815. readonly frameTimeCounter: PerfCounter;
  111816. /**
  111817. * Gets the frame time capture status
  111818. */
  111819. /**
  111820. * Enable or disable the frame time capture
  111821. */
  111822. captureFrameTime: boolean;
  111823. /**
  111824. * Gets the perf counter used for inter-frames time capture
  111825. */
  111826. readonly interFrameTimeCounter: PerfCounter;
  111827. /**
  111828. * Gets the inter-frames time capture status
  111829. */
  111830. /**
  111831. * Enable or disable the inter-frames time capture
  111832. */
  111833. captureInterFrameTime: boolean;
  111834. /**
  111835. * Gets the perf counter used for render time capture
  111836. */
  111837. readonly renderTimeCounter: PerfCounter;
  111838. /**
  111839. * Gets the render time capture status
  111840. */
  111841. /**
  111842. * Enable or disable the render time capture
  111843. */
  111844. captureRenderTime: boolean;
  111845. /**
  111846. * Gets the perf counter used for camera render time capture
  111847. */
  111848. readonly cameraRenderTimeCounter: PerfCounter;
  111849. /**
  111850. * Gets the camera render time capture status
  111851. */
  111852. /**
  111853. * Enable or disable the camera render time capture
  111854. */
  111855. captureCameraRenderTime: boolean;
  111856. /**
  111857. * Gets the perf counter used for draw calls
  111858. */
  111859. readonly drawCallsCounter: PerfCounter;
  111860. /**
  111861. * Instantiates a new scene instrumentation.
  111862. * This class can be used to get instrumentation data from a Babylon engine
  111863. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111864. * @param scene Defines the scene to instrument
  111865. */
  111866. constructor(
  111867. /**
  111868. * Defines the scene to instrument
  111869. */
  111870. scene: Scene);
  111871. /**
  111872. * Dispose and release associated resources.
  111873. */
  111874. dispose(): void;
  111875. }
  111876. }
  111877. declare module BABYLON {
  111878. /** @hidden */
  111879. export var glowMapGenerationPixelShader: {
  111880. name: string;
  111881. shader: string;
  111882. };
  111883. }
  111884. declare module BABYLON {
  111885. /** @hidden */
  111886. export var glowMapGenerationVertexShader: {
  111887. name: string;
  111888. shader: string;
  111889. };
  111890. }
  111891. declare module BABYLON {
  111892. /**
  111893. * Effect layer options. This helps customizing the behaviour
  111894. * of the effect layer.
  111895. */
  111896. export interface IEffectLayerOptions {
  111897. /**
  111898. * Multiplication factor apply to the canvas size to compute the render target size
  111899. * used to generated the objects (the smaller the faster).
  111900. */
  111901. mainTextureRatio: number;
  111902. /**
  111903. * Enforces a fixed size texture to ensure effect stability across devices.
  111904. */
  111905. mainTextureFixedSize?: number;
  111906. /**
  111907. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111908. */
  111909. alphaBlendingMode: number;
  111910. /**
  111911. * The camera attached to the layer.
  111912. */
  111913. camera: Nullable<Camera>;
  111914. /**
  111915. * The rendering group to draw the layer in.
  111916. */
  111917. renderingGroupId: number;
  111918. }
  111919. /**
  111920. * The effect layer Helps adding post process effect blended with the main pass.
  111921. *
  111922. * This can be for instance use to generate glow or higlight effects on the scene.
  111923. *
  111924. * The effect layer class can not be used directly and is intented to inherited from to be
  111925. * customized per effects.
  111926. */
  111927. export abstract class EffectLayer {
  111928. private _vertexBuffers;
  111929. private _indexBuffer;
  111930. private _cachedDefines;
  111931. private _effectLayerMapGenerationEffect;
  111932. private _effectLayerOptions;
  111933. private _mergeEffect;
  111934. protected _scene: Scene;
  111935. protected _engine: Engine;
  111936. protected _maxSize: number;
  111937. protected _mainTextureDesiredSize: ISize;
  111938. protected _mainTexture: RenderTargetTexture;
  111939. protected _shouldRender: boolean;
  111940. protected _postProcesses: PostProcess[];
  111941. protected _textures: BaseTexture[];
  111942. protected _emissiveTextureAndColor: {
  111943. texture: Nullable<BaseTexture>;
  111944. color: Color4;
  111945. };
  111946. /**
  111947. * The name of the layer
  111948. */
  111949. name: string;
  111950. /**
  111951. * The clear color of the texture used to generate the glow map.
  111952. */
  111953. neutralColor: Color4;
  111954. /**
  111955. * Specifies wether the highlight layer is enabled or not.
  111956. */
  111957. isEnabled: boolean;
  111958. /**
  111959. * Gets the camera attached to the layer.
  111960. */
  111961. readonly camera: Nullable<Camera>;
  111962. /**
  111963. * Gets the rendering group id the layer should render in.
  111964. */
  111965. renderingGroupId: number;
  111966. /**
  111967. * An event triggered when the effect layer has been disposed.
  111968. */
  111969. onDisposeObservable: Observable<EffectLayer>;
  111970. /**
  111971. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111972. */
  111973. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111974. /**
  111975. * An event triggered when the generated texture is being merged in the scene.
  111976. */
  111977. onBeforeComposeObservable: Observable<EffectLayer>;
  111978. /**
  111979. * An event triggered when the generated texture has been merged in the scene.
  111980. */
  111981. onAfterComposeObservable: Observable<EffectLayer>;
  111982. /**
  111983. * An event triggered when the efffect layer changes its size.
  111984. */
  111985. onSizeChangedObservable: Observable<EffectLayer>;
  111986. /** @hidden */
  111987. static _SceneComponentInitialization: (scene: Scene) => void;
  111988. /**
  111989. * Instantiates a new effect Layer and references it in the scene.
  111990. * @param name The name of the layer
  111991. * @param scene The scene to use the layer in
  111992. */
  111993. constructor(
  111994. /** The Friendly of the effect in the scene */
  111995. name: string, scene: Scene);
  111996. /**
  111997. * Get the effect name of the layer.
  111998. * @return The effect name
  111999. */
  112000. abstract getEffectName(): string;
  112001. /**
  112002. * Checks for the readiness of the element composing the layer.
  112003. * @param subMesh the mesh to check for
  112004. * @param useInstances specify wether or not to use instances to render the mesh
  112005. * @return true if ready otherwise, false
  112006. */
  112007. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112008. /**
  112009. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112010. * @returns true if the effect requires stencil during the main canvas render pass.
  112011. */
  112012. abstract needStencil(): boolean;
  112013. /**
  112014. * Create the merge effect. This is the shader use to blit the information back
  112015. * to the main canvas at the end of the scene rendering.
  112016. * @returns The effect containing the shader used to merge the effect on the main canvas
  112017. */
  112018. protected abstract _createMergeEffect(): Effect;
  112019. /**
  112020. * Creates the render target textures and post processes used in the effect layer.
  112021. */
  112022. protected abstract _createTextureAndPostProcesses(): void;
  112023. /**
  112024. * Implementation specific of rendering the generating effect on the main canvas.
  112025. * @param effect The effect used to render through
  112026. */
  112027. protected abstract _internalRender(effect: Effect): void;
  112028. /**
  112029. * Sets the required values for both the emissive texture and and the main color.
  112030. */
  112031. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112032. /**
  112033. * Free any resources and references associated to a mesh.
  112034. * Internal use
  112035. * @param mesh The mesh to free.
  112036. */
  112037. abstract _disposeMesh(mesh: Mesh): void;
  112038. /**
  112039. * Serializes this layer (Glow or Highlight for example)
  112040. * @returns a serialized layer object
  112041. */
  112042. abstract serialize?(): any;
  112043. /**
  112044. * Initializes the effect layer with the required options.
  112045. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112046. */
  112047. protected _init(options: Partial<IEffectLayerOptions>): void;
  112048. /**
  112049. * Generates the index buffer of the full screen quad blending to the main canvas.
  112050. */
  112051. private _generateIndexBuffer;
  112052. /**
  112053. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112054. */
  112055. private _generateVertexBuffer;
  112056. /**
  112057. * Sets the main texture desired size which is the closest power of two
  112058. * of the engine canvas size.
  112059. */
  112060. private _setMainTextureSize;
  112061. /**
  112062. * Creates the main texture for the effect layer.
  112063. */
  112064. protected _createMainTexture(): void;
  112065. /**
  112066. * Adds specific effects defines.
  112067. * @param defines The defines to add specifics to.
  112068. */
  112069. protected _addCustomEffectDefines(defines: string[]): void;
  112070. /**
  112071. * Checks for the readiness of the element composing the layer.
  112072. * @param subMesh the mesh to check for
  112073. * @param useInstances specify wether or not to use instances to render the mesh
  112074. * @param emissiveTexture the associated emissive texture used to generate the glow
  112075. * @return true if ready otherwise, false
  112076. */
  112077. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  112078. /**
  112079. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112080. */
  112081. render(): void;
  112082. /**
  112083. * Determine if a given mesh will be used in the current effect.
  112084. * @param mesh mesh to test
  112085. * @returns true if the mesh will be used
  112086. */
  112087. hasMesh(mesh: AbstractMesh): boolean;
  112088. /**
  112089. * Returns true if the layer contains information to display, otherwise false.
  112090. * @returns true if the glow layer should be rendered
  112091. */
  112092. shouldRender(): boolean;
  112093. /**
  112094. * Returns true if the mesh should render, otherwise false.
  112095. * @param mesh The mesh to render
  112096. * @returns true if it should render otherwise false
  112097. */
  112098. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  112099. /**
  112100. * Returns true if the mesh can be rendered, otherwise false.
  112101. * @param mesh The mesh to render
  112102. * @param material The material used on the mesh
  112103. * @returns true if it can be rendered otherwise false
  112104. */
  112105. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112106. /**
  112107. * Returns true if the mesh should render, otherwise false.
  112108. * @param mesh The mesh to render
  112109. * @returns true if it should render otherwise false
  112110. */
  112111. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  112112. /**
  112113. * Renders the submesh passed in parameter to the generation map.
  112114. */
  112115. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  112116. /**
  112117. * Rebuild the required buffers.
  112118. * @hidden Internal use only.
  112119. */
  112120. _rebuild(): void;
  112121. /**
  112122. * Dispose only the render target textures and post process.
  112123. */
  112124. private _disposeTextureAndPostProcesses;
  112125. /**
  112126. * Dispose the highlight layer and free resources.
  112127. */
  112128. dispose(): void;
  112129. /**
  112130. * Gets the class name of the effect layer
  112131. * @returns the string with the class name of the effect layer
  112132. */
  112133. getClassName(): string;
  112134. /**
  112135. * Creates an effect layer from parsed effect layer data
  112136. * @param parsedEffectLayer defines effect layer data
  112137. * @param scene defines the current scene
  112138. * @param rootUrl defines the root URL containing the effect layer information
  112139. * @returns a parsed effect Layer
  112140. */
  112141. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  112142. }
  112143. }
  112144. declare module BABYLON {
  112145. interface AbstractScene {
  112146. /**
  112147. * The list of effect layers (highlights/glow) added to the scene
  112148. * @see http://doc.babylonjs.com/how_to/highlight_layer
  112149. * @see http://doc.babylonjs.com/how_to/glow_layer
  112150. */
  112151. effectLayers: Array<EffectLayer>;
  112152. /**
  112153. * Removes the given effect layer from this scene.
  112154. * @param toRemove defines the effect layer to remove
  112155. * @returns the index of the removed effect layer
  112156. */
  112157. removeEffectLayer(toRemove: EffectLayer): number;
  112158. /**
  112159. * Adds the given effect layer to this scene
  112160. * @param newEffectLayer defines the effect layer to add
  112161. */
  112162. addEffectLayer(newEffectLayer: EffectLayer): void;
  112163. }
  112164. /**
  112165. * Defines the layer scene component responsible to manage any effect layers
  112166. * in a given scene.
  112167. */
  112168. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  112169. /**
  112170. * The component name helpfull to identify the component in the list of scene components.
  112171. */
  112172. readonly name: string;
  112173. /**
  112174. * The scene the component belongs to.
  112175. */
  112176. scene: Scene;
  112177. private _engine;
  112178. private _renderEffects;
  112179. private _needStencil;
  112180. private _previousStencilState;
  112181. /**
  112182. * Creates a new instance of the component for the given scene
  112183. * @param scene Defines the scene to register the component in
  112184. */
  112185. constructor(scene: Scene);
  112186. /**
  112187. * Registers the component in a given scene
  112188. */
  112189. register(): void;
  112190. /**
  112191. * Rebuilds the elements related to this component in case of
  112192. * context lost for instance.
  112193. */
  112194. rebuild(): void;
  112195. /**
  112196. * Serializes the component data to the specified json object
  112197. * @param serializationObject The object to serialize to
  112198. */
  112199. serialize(serializationObject: any): void;
  112200. /**
  112201. * Adds all the elements from the container to the scene
  112202. * @param container the container holding the elements
  112203. */
  112204. addFromContainer(container: AbstractScene): void;
  112205. /**
  112206. * Removes all the elements in the container from the scene
  112207. * @param container contains the elements to remove
  112208. * @param dispose if the removed element should be disposed (default: false)
  112209. */
  112210. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112211. /**
  112212. * Disposes the component and the associated ressources.
  112213. */
  112214. dispose(): void;
  112215. private _isReadyForMesh;
  112216. private _renderMainTexture;
  112217. private _setStencil;
  112218. private _setStencilBack;
  112219. private _draw;
  112220. private _drawCamera;
  112221. private _drawRenderingGroup;
  112222. }
  112223. }
  112224. declare module BABYLON {
  112225. /** @hidden */
  112226. export var glowMapMergePixelShader: {
  112227. name: string;
  112228. shader: string;
  112229. };
  112230. }
  112231. declare module BABYLON {
  112232. /** @hidden */
  112233. export var glowMapMergeVertexShader: {
  112234. name: string;
  112235. shader: string;
  112236. };
  112237. }
  112238. declare module BABYLON {
  112239. interface AbstractScene {
  112240. /**
  112241. * Return a the first highlight layer of the scene with a given name.
  112242. * @param name The name of the highlight layer to look for.
  112243. * @return The highlight layer if found otherwise null.
  112244. */
  112245. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  112246. }
  112247. /**
  112248. * Glow layer options. This helps customizing the behaviour
  112249. * of the glow layer.
  112250. */
  112251. export interface IGlowLayerOptions {
  112252. /**
  112253. * Multiplication factor apply to the canvas size to compute the render target size
  112254. * used to generated the glowing objects (the smaller the faster).
  112255. */
  112256. mainTextureRatio: number;
  112257. /**
  112258. * Enforces a fixed size texture to ensure resize independant blur.
  112259. */
  112260. mainTextureFixedSize?: number;
  112261. /**
  112262. * How big is the kernel of the blur texture.
  112263. */
  112264. blurKernelSize: number;
  112265. /**
  112266. * The camera attached to the layer.
  112267. */
  112268. camera: Nullable<Camera>;
  112269. /**
  112270. * Enable MSAA by chosing the number of samples.
  112271. */
  112272. mainTextureSamples?: number;
  112273. /**
  112274. * The rendering group to draw the layer in.
  112275. */
  112276. renderingGroupId: number;
  112277. }
  112278. /**
  112279. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112280. *
  112281. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112282. * glowy meshes to your scene.
  112283. *
  112284. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112285. */
  112286. export class GlowLayer extends EffectLayer {
  112287. /**
  112288. * Effect Name of the layer.
  112289. */
  112290. static readonly EffectName: string;
  112291. /**
  112292. * The default blur kernel size used for the glow.
  112293. */
  112294. static DefaultBlurKernelSize: number;
  112295. /**
  112296. * The default texture size ratio used for the glow.
  112297. */
  112298. static DefaultTextureRatio: number;
  112299. /**
  112300. * Sets the kernel size of the blur.
  112301. */
  112302. /**
  112303. * Gets the kernel size of the blur.
  112304. */
  112305. blurKernelSize: number;
  112306. /**
  112307. * Sets the glow intensity.
  112308. */
  112309. /**
  112310. * Gets the glow intensity.
  112311. */
  112312. intensity: number;
  112313. private _options;
  112314. private _intensity;
  112315. private _horizontalBlurPostprocess1;
  112316. private _verticalBlurPostprocess1;
  112317. private _horizontalBlurPostprocess2;
  112318. private _verticalBlurPostprocess2;
  112319. private _blurTexture1;
  112320. private _blurTexture2;
  112321. private _postProcesses1;
  112322. private _postProcesses2;
  112323. private _includedOnlyMeshes;
  112324. private _excludedMeshes;
  112325. /**
  112326. * Callback used to let the user override the color selection on a per mesh basis
  112327. */
  112328. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  112329. /**
  112330. * Callback used to let the user override the texture selection on a per mesh basis
  112331. */
  112332. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  112333. /**
  112334. * Instantiates a new glow Layer and references it to the scene.
  112335. * @param name The name of the layer
  112336. * @param scene The scene to use the layer in
  112337. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112338. */
  112339. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  112340. /**
  112341. * Get the effect name of the layer.
  112342. * @return The effect name
  112343. */
  112344. getEffectName(): string;
  112345. /**
  112346. * Create the merge effect. This is the shader use to blit the information back
  112347. * to the main canvas at the end of the scene rendering.
  112348. */
  112349. protected _createMergeEffect(): Effect;
  112350. /**
  112351. * Creates the render target textures and post processes used in the glow layer.
  112352. */
  112353. protected _createTextureAndPostProcesses(): void;
  112354. /**
  112355. * Checks for the readiness of the element composing the layer.
  112356. * @param subMesh the mesh to check for
  112357. * @param useInstances specify wether or not to use instances to render the mesh
  112358. * @param emissiveTexture the associated emissive texture used to generate the glow
  112359. * @return true if ready otherwise, false
  112360. */
  112361. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112362. /**
  112363. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112364. */
  112365. needStencil(): boolean;
  112366. /**
  112367. * Returns true if the mesh can be rendered, otherwise false.
  112368. * @param mesh The mesh to render
  112369. * @param material The material used on the mesh
  112370. * @returns true if it can be rendered otherwise false
  112371. */
  112372. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112373. /**
  112374. * Implementation specific of rendering the generating effect on the main canvas.
  112375. * @param effect The effect used to render through
  112376. */
  112377. protected _internalRender(effect: Effect): void;
  112378. /**
  112379. * Sets the required values for both the emissive texture and and the main color.
  112380. */
  112381. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112382. /**
  112383. * Returns true if the mesh should render, otherwise false.
  112384. * @param mesh The mesh to render
  112385. * @returns true if it should render otherwise false
  112386. */
  112387. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112388. /**
  112389. * Adds specific effects defines.
  112390. * @param defines The defines to add specifics to.
  112391. */
  112392. protected _addCustomEffectDefines(defines: string[]): void;
  112393. /**
  112394. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112395. * @param mesh The mesh to exclude from the glow layer
  112396. */
  112397. addExcludedMesh(mesh: Mesh): void;
  112398. /**
  112399. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112400. * @param mesh The mesh to remove
  112401. */
  112402. removeExcludedMesh(mesh: Mesh): void;
  112403. /**
  112404. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112405. * @param mesh The mesh to include in the glow layer
  112406. */
  112407. addIncludedOnlyMesh(mesh: Mesh): void;
  112408. /**
  112409. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112410. * @param mesh The mesh to remove
  112411. */
  112412. removeIncludedOnlyMesh(mesh: Mesh): void;
  112413. /**
  112414. * Determine if a given mesh will be used in the glow layer
  112415. * @param mesh The mesh to test
  112416. * @returns true if the mesh will be highlighted by the current glow layer
  112417. */
  112418. hasMesh(mesh: AbstractMesh): boolean;
  112419. /**
  112420. * Free any resources and references associated to a mesh.
  112421. * Internal use
  112422. * @param mesh The mesh to free.
  112423. * @hidden
  112424. */
  112425. _disposeMesh(mesh: Mesh): void;
  112426. /**
  112427. * Gets the class name of the effect layer
  112428. * @returns the string with the class name of the effect layer
  112429. */
  112430. getClassName(): string;
  112431. /**
  112432. * Serializes this glow layer
  112433. * @returns a serialized glow layer object
  112434. */
  112435. serialize(): any;
  112436. /**
  112437. * Creates a Glow Layer from parsed glow layer data
  112438. * @param parsedGlowLayer defines glow layer data
  112439. * @param scene defines the current scene
  112440. * @param rootUrl defines the root URL containing the glow layer information
  112441. * @returns a parsed Glow Layer
  112442. */
  112443. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112444. }
  112445. }
  112446. declare module BABYLON {
  112447. /** @hidden */
  112448. export var glowBlurPostProcessPixelShader: {
  112449. name: string;
  112450. shader: string;
  112451. };
  112452. }
  112453. declare module BABYLON {
  112454. interface AbstractScene {
  112455. /**
  112456. * Return a the first highlight layer of the scene with a given name.
  112457. * @param name The name of the highlight layer to look for.
  112458. * @return The highlight layer if found otherwise null.
  112459. */
  112460. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112461. }
  112462. /**
  112463. * Highlight layer options. This helps customizing the behaviour
  112464. * of the highlight layer.
  112465. */
  112466. export interface IHighlightLayerOptions {
  112467. /**
  112468. * Multiplication factor apply to the canvas size to compute the render target size
  112469. * used to generated the glowing objects (the smaller the faster).
  112470. */
  112471. mainTextureRatio: number;
  112472. /**
  112473. * Enforces a fixed size texture to ensure resize independant blur.
  112474. */
  112475. mainTextureFixedSize?: number;
  112476. /**
  112477. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112478. * of the picture to blur (the smaller the faster).
  112479. */
  112480. blurTextureSizeRatio: number;
  112481. /**
  112482. * How big in texel of the blur texture is the vertical blur.
  112483. */
  112484. blurVerticalSize: number;
  112485. /**
  112486. * How big in texel of the blur texture is the horizontal blur.
  112487. */
  112488. blurHorizontalSize: number;
  112489. /**
  112490. * Alpha blending mode used to apply the blur. Default is combine.
  112491. */
  112492. alphaBlendingMode: number;
  112493. /**
  112494. * The camera attached to the layer.
  112495. */
  112496. camera: Nullable<Camera>;
  112497. /**
  112498. * Should we display highlight as a solid stroke?
  112499. */
  112500. isStroke?: boolean;
  112501. /**
  112502. * The rendering group to draw the layer in.
  112503. */
  112504. renderingGroupId: number;
  112505. }
  112506. /**
  112507. * The highlight layer Helps adding a glow effect around a mesh.
  112508. *
  112509. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112510. * glowy meshes to your scene.
  112511. *
  112512. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112513. */
  112514. export class HighlightLayer extends EffectLayer {
  112515. name: string;
  112516. /**
  112517. * Effect Name of the highlight layer.
  112518. */
  112519. static readonly EffectName: string;
  112520. /**
  112521. * The neutral color used during the preparation of the glow effect.
  112522. * This is black by default as the blend operation is a blend operation.
  112523. */
  112524. static NeutralColor: Color4;
  112525. /**
  112526. * Stencil value used for glowing meshes.
  112527. */
  112528. static GlowingMeshStencilReference: number;
  112529. /**
  112530. * Stencil value used for the other meshes in the scene.
  112531. */
  112532. static NormalMeshStencilReference: number;
  112533. /**
  112534. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112535. */
  112536. innerGlow: boolean;
  112537. /**
  112538. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112539. */
  112540. outerGlow: boolean;
  112541. /**
  112542. * Specifies the horizontal size of the blur.
  112543. */
  112544. /**
  112545. * Gets the horizontal size of the blur.
  112546. */
  112547. blurHorizontalSize: number;
  112548. /**
  112549. * Specifies the vertical size of the blur.
  112550. */
  112551. /**
  112552. * Gets the vertical size of the blur.
  112553. */
  112554. blurVerticalSize: number;
  112555. /**
  112556. * An event triggered when the highlight layer is being blurred.
  112557. */
  112558. onBeforeBlurObservable: Observable<HighlightLayer>;
  112559. /**
  112560. * An event triggered when the highlight layer has been blurred.
  112561. */
  112562. onAfterBlurObservable: Observable<HighlightLayer>;
  112563. private _instanceGlowingMeshStencilReference;
  112564. private _options;
  112565. private _downSamplePostprocess;
  112566. private _horizontalBlurPostprocess;
  112567. private _verticalBlurPostprocess;
  112568. private _blurTexture;
  112569. private _meshes;
  112570. private _excludedMeshes;
  112571. /**
  112572. * Instantiates a new highlight Layer and references it to the scene..
  112573. * @param name The name of the layer
  112574. * @param scene The scene to use the layer in
  112575. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112576. */
  112577. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112578. /**
  112579. * Get the effect name of the layer.
  112580. * @return The effect name
  112581. */
  112582. getEffectName(): string;
  112583. /**
  112584. * Create the merge effect. This is the shader use to blit the information back
  112585. * to the main canvas at the end of the scene rendering.
  112586. */
  112587. protected _createMergeEffect(): Effect;
  112588. /**
  112589. * Creates the render target textures and post processes used in the highlight layer.
  112590. */
  112591. protected _createTextureAndPostProcesses(): void;
  112592. /**
  112593. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112594. */
  112595. needStencil(): boolean;
  112596. /**
  112597. * Checks for the readiness of the element composing the layer.
  112598. * @param subMesh the mesh to check for
  112599. * @param useInstances specify wether or not to use instances to render the mesh
  112600. * @param emissiveTexture the associated emissive texture used to generate the glow
  112601. * @return true if ready otherwise, false
  112602. */
  112603. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112604. /**
  112605. * Implementation specific of rendering the generating effect on the main canvas.
  112606. * @param effect The effect used to render through
  112607. */
  112608. protected _internalRender(effect: Effect): void;
  112609. /**
  112610. * Returns true if the layer contains information to display, otherwise false.
  112611. */
  112612. shouldRender(): boolean;
  112613. /**
  112614. * Returns true if the mesh should render, otherwise false.
  112615. * @param mesh The mesh to render
  112616. * @returns true if it should render otherwise false
  112617. */
  112618. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112619. /**
  112620. * Sets the required values for both the emissive texture and and the main color.
  112621. */
  112622. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112623. /**
  112624. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112625. * @param mesh The mesh to exclude from the highlight layer
  112626. */
  112627. addExcludedMesh(mesh: Mesh): void;
  112628. /**
  112629. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112630. * @param mesh The mesh to highlight
  112631. */
  112632. removeExcludedMesh(mesh: Mesh): void;
  112633. /**
  112634. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112635. * @param mesh mesh to test
  112636. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112637. */
  112638. hasMesh(mesh: AbstractMesh): boolean;
  112639. /**
  112640. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112641. * @param mesh The mesh to highlight
  112642. * @param color The color of the highlight
  112643. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112644. */
  112645. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112646. /**
  112647. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112648. * @param mesh The mesh to highlight
  112649. */
  112650. removeMesh(mesh: Mesh): void;
  112651. /**
  112652. * Force the stencil to the normal expected value for none glowing parts
  112653. */
  112654. private _defaultStencilReference;
  112655. /**
  112656. * Free any resources and references associated to a mesh.
  112657. * Internal use
  112658. * @param mesh The mesh to free.
  112659. * @hidden
  112660. */
  112661. _disposeMesh(mesh: Mesh): void;
  112662. /**
  112663. * Dispose the highlight layer and free resources.
  112664. */
  112665. dispose(): void;
  112666. /**
  112667. * Gets the class name of the effect layer
  112668. * @returns the string with the class name of the effect layer
  112669. */
  112670. getClassName(): string;
  112671. /**
  112672. * Serializes this Highlight layer
  112673. * @returns a serialized Highlight layer object
  112674. */
  112675. serialize(): any;
  112676. /**
  112677. * Creates a Highlight layer from parsed Highlight layer data
  112678. * @param parsedHightlightLayer defines the Highlight layer data
  112679. * @param scene defines the current scene
  112680. * @param rootUrl defines the root URL containing the Highlight layer information
  112681. * @returns a parsed Highlight layer
  112682. */
  112683. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112684. }
  112685. }
  112686. declare module BABYLON {
  112687. interface AbstractScene {
  112688. /**
  112689. * The list of layers (background and foreground) of the scene
  112690. */
  112691. layers: Array<Layer>;
  112692. }
  112693. /**
  112694. * Defines the layer scene component responsible to manage any layers
  112695. * in a given scene.
  112696. */
  112697. export class LayerSceneComponent implements ISceneComponent {
  112698. /**
  112699. * The component name helpfull to identify the component in the list of scene components.
  112700. */
  112701. readonly name: string;
  112702. /**
  112703. * The scene the component belongs to.
  112704. */
  112705. scene: Scene;
  112706. private _engine;
  112707. /**
  112708. * Creates a new instance of the component for the given scene
  112709. * @param scene Defines the scene to register the component in
  112710. */
  112711. constructor(scene: Scene);
  112712. /**
  112713. * Registers the component in a given scene
  112714. */
  112715. register(): void;
  112716. /**
  112717. * Rebuilds the elements related to this component in case of
  112718. * context lost for instance.
  112719. */
  112720. rebuild(): void;
  112721. /**
  112722. * Disposes the component and the associated ressources.
  112723. */
  112724. dispose(): void;
  112725. private _draw;
  112726. private _drawCameraPredicate;
  112727. private _drawCameraBackground;
  112728. private _drawCameraForeground;
  112729. private _drawRenderTargetPredicate;
  112730. private _drawRenderTargetBackground;
  112731. private _drawRenderTargetForeground;
  112732. /**
  112733. * Adds all the elements from the container to the scene
  112734. * @param container the container holding the elements
  112735. */
  112736. addFromContainer(container: AbstractScene): void;
  112737. /**
  112738. * Removes all the elements in the container from the scene
  112739. * @param container contains the elements to remove
  112740. * @param dispose if the removed element should be disposed (default: false)
  112741. */
  112742. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112743. }
  112744. }
  112745. declare module BABYLON {
  112746. /** @hidden */
  112747. export var layerPixelShader: {
  112748. name: string;
  112749. shader: string;
  112750. };
  112751. }
  112752. declare module BABYLON {
  112753. /** @hidden */
  112754. export var layerVertexShader: {
  112755. name: string;
  112756. shader: string;
  112757. };
  112758. }
  112759. declare module BABYLON {
  112760. /**
  112761. * This represents a full screen 2d layer.
  112762. * This can be useful to display a picture in the background of your scene for instance.
  112763. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112764. */
  112765. export class Layer {
  112766. /**
  112767. * Define the name of the layer.
  112768. */
  112769. name: string;
  112770. /**
  112771. * Define the texture the layer should display.
  112772. */
  112773. texture: Nullable<Texture>;
  112774. /**
  112775. * Is the layer in background or foreground.
  112776. */
  112777. isBackground: boolean;
  112778. /**
  112779. * Define the color of the layer (instead of texture).
  112780. */
  112781. color: Color4;
  112782. /**
  112783. * Define the scale of the layer in order to zoom in out of the texture.
  112784. */
  112785. scale: Vector2;
  112786. /**
  112787. * Define an offset for the layer in order to shift the texture.
  112788. */
  112789. offset: Vector2;
  112790. /**
  112791. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112792. */
  112793. alphaBlendingMode: number;
  112794. /**
  112795. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112796. * Alpha test will not mix with the background color in case of transparency.
  112797. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112798. */
  112799. alphaTest: boolean;
  112800. /**
  112801. * Define a mask to restrict the layer to only some of the scene cameras.
  112802. */
  112803. layerMask: number;
  112804. /**
  112805. * Define the list of render target the layer is visible into.
  112806. */
  112807. renderTargetTextures: RenderTargetTexture[];
  112808. /**
  112809. * Define if the layer is only used in renderTarget or if it also
  112810. * renders in the main frame buffer of the canvas.
  112811. */
  112812. renderOnlyInRenderTargetTextures: boolean;
  112813. private _scene;
  112814. private _vertexBuffers;
  112815. private _indexBuffer;
  112816. private _effect;
  112817. private _alphaTestEffect;
  112818. /**
  112819. * An event triggered when the layer is disposed.
  112820. */
  112821. onDisposeObservable: Observable<Layer>;
  112822. private _onDisposeObserver;
  112823. /**
  112824. * Back compatibility with callback before the onDisposeObservable existed.
  112825. * The set callback will be triggered when the layer has been disposed.
  112826. */
  112827. onDispose: () => void;
  112828. /**
  112829. * An event triggered before rendering the scene
  112830. */
  112831. onBeforeRenderObservable: Observable<Layer>;
  112832. private _onBeforeRenderObserver;
  112833. /**
  112834. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112835. * The set callback will be triggered just before rendering the layer.
  112836. */
  112837. onBeforeRender: () => void;
  112838. /**
  112839. * An event triggered after rendering the scene
  112840. */
  112841. onAfterRenderObservable: Observable<Layer>;
  112842. private _onAfterRenderObserver;
  112843. /**
  112844. * Back compatibility with callback before the onAfterRenderObservable existed.
  112845. * The set callback will be triggered just after rendering the layer.
  112846. */
  112847. onAfterRender: () => void;
  112848. /**
  112849. * Instantiates a new layer.
  112850. * This represents a full screen 2d layer.
  112851. * This can be useful to display a picture in the background of your scene for instance.
  112852. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112853. * @param name Define the name of the layer in the scene
  112854. * @param imgUrl Define the url of the texture to display in the layer
  112855. * @param scene Define the scene the layer belongs to
  112856. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112857. * @param color Defines a color for the layer
  112858. */
  112859. constructor(
  112860. /**
  112861. * Define the name of the layer.
  112862. */
  112863. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112864. private _createIndexBuffer;
  112865. /** @hidden */
  112866. _rebuild(): void;
  112867. /**
  112868. * Renders the layer in the scene.
  112869. */
  112870. render(): void;
  112871. /**
  112872. * Disposes and releases the associated ressources.
  112873. */
  112874. dispose(): void;
  112875. }
  112876. }
  112877. declare module BABYLON {
  112878. /** @hidden */
  112879. export var lensFlarePixelShader: {
  112880. name: string;
  112881. shader: string;
  112882. };
  112883. }
  112884. declare module BABYLON {
  112885. /** @hidden */
  112886. export var lensFlareVertexShader: {
  112887. name: string;
  112888. shader: string;
  112889. };
  112890. }
  112891. declare module BABYLON {
  112892. /**
  112893. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112894. * It is usually composed of several `lensFlare`.
  112895. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112896. */
  112897. export class LensFlareSystem {
  112898. /**
  112899. * Define the name of the lens flare system
  112900. */
  112901. name: string;
  112902. /**
  112903. * List of lens flares used in this system.
  112904. */
  112905. lensFlares: LensFlare[];
  112906. /**
  112907. * Define a limit from the border the lens flare can be visible.
  112908. */
  112909. borderLimit: number;
  112910. /**
  112911. * Define a viewport border we do not want to see the lens flare in.
  112912. */
  112913. viewportBorder: number;
  112914. /**
  112915. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112916. */
  112917. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112918. /**
  112919. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112920. */
  112921. layerMask: number;
  112922. /**
  112923. * Define the id of the lens flare system in the scene.
  112924. * (equal to name by default)
  112925. */
  112926. id: string;
  112927. private _scene;
  112928. private _emitter;
  112929. private _vertexBuffers;
  112930. private _indexBuffer;
  112931. private _effect;
  112932. private _positionX;
  112933. private _positionY;
  112934. private _isEnabled;
  112935. /** @hidden */
  112936. static _SceneComponentInitialization: (scene: Scene) => void;
  112937. /**
  112938. * Instantiates a lens flare system.
  112939. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112940. * It is usually composed of several `lensFlare`.
  112941. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112942. * @param name Define the name of the lens flare system in the scene
  112943. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112944. * @param scene Define the scene the lens flare system belongs to
  112945. */
  112946. constructor(
  112947. /**
  112948. * Define the name of the lens flare system
  112949. */
  112950. name: string, emitter: any, scene: Scene);
  112951. /**
  112952. * Define if the lens flare system is enabled.
  112953. */
  112954. isEnabled: boolean;
  112955. /**
  112956. * Get the scene the effects belongs to.
  112957. * @returns the scene holding the lens flare system
  112958. */
  112959. getScene(): Scene;
  112960. /**
  112961. * Get the emitter of the lens flare system.
  112962. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112963. * @returns the emitter of the lens flare system
  112964. */
  112965. getEmitter(): any;
  112966. /**
  112967. * Set the emitter of the lens flare system.
  112968. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112969. * @param newEmitter Define the new emitter of the system
  112970. */
  112971. setEmitter(newEmitter: any): void;
  112972. /**
  112973. * Get the lens flare system emitter position.
  112974. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112975. * @returns the position
  112976. */
  112977. getEmitterPosition(): Vector3;
  112978. /**
  112979. * @hidden
  112980. */
  112981. computeEffectivePosition(globalViewport: Viewport): boolean;
  112982. /** @hidden */
  112983. _isVisible(): boolean;
  112984. /**
  112985. * @hidden
  112986. */
  112987. render(): boolean;
  112988. /**
  112989. * Dispose and release the lens flare with its associated resources.
  112990. */
  112991. dispose(): void;
  112992. /**
  112993. * Parse a lens flare system from a JSON repressentation
  112994. * @param parsedLensFlareSystem Define the JSON to parse
  112995. * @param scene Define the scene the parsed system should be instantiated in
  112996. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112997. * @returns the parsed system
  112998. */
  112999. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  113000. /**
  113001. * Serialize the current Lens Flare System into a JSON representation.
  113002. * @returns the serialized JSON
  113003. */
  113004. serialize(): any;
  113005. }
  113006. }
  113007. declare module BABYLON {
  113008. /**
  113009. * This represents one of the lens effect in a `lensFlareSystem`.
  113010. * It controls one of the indiviual texture used in the effect.
  113011. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113012. */
  113013. export class LensFlare {
  113014. /**
  113015. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113016. */
  113017. size: number;
  113018. /**
  113019. * 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.
  113020. */
  113021. position: number;
  113022. /**
  113023. * Define the lens color.
  113024. */
  113025. color: Color3;
  113026. /**
  113027. * Define the lens texture.
  113028. */
  113029. texture: Nullable<Texture>;
  113030. /**
  113031. * Define the alpha mode to render this particular lens.
  113032. */
  113033. alphaMode: number;
  113034. private _system;
  113035. /**
  113036. * Creates a new Lens Flare.
  113037. * This represents one of the lens effect in a `lensFlareSystem`.
  113038. * It controls one of the indiviual texture used in the effect.
  113039. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113040. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  113041. * @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.
  113042. * @param color Define the lens color
  113043. * @param imgUrl Define the lens texture url
  113044. * @param system Define the `lensFlareSystem` this flare is part of
  113045. * @returns The newly created Lens Flare
  113046. */
  113047. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  113048. /**
  113049. * Instantiates a new Lens Flare.
  113050. * This represents one of the lens effect in a `lensFlareSystem`.
  113051. * It controls one of the indiviual texture used in the effect.
  113052. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113053. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  113054. * @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.
  113055. * @param color Define the lens color
  113056. * @param imgUrl Define the lens texture url
  113057. * @param system Define the `lensFlareSystem` this flare is part of
  113058. */
  113059. constructor(
  113060. /**
  113061. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113062. */
  113063. size: number,
  113064. /**
  113065. * 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.
  113066. */
  113067. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  113068. /**
  113069. * Dispose and release the lens flare with its associated resources.
  113070. */
  113071. dispose(): void;
  113072. }
  113073. }
  113074. declare module BABYLON {
  113075. interface AbstractScene {
  113076. /**
  113077. * The list of lens flare system added to the scene
  113078. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113079. */
  113080. lensFlareSystems: Array<LensFlareSystem>;
  113081. /**
  113082. * Removes the given lens flare system from this scene.
  113083. * @param toRemove The lens flare system to remove
  113084. * @returns The index of the removed lens flare system
  113085. */
  113086. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  113087. /**
  113088. * Adds the given lens flare system to this scene
  113089. * @param newLensFlareSystem The lens flare system to add
  113090. */
  113091. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  113092. /**
  113093. * Gets a lens flare system using its name
  113094. * @param name defines the name to look for
  113095. * @returns the lens flare system or null if not found
  113096. */
  113097. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  113098. /**
  113099. * Gets a lens flare system using its id
  113100. * @param id defines the id to look for
  113101. * @returns the lens flare system or null if not found
  113102. */
  113103. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  113104. }
  113105. /**
  113106. * Defines the lens flare scene component responsible to manage any lens flares
  113107. * in a given scene.
  113108. */
  113109. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  113110. /**
  113111. * The component name helpfull to identify the component in the list of scene components.
  113112. */
  113113. readonly name: string;
  113114. /**
  113115. * The scene the component belongs to.
  113116. */
  113117. scene: Scene;
  113118. /**
  113119. * Creates a new instance of the component for the given scene
  113120. * @param scene Defines the scene to register the component in
  113121. */
  113122. constructor(scene: Scene);
  113123. /**
  113124. * Registers the component in a given scene
  113125. */
  113126. register(): void;
  113127. /**
  113128. * Rebuilds the elements related to this component in case of
  113129. * context lost for instance.
  113130. */
  113131. rebuild(): void;
  113132. /**
  113133. * Adds all the elements from the container to the scene
  113134. * @param container the container holding the elements
  113135. */
  113136. addFromContainer(container: AbstractScene): void;
  113137. /**
  113138. * Removes all the elements in the container from the scene
  113139. * @param container contains the elements to remove
  113140. * @param dispose if the removed element should be disposed (default: false)
  113141. */
  113142. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113143. /**
  113144. * Serializes the component data to the specified json object
  113145. * @param serializationObject The object to serialize to
  113146. */
  113147. serialize(serializationObject: any): void;
  113148. /**
  113149. * Disposes the component and the associated ressources.
  113150. */
  113151. dispose(): void;
  113152. private _draw;
  113153. }
  113154. }
  113155. declare module BABYLON {
  113156. /**
  113157. * Defines the shadow generator component responsible to manage any shadow generators
  113158. * in a given scene.
  113159. */
  113160. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  113161. /**
  113162. * The component name helpfull to identify the component in the list of scene components.
  113163. */
  113164. readonly name: string;
  113165. /**
  113166. * The scene the component belongs to.
  113167. */
  113168. scene: Scene;
  113169. /**
  113170. * Creates a new instance of the component for the given scene
  113171. * @param scene Defines the scene to register the component in
  113172. */
  113173. constructor(scene: Scene);
  113174. /**
  113175. * Registers the component in a given scene
  113176. */
  113177. register(): void;
  113178. /**
  113179. * Rebuilds the elements related to this component in case of
  113180. * context lost for instance.
  113181. */
  113182. rebuild(): void;
  113183. /**
  113184. * Serializes the component data to the specified json object
  113185. * @param serializationObject The object to serialize to
  113186. */
  113187. serialize(serializationObject: any): void;
  113188. /**
  113189. * Adds all the elements from the container to the scene
  113190. * @param container the container holding the elements
  113191. */
  113192. addFromContainer(container: AbstractScene): void;
  113193. /**
  113194. * Removes all the elements in the container from the scene
  113195. * @param container contains the elements to remove
  113196. * @param dispose if the removed element should be disposed (default: false)
  113197. */
  113198. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113199. /**
  113200. * Rebuilds the elements related to this component in case of
  113201. * context lost for instance.
  113202. */
  113203. dispose(): void;
  113204. private _gatherRenderTargets;
  113205. }
  113206. }
  113207. declare module BABYLON {
  113208. /**
  113209. * A point light is a light defined by an unique point in world space.
  113210. * The light is emitted in every direction from this point.
  113211. * A good example of a point light is a standard light bulb.
  113212. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113213. */
  113214. export class PointLight extends ShadowLight {
  113215. private _shadowAngle;
  113216. /**
  113217. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113218. * This specifies what angle the shadow will use to be created.
  113219. *
  113220. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113221. */
  113222. /**
  113223. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113224. * This specifies what angle the shadow will use to be created.
  113225. *
  113226. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113227. */
  113228. shadowAngle: number;
  113229. /**
  113230. * Gets the direction if it has been set.
  113231. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113232. */
  113233. /**
  113234. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113235. */
  113236. direction: Vector3;
  113237. /**
  113238. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  113239. * A PointLight emits the light in every direction.
  113240. * It can cast shadows.
  113241. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  113242. * ```javascript
  113243. * var pointLight = new PointLight("pl", camera.position, scene);
  113244. * ```
  113245. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113246. * @param name The light friendly name
  113247. * @param position The position of the point light in the scene
  113248. * @param scene The scene the lights belongs to
  113249. */
  113250. constructor(name: string, position: Vector3, scene: Scene);
  113251. /**
  113252. * Returns the string "PointLight"
  113253. * @returns the class name
  113254. */
  113255. getClassName(): string;
  113256. /**
  113257. * Returns the integer 0.
  113258. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113259. */
  113260. getTypeID(): number;
  113261. /**
  113262. * Specifies wether or not the shadowmap should be a cube texture.
  113263. * @returns true if the shadowmap needs to be a cube texture.
  113264. */
  113265. needCube(): boolean;
  113266. /**
  113267. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  113268. * @param faceIndex The index of the face we are computed the direction to generate shadow
  113269. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  113270. */
  113271. getShadowDirection(faceIndex?: number): Vector3;
  113272. /**
  113273. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  113274. * - fov = PI / 2
  113275. * - aspect ratio : 1.0
  113276. * - z-near and far equal to the active camera minZ and maxZ.
  113277. * Returns the PointLight.
  113278. */
  113279. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113280. protected _buildUniformLayout(): void;
  113281. /**
  113282. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  113283. * @param effect The effect to update
  113284. * @param lightIndex The index of the light in the effect to update
  113285. * @returns The point light
  113286. */
  113287. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  113288. /**
  113289. * Prepares the list of defines specific to the light type.
  113290. * @param defines the list of defines
  113291. * @param lightIndex defines the index of the light for the effect
  113292. */
  113293. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113294. }
  113295. }
  113296. declare module BABYLON {
  113297. /**
  113298. * Header information of HDR texture files.
  113299. */
  113300. export interface HDRInfo {
  113301. /**
  113302. * The height of the texture in pixels.
  113303. */
  113304. height: number;
  113305. /**
  113306. * The width of the texture in pixels.
  113307. */
  113308. width: number;
  113309. /**
  113310. * The index of the beginning of the data in the binary file.
  113311. */
  113312. dataPosition: number;
  113313. }
  113314. /**
  113315. * This groups tools to convert HDR texture to native colors array.
  113316. */
  113317. export class HDRTools {
  113318. private static Ldexp;
  113319. private static Rgbe2float;
  113320. private static readStringLine;
  113321. /**
  113322. * Reads header information from an RGBE texture stored in a native array.
  113323. * More information on this format are available here:
  113324. * https://en.wikipedia.org/wiki/RGBE_image_format
  113325. *
  113326. * @param uint8array The binary file stored in native array.
  113327. * @return The header information.
  113328. */
  113329. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  113330. /**
  113331. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  113332. * This RGBE texture needs to store the information as a panorama.
  113333. *
  113334. * More information on this format are available here:
  113335. * https://en.wikipedia.org/wiki/RGBE_image_format
  113336. *
  113337. * @param buffer The binary file stored in an array buffer.
  113338. * @param size The expected size of the extracted cubemap.
  113339. * @return The Cube Map information.
  113340. */
  113341. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  113342. /**
  113343. * Returns the pixels data extracted from an RGBE texture.
  113344. * This pixels will be stored left to right up to down in the R G B order in one array.
  113345. *
  113346. * More information on this format are available here:
  113347. * https://en.wikipedia.org/wiki/RGBE_image_format
  113348. *
  113349. * @param uint8array The binary file stored in an array buffer.
  113350. * @param hdrInfo The header information of the file.
  113351. * @return The pixels data in RGB right to left up to down order.
  113352. */
  113353. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  113354. private static RGBE_ReadPixels_RLE;
  113355. }
  113356. }
  113357. declare module BABYLON {
  113358. /**
  113359. * This represents a texture coming from an HDR input.
  113360. *
  113361. * The only supported format is currently panorama picture stored in RGBE format.
  113362. * Example of such files can be found on HDRLib: http://hdrlib.com/
  113363. */
  113364. export class HDRCubeTexture extends BaseTexture {
  113365. private static _facesMapping;
  113366. private _generateHarmonics;
  113367. private _noMipmap;
  113368. private _textureMatrix;
  113369. private _size;
  113370. private _onLoad;
  113371. private _onError;
  113372. /**
  113373. * The texture URL.
  113374. */
  113375. url: string;
  113376. /**
  113377. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113378. */
  113379. coordinatesMode: number;
  113380. protected _isBlocking: boolean;
  113381. /**
  113382. * Sets wether or not the texture is blocking during loading.
  113383. */
  113384. /**
  113385. * Gets wether or not the texture is blocking during loading.
  113386. */
  113387. isBlocking: boolean;
  113388. protected _rotationY: number;
  113389. /**
  113390. * Sets texture matrix rotation angle around Y axis in radians.
  113391. */
  113392. /**
  113393. * Gets texture matrix rotation angle around Y axis radians.
  113394. */
  113395. rotationY: number;
  113396. /**
  113397. * Gets or sets the center of the bounding box associated with the cube texture
  113398. * It must define where the camera used to render the texture was set
  113399. */
  113400. boundingBoxPosition: Vector3;
  113401. private _boundingBoxSize;
  113402. /**
  113403. * Gets or sets the size of the bounding box associated with the cube texture
  113404. * When defined, the cubemap will switch to local mode
  113405. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113406. * @example https://www.babylonjs-playground.com/#RNASML
  113407. */
  113408. boundingBoxSize: Vector3;
  113409. /**
  113410. * Instantiates an HDRTexture from the following parameters.
  113411. *
  113412. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113413. * @param scene The scene the texture will be used in
  113414. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113415. * @param noMipmap Forces to not generate the mipmap if true
  113416. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113417. * @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)
  113418. * @param reserved Reserved flag for internal use.
  113419. */
  113420. 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>);
  113421. /**
  113422. * Get the current class name of the texture useful for serialization or dynamic coding.
  113423. * @returns "HDRCubeTexture"
  113424. */
  113425. getClassName(): string;
  113426. /**
  113427. * Occurs when the file is raw .hdr file.
  113428. */
  113429. private loadTexture;
  113430. clone(): HDRCubeTexture;
  113431. delayLoad(): void;
  113432. /**
  113433. * Get the texture reflection matrix used to rotate/transform the reflection.
  113434. * @returns the reflection matrix
  113435. */
  113436. getReflectionTextureMatrix(): Matrix;
  113437. /**
  113438. * Set the texture reflection matrix used to rotate/transform the reflection.
  113439. * @param value Define the reflection matrix to set
  113440. */
  113441. setReflectionTextureMatrix(value: Matrix): void;
  113442. /**
  113443. * Parses a JSON representation of an HDR Texture in order to create the texture
  113444. * @param parsedTexture Define the JSON representation
  113445. * @param scene Define the scene the texture should be created in
  113446. * @param rootUrl Define the root url in case we need to load relative dependencies
  113447. * @returns the newly created texture after parsing
  113448. */
  113449. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113450. serialize(): any;
  113451. }
  113452. }
  113453. declare module BABYLON {
  113454. /**
  113455. * Class used to control physics engine
  113456. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113457. */
  113458. export class PhysicsEngine implements IPhysicsEngine {
  113459. private _physicsPlugin;
  113460. /**
  113461. * Global value used to control the smallest number supported by the simulation
  113462. */
  113463. static Epsilon: number;
  113464. private _impostors;
  113465. private _joints;
  113466. /**
  113467. * Gets the gravity vector used by the simulation
  113468. */
  113469. gravity: Vector3;
  113470. /**
  113471. * Factory used to create the default physics plugin.
  113472. * @returns The default physics plugin
  113473. */
  113474. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113475. /**
  113476. * Creates a new Physics Engine
  113477. * @param gravity defines the gravity vector used by the simulation
  113478. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113479. */
  113480. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113481. /**
  113482. * Sets the gravity vector used by the simulation
  113483. * @param gravity defines the gravity vector to use
  113484. */
  113485. setGravity(gravity: Vector3): void;
  113486. /**
  113487. * Set the time step of the physics engine.
  113488. * Default is 1/60.
  113489. * To slow it down, enter 1/600 for example.
  113490. * To speed it up, 1/30
  113491. * @param newTimeStep defines the new timestep to apply to this world.
  113492. */
  113493. setTimeStep(newTimeStep?: number): void;
  113494. /**
  113495. * Get the time step of the physics engine.
  113496. * @returns the current time step
  113497. */
  113498. getTimeStep(): number;
  113499. /**
  113500. * Release all resources
  113501. */
  113502. dispose(): void;
  113503. /**
  113504. * Gets the name of the current physics plugin
  113505. * @returns the name of the plugin
  113506. */
  113507. getPhysicsPluginName(): string;
  113508. /**
  113509. * Adding a new impostor for the impostor tracking.
  113510. * This will be done by the impostor itself.
  113511. * @param impostor the impostor to add
  113512. */
  113513. addImpostor(impostor: PhysicsImpostor): void;
  113514. /**
  113515. * Remove an impostor from the engine.
  113516. * This impostor and its mesh will not longer be updated by the physics engine.
  113517. * @param impostor the impostor to remove
  113518. */
  113519. removeImpostor(impostor: PhysicsImpostor): void;
  113520. /**
  113521. * Add a joint to the physics engine
  113522. * @param mainImpostor defines the main impostor to which the joint is added.
  113523. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113524. * @param joint defines the joint that will connect both impostors.
  113525. */
  113526. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113527. /**
  113528. * Removes a joint from the simulation
  113529. * @param mainImpostor defines the impostor used with the joint
  113530. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113531. * @param joint defines the joint to remove
  113532. */
  113533. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113534. /**
  113535. * Called by the scene. No need to call it.
  113536. * @param delta defines the timespam between frames
  113537. */
  113538. _step(delta: number): void;
  113539. /**
  113540. * Gets the current plugin used to run the simulation
  113541. * @returns current plugin
  113542. */
  113543. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113544. /**
  113545. * Gets the list of physic impostors
  113546. * @returns an array of PhysicsImpostor
  113547. */
  113548. getImpostors(): Array<PhysicsImpostor>;
  113549. /**
  113550. * Gets the impostor for a physics enabled object
  113551. * @param object defines the object impersonated by the impostor
  113552. * @returns the PhysicsImpostor or null if not found
  113553. */
  113554. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113555. /**
  113556. * Gets the impostor for a physics body object
  113557. * @param body defines physics body used by the impostor
  113558. * @returns the PhysicsImpostor or null if not found
  113559. */
  113560. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113561. /**
  113562. * Does a raycast in the physics world
  113563. * @param from when should the ray start?
  113564. * @param to when should the ray end?
  113565. * @returns PhysicsRaycastResult
  113566. */
  113567. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113568. }
  113569. }
  113570. declare module BABYLON {
  113571. /** @hidden */
  113572. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113573. private _useDeltaForWorldStep;
  113574. world: any;
  113575. name: string;
  113576. private _physicsMaterials;
  113577. private _fixedTimeStep;
  113578. private _cannonRaycastResult;
  113579. private _raycastResult;
  113580. private _physicsBodysToRemoveAfterStep;
  113581. BJSCANNON: any;
  113582. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113583. setGravity(gravity: Vector3): void;
  113584. setTimeStep(timeStep: number): void;
  113585. getTimeStep(): number;
  113586. executeStep(delta: number): void;
  113587. private _removeMarkedPhysicsBodiesFromWorld;
  113588. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113589. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113590. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113591. private _processChildMeshes;
  113592. removePhysicsBody(impostor: PhysicsImpostor): void;
  113593. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113594. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113595. private _addMaterial;
  113596. private _checkWithEpsilon;
  113597. private _createShape;
  113598. private _createHeightmap;
  113599. private _minus90X;
  113600. private _plus90X;
  113601. private _tmpPosition;
  113602. private _tmpDeltaPosition;
  113603. private _tmpUnityRotation;
  113604. private _updatePhysicsBodyTransformation;
  113605. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113606. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113607. isSupported(): boolean;
  113608. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113609. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113610. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113611. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113612. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113613. getBodyMass(impostor: PhysicsImpostor): number;
  113614. getBodyFriction(impostor: PhysicsImpostor): number;
  113615. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113616. getBodyRestitution(impostor: PhysicsImpostor): number;
  113617. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113618. sleepBody(impostor: PhysicsImpostor): void;
  113619. wakeUpBody(impostor: PhysicsImpostor): void;
  113620. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113621. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113622. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113623. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113624. getRadius(impostor: PhysicsImpostor): number;
  113625. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113626. dispose(): void;
  113627. private _extendNamespace;
  113628. /**
  113629. * Does a raycast in the physics world
  113630. * @param from when should the ray start?
  113631. * @param to when should the ray end?
  113632. * @returns PhysicsRaycastResult
  113633. */
  113634. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113635. }
  113636. }
  113637. declare module BABYLON {
  113638. /** @hidden */
  113639. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113640. world: any;
  113641. name: string;
  113642. BJSOIMO: any;
  113643. private _raycastResult;
  113644. constructor(iterations?: number, oimoInjection?: any);
  113645. setGravity(gravity: Vector3): void;
  113646. setTimeStep(timeStep: number): void;
  113647. getTimeStep(): number;
  113648. private _tmpImpostorsArray;
  113649. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113650. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113651. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113652. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113653. private _tmpPositionVector;
  113654. removePhysicsBody(impostor: PhysicsImpostor): void;
  113655. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113656. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113657. isSupported(): boolean;
  113658. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113659. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113660. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113661. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113662. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113663. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113664. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113665. getBodyMass(impostor: PhysicsImpostor): number;
  113666. getBodyFriction(impostor: PhysicsImpostor): number;
  113667. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113668. getBodyRestitution(impostor: PhysicsImpostor): number;
  113669. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113670. sleepBody(impostor: PhysicsImpostor): void;
  113671. wakeUpBody(impostor: PhysicsImpostor): void;
  113672. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113673. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113674. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113675. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113676. getRadius(impostor: PhysicsImpostor): number;
  113677. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113678. dispose(): void;
  113679. /**
  113680. * Does a raycast in the physics world
  113681. * @param from when should the ray start?
  113682. * @param to when should the ray end?
  113683. * @returns PhysicsRaycastResult
  113684. */
  113685. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113686. }
  113687. }
  113688. declare module BABYLON {
  113689. /**
  113690. * Class containing static functions to help procedurally build meshes
  113691. */
  113692. export class RibbonBuilder {
  113693. /**
  113694. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113695. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113696. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113697. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113698. * * 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
  113699. * * 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
  113700. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  113701. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113702. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113703. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113704. * * 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
  113705. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113706. * * 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
  113707. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113709. * @param name defines the name of the mesh
  113710. * @param options defines the options used to create the mesh
  113711. * @param scene defines the hosting scene
  113712. * @returns the ribbon mesh
  113713. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113714. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113715. */
  113716. static CreateRibbon(name: string, options: {
  113717. pathArray: Vector3[][];
  113718. closeArray?: boolean;
  113719. closePath?: boolean;
  113720. offset?: number;
  113721. updatable?: boolean;
  113722. sideOrientation?: number;
  113723. frontUVs?: Vector4;
  113724. backUVs?: Vector4;
  113725. instance?: Mesh;
  113726. invertUV?: boolean;
  113727. uvs?: Vector2[];
  113728. colors?: Color4[];
  113729. }, scene?: Nullable<Scene>): Mesh;
  113730. }
  113731. }
  113732. declare module BABYLON {
  113733. /**
  113734. * Class containing static functions to help procedurally build meshes
  113735. */
  113736. export class ShapeBuilder {
  113737. /**
  113738. * 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.
  113739. * * 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.
  113740. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113741. * * 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.
  113742. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113743. * * 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
  113744. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113745. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113746. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113747. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113748. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113750. * @param name defines the name of the mesh
  113751. * @param options defines the options used to create the mesh
  113752. * @param scene defines the hosting scene
  113753. * @returns the extruded shape mesh
  113754. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113756. */
  113757. static ExtrudeShape(name: string, options: {
  113758. shape: Vector3[];
  113759. path: Vector3[];
  113760. scale?: number;
  113761. rotation?: number;
  113762. cap?: number;
  113763. updatable?: boolean;
  113764. sideOrientation?: number;
  113765. frontUVs?: Vector4;
  113766. backUVs?: Vector4;
  113767. instance?: Mesh;
  113768. invertUV?: boolean;
  113769. }, scene?: Nullable<Scene>): Mesh;
  113770. /**
  113771. * Creates an custom extruded shape mesh.
  113772. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113773. * * 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.
  113774. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113775. * * 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
  113776. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113777. * * 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
  113778. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113779. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113780. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113781. * * 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
  113782. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113783. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113784. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113785. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113786. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113788. * @param name defines the name of the mesh
  113789. * @param options defines the options used to create the mesh
  113790. * @param scene defines the hosting scene
  113791. * @returns the custom extruded shape mesh
  113792. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113793. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113794. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113795. */
  113796. static ExtrudeShapeCustom(name: string, options: {
  113797. shape: Vector3[];
  113798. path: Vector3[];
  113799. scaleFunction?: any;
  113800. rotationFunction?: any;
  113801. ribbonCloseArray?: boolean;
  113802. ribbonClosePath?: boolean;
  113803. cap?: number;
  113804. updatable?: boolean;
  113805. sideOrientation?: number;
  113806. frontUVs?: Vector4;
  113807. backUVs?: Vector4;
  113808. instance?: Mesh;
  113809. invertUV?: boolean;
  113810. }, scene?: Nullable<Scene>): Mesh;
  113811. private static _ExtrudeShapeGeneric;
  113812. }
  113813. }
  113814. declare module BABYLON {
  113815. /**
  113816. * AmmoJS Physics plugin
  113817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113818. * @see https://github.com/kripken/ammo.js/
  113819. */
  113820. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113821. private _useDeltaForWorldStep;
  113822. /**
  113823. * Reference to the Ammo library
  113824. */
  113825. bjsAMMO: any;
  113826. /**
  113827. * Created ammoJS world which physics bodies are added to
  113828. */
  113829. world: any;
  113830. /**
  113831. * Name of the plugin
  113832. */
  113833. name: string;
  113834. private _timeStep;
  113835. private _fixedTimeStep;
  113836. private _maxSteps;
  113837. private _tmpQuaternion;
  113838. private _tmpAmmoTransform;
  113839. private _tmpAmmoQuaternion;
  113840. private _tmpAmmoConcreteContactResultCallback;
  113841. private _collisionConfiguration;
  113842. private _dispatcher;
  113843. private _overlappingPairCache;
  113844. private _solver;
  113845. private _softBodySolver;
  113846. private _tmpAmmoVectorA;
  113847. private _tmpAmmoVectorB;
  113848. private _tmpAmmoVectorC;
  113849. private _tmpAmmoVectorD;
  113850. private _tmpContactCallbackResult;
  113851. private _tmpAmmoVectorRCA;
  113852. private _tmpAmmoVectorRCB;
  113853. private _raycastResult;
  113854. private static readonly DISABLE_COLLISION_FLAG;
  113855. private static readonly KINEMATIC_FLAG;
  113856. private static readonly DISABLE_DEACTIVATION_FLAG;
  113857. /**
  113858. * Initializes the ammoJS plugin
  113859. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113860. * @param ammoInjection can be used to inject your own ammo reference
  113861. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113862. */
  113863. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113864. /**
  113865. * Sets the gravity of the physics world (m/(s^2))
  113866. * @param gravity Gravity to set
  113867. */
  113868. setGravity(gravity: Vector3): void;
  113869. /**
  113870. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113871. * @param timeStep timestep to use in seconds
  113872. */
  113873. setTimeStep(timeStep: number): void;
  113874. /**
  113875. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  113876. * @param fixedTimeStep fixedTimeStep to use in seconds
  113877. */
  113878. setFixedTimeStep(fixedTimeStep: number): void;
  113879. /**
  113880. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113881. * @param maxSteps the maximum number of steps by the physics engine per frame
  113882. */
  113883. setMaxSteps(maxSteps: number): void;
  113884. /**
  113885. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113886. * @returns the current timestep in seconds
  113887. */
  113888. getTimeStep(): number;
  113889. private _isImpostorInContact;
  113890. private _isImpostorPairInContact;
  113891. private _stepSimulation;
  113892. /**
  113893. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113894. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113895. * After the step the babylon meshes are set to the position of the physics imposters
  113896. * @param delta amount of time to step forward
  113897. * @param impostors array of imposters to update before/after the step
  113898. */
  113899. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113900. /**
  113901. * Update babylon mesh to match physics world object
  113902. * @param impostor imposter to match
  113903. */
  113904. private _afterSoftStep;
  113905. /**
  113906. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113907. * @param impostor imposter to match
  113908. */
  113909. private _ropeStep;
  113910. /**
  113911. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113912. * @param impostor imposter to match
  113913. */
  113914. private _softbodyOrClothStep;
  113915. private _tmpVector;
  113916. private _tmpMatrix;
  113917. /**
  113918. * Applies an impulse on the imposter
  113919. * @param impostor imposter to apply impulse to
  113920. * @param force amount of force to be applied to the imposter
  113921. * @param contactPoint the location to apply the impulse on the imposter
  113922. */
  113923. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113924. /**
  113925. * Applies a force on the imposter
  113926. * @param impostor imposter to apply force
  113927. * @param force amount of force to be applied to the imposter
  113928. * @param contactPoint the location to apply the force on the imposter
  113929. */
  113930. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113931. /**
  113932. * Creates a physics body using the plugin
  113933. * @param impostor the imposter to create the physics body on
  113934. */
  113935. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113936. /**
  113937. * Removes the physics body from the imposter and disposes of the body's memory
  113938. * @param impostor imposter to remove the physics body from
  113939. */
  113940. removePhysicsBody(impostor: PhysicsImpostor): void;
  113941. /**
  113942. * Generates a joint
  113943. * @param impostorJoint the imposter joint to create the joint with
  113944. */
  113945. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113946. /**
  113947. * Removes a joint
  113948. * @param impostorJoint the imposter joint to remove the joint from
  113949. */
  113950. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113951. private _addMeshVerts;
  113952. /**
  113953. * Initialise the soft body vertices to match its object's (mesh) vertices
  113954. * Softbody vertices (nodes) are in world space and to match this
  113955. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113956. * @param impostor to create the softbody for
  113957. */
  113958. private _softVertexData;
  113959. /**
  113960. * Create an impostor's soft body
  113961. * @param impostor to create the softbody for
  113962. */
  113963. private _createSoftbody;
  113964. /**
  113965. * Create cloth for an impostor
  113966. * @param impostor to create the softbody for
  113967. */
  113968. private _createCloth;
  113969. /**
  113970. * Create rope for an impostor
  113971. * @param impostor to create the softbody for
  113972. */
  113973. private _createRope;
  113974. private _addHullVerts;
  113975. private _createShape;
  113976. /**
  113977. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113978. * @param impostor imposter containing the physics body and babylon object
  113979. */
  113980. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113981. /**
  113982. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113983. * @param impostor imposter containing the physics body and babylon object
  113984. * @param newPosition new position
  113985. * @param newRotation new rotation
  113986. */
  113987. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113988. /**
  113989. * If this plugin is supported
  113990. * @returns true if its supported
  113991. */
  113992. isSupported(): boolean;
  113993. /**
  113994. * Sets the linear velocity of the physics body
  113995. * @param impostor imposter to set the velocity on
  113996. * @param velocity velocity to set
  113997. */
  113998. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113999. /**
  114000. * Sets the angular velocity of the physics body
  114001. * @param impostor imposter to set the velocity on
  114002. * @param velocity velocity to set
  114003. */
  114004. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114005. /**
  114006. * gets the linear velocity
  114007. * @param impostor imposter to get linear velocity from
  114008. * @returns linear velocity
  114009. */
  114010. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114011. /**
  114012. * gets the angular velocity
  114013. * @param impostor imposter to get angular velocity from
  114014. * @returns angular velocity
  114015. */
  114016. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114017. /**
  114018. * Sets the mass of physics body
  114019. * @param impostor imposter to set the mass on
  114020. * @param mass mass to set
  114021. */
  114022. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114023. /**
  114024. * Gets the mass of the physics body
  114025. * @param impostor imposter to get the mass from
  114026. * @returns mass
  114027. */
  114028. getBodyMass(impostor: PhysicsImpostor): number;
  114029. /**
  114030. * Gets friction of the impostor
  114031. * @param impostor impostor to get friction from
  114032. * @returns friction value
  114033. */
  114034. getBodyFriction(impostor: PhysicsImpostor): number;
  114035. /**
  114036. * Sets friction of the impostor
  114037. * @param impostor impostor to set friction on
  114038. * @param friction friction value
  114039. */
  114040. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114041. /**
  114042. * Gets restitution of the impostor
  114043. * @param impostor impostor to get restitution from
  114044. * @returns restitution value
  114045. */
  114046. getBodyRestitution(impostor: PhysicsImpostor): number;
  114047. /**
  114048. * Sets resitution of the impostor
  114049. * @param impostor impostor to set resitution on
  114050. * @param restitution resitution value
  114051. */
  114052. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114053. /**
  114054. * Gets pressure inside the impostor
  114055. * @param impostor impostor to get pressure from
  114056. * @returns pressure value
  114057. */
  114058. getBodyPressure(impostor: PhysicsImpostor): number;
  114059. /**
  114060. * Sets pressure inside a soft body impostor
  114061. * Cloth and rope must remain 0 pressure
  114062. * @param impostor impostor to set pressure on
  114063. * @param pressure pressure value
  114064. */
  114065. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  114066. /**
  114067. * Gets stiffness of the impostor
  114068. * @param impostor impostor to get stiffness from
  114069. * @returns pressure value
  114070. */
  114071. getBodyStiffness(impostor: PhysicsImpostor): number;
  114072. /**
  114073. * Sets stiffness of the impostor
  114074. * @param impostor impostor to set stiffness on
  114075. * @param stiffness stiffness value from 0 to 1
  114076. */
  114077. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  114078. /**
  114079. * Gets velocityIterations of the impostor
  114080. * @param impostor impostor to get velocity iterations from
  114081. * @returns velocityIterations value
  114082. */
  114083. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  114084. /**
  114085. * Sets velocityIterations of the impostor
  114086. * @param impostor impostor to set velocity iterations on
  114087. * @param velocityIterations velocityIterations value
  114088. */
  114089. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  114090. /**
  114091. * Gets positionIterations of the impostor
  114092. * @param impostor impostor to get position iterations from
  114093. * @returns positionIterations value
  114094. */
  114095. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  114096. /**
  114097. * Sets positionIterations of the impostor
  114098. * @param impostor impostor to set position on
  114099. * @param positionIterations positionIterations value
  114100. */
  114101. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  114102. /**
  114103. * Append an anchor to a cloth object
  114104. * @param impostor is the cloth impostor to add anchor to
  114105. * @param otherImpostor is the rigid impostor to anchor to
  114106. * @param width ratio across width from 0 to 1
  114107. * @param height ratio up height from 0 to 1
  114108. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  114109. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114110. */
  114111. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114112. /**
  114113. * Append an hook to a rope object
  114114. * @param impostor is the rope impostor to add hook to
  114115. * @param otherImpostor is the rigid impostor to hook to
  114116. * @param length ratio along the rope from 0 to 1
  114117. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  114118. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114119. */
  114120. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114121. /**
  114122. * Sleeps the physics body and stops it from being active
  114123. * @param impostor impostor to sleep
  114124. */
  114125. sleepBody(impostor: PhysicsImpostor): void;
  114126. /**
  114127. * Activates the physics body
  114128. * @param impostor impostor to activate
  114129. */
  114130. wakeUpBody(impostor: PhysicsImpostor): void;
  114131. /**
  114132. * Updates the distance parameters of the joint
  114133. * @param joint joint to update
  114134. * @param maxDistance maximum distance of the joint
  114135. * @param minDistance minimum distance of the joint
  114136. */
  114137. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114138. /**
  114139. * Sets a motor on the joint
  114140. * @param joint joint to set motor on
  114141. * @param speed speed of the motor
  114142. * @param maxForce maximum force of the motor
  114143. * @param motorIndex index of the motor
  114144. */
  114145. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114146. /**
  114147. * Sets the motors limit
  114148. * @param joint joint to set limit on
  114149. * @param upperLimit upper limit
  114150. * @param lowerLimit lower limit
  114151. */
  114152. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114153. /**
  114154. * Syncs the position and rotation of a mesh with the impostor
  114155. * @param mesh mesh to sync
  114156. * @param impostor impostor to update the mesh with
  114157. */
  114158. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114159. /**
  114160. * Gets the radius of the impostor
  114161. * @param impostor impostor to get radius from
  114162. * @returns the radius
  114163. */
  114164. getRadius(impostor: PhysicsImpostor): number;
  114165. /**
  114166. * Gets the box size of the impostor
  114167. * @param impostor impostor to get box size from
  114168. * @param result the resulting box size
  114169. */
  114170. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114171. /**
  114172. * Disposes of the impostor
  114173. */
  114174. dispose(): void;
  114175. /**
  114176. * Does a raycast in the physics world
  114177. * @param from when should the ray start?
  114178. * @param to when should the ray end?
  114179. * @returns PhysicsRaycastResult
  114180. */
  114181. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114182. }
  114183. }
  114184. declare module BABYLON {
  114185. interface AbstractScene {
  114186. /**
  114187. * The list of reflection probes added to the scene
  114188. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114189. */
  114190. reflectionProbes: Array<ReflectionProbe>;
  114191. /**
  114192. * Removes the given reflection probe from this scene.
  114193. * @param toRemove The reflection probe to remove
  114194. * @returns The index of the removed reflection probe
  114195. */
  114196. removeReflectionProbe(toRemove: ReflectionProbe): number;
  114197. /**
  114198. * Adds the given reflection probe to this scene.
  114199. * @param newReflectionProbe The reflection probe to add
  114200. */
  114201. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  114202. }
  114203. /**
  114204. * Class used to generate realtime reflection / refraction cube textures
  114205. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114206. */
  114207. export class ReflectionProbe {
  114208. /** defines the name of the probe */
  114209. name: string;
  114210. private _scene;
  114211. private _renderTargetTexture;
  114212. private _projectionMatrix;
  114213. private _viewMatrix;
  114214. private _target;
  114215. private _add;
  114216. private _attachedMesh;
  114217. private _invertYAxis;
  114218. /** Gets or sets probe position (center of the cube map) */
  114219. position: Vector3;
  114220. /**
  114221. * Creates a new reflection probe
  114222. * @param name defines the name of the probe
  114223. * @param size defines the texture resolution (for each face)
  114224. * @param scene defines the hosting scene
  114225. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114226. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114227. */
  114228. constructor(
  114229. /** defines the name of the probe */
  114230. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  114231. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114232. samples: number;
  114233. /** Gets or sets the refresh rate to use (on every frame by default) */
  114234. refreshRate: number;
  114235. /**
  114236. * Gets the hosting scene
  114237. * @returns a Scene
  114238. */
  114239. getScene(): Scene;
  114240. /** Gets the internal CubeTexture used to render to */
  114241. readonly cubeTexture: RenderTargetTexture;
  114242. /** Gets the list of meshes to render */
  114243. readonly renderList: Nullable<AbstractMesh[]>;
  114244. /**
  114245. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114246. * @param mesh defines the mesh to attach to
  114247. */
  114248. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114249. /**
  114250. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114251. * @param renderingGroupId The rendering group id corresponding to its index
  114252. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114253. */
  114254. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  114255. /**
  114256. * Clean all associated resources
  114257. */
  114258. dispose(): void;
  114259. /**
  114260. * Converts the reflection probe information to a readable string for debug purpose.
  114261. * @param fullDetails Supports for multiple levels of logging within scene loading
  114262. * @returns the human readable reflection probe info
  114263. */
  114264. toString(fullDetails?: boolean): string;
  114265. /**
  114266. * Get the class name of the relfection probe.
  114267. * @returns "ReflectionProbe"
  114268. */
  114269. getClassName(): string;
  114270. /**
  114271. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114272. * @returns The JSON representation of the texture
  114273. */
  114274. serialize(): any;
  114275. /**
  114276. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114277. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114278. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114279. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114280. * @returns The parsed reflection probe if successful
  114281. */
  114282. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  114283. }
  114284. }
  114285. declare module BABYLON {
  114286. /** @hidden */
  114287. export var _BabylonLoaderRegistered: boolean;
  114288. }
  114289. declare module BABYLON {
  114290. /**
  114291. * The Physically based simple base material of BJS.
  114292. *
  114293. * This enables better naming and convention enforcements on top of the pbrMaterial.
  114294. * It is used as the base class for both the specGloss and metalRough conventions.
  114295. */
  114296. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  114297. /**
  114298. * Number of Simultaneous lights allowed on the material.
  114299. */
  114300. maxSimultaneousLights: number;
  114301. /**
  114302. * If sets to true, disables all the lights affecting the material.
  114303. */
  114304. disableLighting: boolean;
  114305. /**
  114306. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  114307. */
  114308. environmentTexture: BaseTexture;
  114309. /**
  114310. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  114311. */
  114312. invertNormalMapX: boolean;
  114313. /**
  114314. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  114315. */
  114316. invertNormalMapY: boolean;
  114317. /**
  114318. * Normal map used in the model.
  114319. */
  114320. normalTexture: BaseTexture;
  114321. /**
  114322. * Emissivie color used to self-illuminate the model.
  114323. */
  114324. emissiveColor: Color3;
  114325. /**
  114326. * Emissivie texture used to self-illuminate the model.
  114327. */
  114328. emissiveTexture: BaseTexture;
  114329. /**
  114330. * Occlusion Channel Strenght.
  114331. */
  114332. occlusionStrength: number;
  114333. /**
  114334. * Occlusion Texture of the material (adding extra occlusion effects).
  114335. */
  114336. occlusionTexture: BaseTexture;
  114337. /**
  114338. * Defines the alpha limits in alpha test mode.
  114339. */
  114340. alphaCutOff: number;
  114341. /**
  114342. * Gets the current double sided mode.
  114343. */
  114344. /**
  114345. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  114346. */
  114347. doubleSided: boolean;
  114348. /**
  114349. * Stores the pre-calculated light information of a mesh in a texture.
  114350. */
  114351. lightmapTexture: BaseTexture;
  114352. /**
  114353. * If true, the light map contains occlusion information instead of lighting info.
  114354. */
  114355. useLightmapAsShadowmap: boolean;
  114356. /**
  114357. * Instantiates a new PBRMaterial instance.
  114358. *
  114359. * @param name The material name
  114360. * @param scene The scene the material will be use in.
  114361. */
  114362. constructor(name: string, scene: Scene);
  114363. getClassName(): string;
  114364. }
  114365. }
  114366. declare module BABYLON {
  114367. /**
  114368. * The PBR material of BJS following the metal roughness convention.
  114369. *
  114370. * This fits to the PBR convention in the GLTF definition:
  114371. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  114372. */
  114373. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  114374. /**
  114375. * The base color has two different interpretations depending on the value of metalness.
  114376. * When the material is a metal, the base color is the specific measured reflectance value
  114377. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114378. * of the material.
  114379. */
  114380. baseColor: Color3;
  114381. /**
  114382. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114383. * well as opacity information in the alpha channel.
  114384. */
  114385. baseTexture: BaseTexture;
  114386. /**
  114387. * Specifies the metallic scalar value of the material.
  114388. * Can also be used to scale the metalness values of the metallic texture.
  114389. */
  114390. metallic: number;
  114391. /**
  114392. * Specifies the roughness scalar value of the material.
  114393. * Can also be used to scale the roughness values of the metallic texture.
  114394. */
  114395. roughness: number;
  114396. /**
  114397. * Texture containing both the metallic value in the B channel and the
  114398. * roughness value in the G channel to keep better precision.
  114399. */
  114400. metallicRoughnessTexture: BaseTexture;
  114401. /**
  114402. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114403. *
  114404. * @param name The material name
  114405. * @param scene The scene the material will be use in.
  114406. */
  114407. constructor(name: string, scene: Scene);
  114408. /**
  114409. * Return the currrent class name of the material.
  114410. */
  114411. getClassName(): string;
  114412. /**
  114413. * Makes a duplicate of the current material.
  114414. * @param name - name to use for the new material.
  114415. */
  114416. clone(name: string): PBRMetallicRoughnessMaterial;
  114417. /**
  114418. * Serialize the material to a parsable JSON object.
  114419. */
  114420. serialize(): any;
  114421. /**
  114422. * Parses a JSON object correponding to the serialize function.
  114423. */
  114424. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114425. }
  114426. }
  114427. declare module BABYLON {
  114428. /**
  114429. * The PBR material of BJS following the specular glossiness convention.
  114430. *
  114431. * This fits to the PBR convention in the GLTF definition:
  114432. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114433. */
  114434. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114435. /**
  114436. * Specifies the diffuse color of the material.
  114437. */
  114438. diffuseColor: Color3;
  114439. /**
  114440. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114441. * channel.
  114442. */
  114443. diffuseTexture: BaseTexture;
  114444. /**
  114445. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114446. */
  114447. specularColor: Color3;
  114448. /**
  114449. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114450. */
  114451. glossiness: number;
  114452. /**
  114453. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114454. */
  114455. specularGlossinessTexture: BaseTexture;
  114456. /**
  114457. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114458. *
  114459. * @param name The material name
  114460. * @param scene The scene the material will be use in.
  114461. */
  114462. constructor(name: string, scene: Scene);
  114463. /**
  114464. * Return the currrent class name of the material.
  114465. */
  114466. getClassName(): string;
  114467. /**
  114468. * Makes a duplicate of the current material.
  114469. * @param name - name to use for the new material.
  114470. */
  114471. clone(name: string): PBRSpecularGlossinessMaterial;
  114472. /**
  114473. * Serialize the material to a parsable JSON object.
  114474. */
  114475. serialize(): any;
  114476. /**
  114477. * Parses a JSON object correponding to the serialize function.
  114478. */
  114479. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114480. }
  114481. }
  114482. declare module BABYLON {
  114483. /**
  114484. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114485. * It can help converting any input color in a desired output one. This can then be used to create effects
  114486. * from sepia, black and white to sixties or futuristic rendering...
  114487. *
  114488. * The only supported format is currently 3dl.
  114489. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114490. */
  114491. export class ColorGradingTexture extends BaseTexture {
  114492. /**
  114493. * The current texture matrix. (will always be identity in color grading texture)
  114494. */
  114495. private _textureMatrix;
  114496. /**
  114497. * The texture URL.
  114498. */
  114499. url: string;
  114500. /**
  114501. * Empty line regex stored for GC.
  114502. */
  114503. private static _noneEmptyLineRegex;
  114504. private _engine;
  114505. /**
  114506. * Instantiates a ColorGradingTexture from the following parameters.
  114507. *
  114508. * @param url The location of the color gradind data (currently only supporting 3dl)
  114509. * @param scene The scene the texture will be used in
  114510. */
  114511. constructor(url: string, scene: Scene);
  114512. /**
  114513. * Returns the texture matrix used in most of the material.
  114514. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114515. */
  114516. getTextureMatrix(): Matrix;
  114517. /**
  114518. * Occurs when the file being loaded is a .3dl LUT file.
  114519. */
  114520. private load3dlTexture;
  114521. /**
  114522. * Starts the loading process of the texture.
  114523. */
  114524. private loadTexture;
  114525. /**
  114526. * Clones the color gradind texture.
  114527. */
  114528. clone(): ColorGradingTexture;
  114529. /**
  114530. * Called during delayed load for textures.
  114531. */
  114532. delayLoad(): void;
  114533. /**
  114534. * Parses a color grading texture serialized by Babylon.
  114535. * @param parsedTexture The texture information being parsedTexture
  114536. * @param scene The scene to load the texture in
  114537. * @param rootUrl The root url of the data assets to load
  114538. * @return A color gradind texture
  114539. */
  114540. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114541. /**
  114542. * Serializes the LUT texture to json format.
  114543. */
  114544. serialize(): any;
  114545. }
  114546. }
  114547. declare module BABYLON {
  114548. /**
  114549. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114550. */
  114551. export class EquiRectangularCubeTexture extends BaseTexture {
  114552. /** The six faces of the cube. */
  114553. private static _FacesMapping;
  114554. private _noMipmap;
  114555. private _onLoad;
  114556. private _onError;
  114557. /** The size of the cubemap. */
  114558. private _size;
  114559. /** The buffer of the image. */
  114560. private _buffer;
  114561. /** The width of the input image. */
  114562. private _width;
  114563. /** The height of the input image. */
  114564. private _height;
  114565. /** The URL to the image. */
  114566. url: string;
  114567. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114568. coordinatesMode: number;
  114569. /**
  114570. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114571. * @param url The location of the image
  114572. * @param scene The scene the texture will be used in
  114573. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114574. * @param noMipmap Forces to not generate the mipmap if true
  114575. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114576. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114577. * @param onLoad — defines a callback called when texture is loaded
  114578. * @param onError — defines a callback called if there is an error
  114579. */
  114580. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114581. /**
  114582. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114583. */
  114584. private loadImage;
  114585. /**
  114586. * Convert the image buffer into a cubemap and create a CubeTexture.
  114587. */
  114588. private loadTexture;
  114589. /**
  114590. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114591. * @param buffer The ArrayBuffer that should be converted.
  114592. * @returns The buffer as Float32Array.
  114593. */
  114594. private getFloat32ArrayFromArrayBuffer;
  114595. /**
  114596. * Get the current class name of the texture useful for serialization or dynamic coding.
  114597. * @returns "EquiRectangularCubeTexture"
  114598. */
  114599. getClassName(): string;
  114600. /**
  114601. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114602. * @returns A clone of the current EquiRectangularCubeTexture.
  114603. */
  114604. clone(): EquiRectangularCubeTexture;
  114605. }
  114606. }
  114607. declare module BABYLON {
  114608. /**
  114609. * Based on jsTGALoader - Javascript loader for TGA file
  114610. * By Vincent Thibault
  114611. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114612. */
  114613. export class TGATools {
  114614. private static _TYPE_INDEXED;
  114615. private static _TYPE_RGB;
  114616. private static _TYPE_GREY;
  114617. private static _TYPE_RLE_INDEXED;
  114618. private static _TYPE_RLE_RGB;
  114619. private static _TYPE_RLE_GREY;
  114620. private static _ORIGIN_MASK;
  114621. private static _ORIGIN_SHIFT;
  114622. private static _ORIGIN_BL;
  114623. private static _ORIGIN_BR;
  114624. private static _ORIGIN_UL;
  114625. private static _ORIGIN_UR;
  114626. /**
  114627. * Gets the header of a TGA file
  114628. * @param data defines the TGA data
  114629. * @returns the header
  114630. */
  114631. static GetTGAHeader(data: Uint8Array): any;
  114632. /**
  114633. * Uploads TGA content to a Babylon Texture
  114634. * @hidden
  114635. */
  114636. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114637. /** @hidden */
  114638. 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;
  114639. /** @hidden */
  114640. 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;
  114641. /** @hidden */
  114642. 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;
  114643. /** @hidden */
  114644. 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;
  114645. /** @hidden */
  114646. 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;
  114647. /** @hidden */
  114648. 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;
  114649. }
  114650. }
  114651. declare module BABYLON {
  114652. /**
  114653. * Implementation of the TGA Texture Loader.
  114654. * @hidden
  114655. */
  114656. export class _TGATextureLoader implements IInternalTextureLoader {
  114657. /**
  114658. * Defines wether the loader supports cascade loading the different faces.
  114659. */
  114660. readonly supportCascades: boolean;
  114661. /**
  114662. * This returns if the loader support the current file information.
  114663. * @param extension defines the file extension of the file being loaded
  114664. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114665. * @param fallback defines the fallback internal texture if any
  114666. * @param isBase64 defines whether the texture is encoded as a base64
  114667. * @param isBuffer defines whether the texture data are stored as a buffer
  114668. * @returns true if the loader can load the specified file
  114669. */
  114670. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114671. /**
  114672. * Transform the url before loading if required.
  114673. * @param rootUrl the url of the texture
  114674. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114675. * @returns the transformed texture
  114676. */
  114677. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114678. /**
  114679. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114680. * @param rootUrl the url of the texture
  114681. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114682. * @returns the fallback texture
  114683. */
  114684. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114685. /**
  114686. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114687. * @param data contains the texture data
  114688. * @param texture defines the BabylonJS internal texture
  114689. * @param createPolynomials will be true if polynomials have been requested
  114690. * @param onLoad defines the callback to trigger once the texture is ready
  114691. * @param onError defines the callback to trigger in case of error
  114692. */
  114693. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114694. /**
  114695. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114696. * @param data contains the texture data
  114697. * @param texture defines the BabylonJS internal texture
  114698. * @param callback defines the method to call once ready to upload
  114699. */
  114700. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114701. }
  114702. }
  114703. declare module BABYLON {
  114704. /**
  114705. * Info about the .basis files
  114706. */
  114707. class BasisFileInfo {
  114708. /**
  114709. * If the file has alpha
  114710. */
  114711. hasAlpha: boolean;
  114712. /**
  114713. * Info about each image of the basis file
  114714. */
  114715. images: Array<{
  114716. levels: Array<{
  114717. width: number;
  114718. height: number;
  114719. transcodedPixels: ArrayBufferView;
  114720. }>;
  114721. }>;
  114722. }
  114723. /**
  114724. * Result of transcoding a basis file
  114725. */
  114726. class TranscodeResult {
  114727. /**
  114728. * Info about the .basis file
  114729. */
  114730. fileInfo: BasisFileInfo;
  114731. /**
  114732. * Format to use when loading the file
  114733. */
  114734. format: number;
  114735. }
  114736. /**
  114737. * Configuration options for the Basis transcoder
  114738. */
  114739. export class BasisTranscodeConfiguration {
  114740. /**
  114741. * Supported compression formats used to determine the supported output format of the transcoder
  114742. */
  114743. supportedCompressionFormats?: {
  114744. /**
  114745. * etc1 compression format
  114746. */
  114747. etc1?: boolean;
  114748. /**
  114749. * s3tc compression format
  114750. */
  114751. s3tc?: boolean;
  114752. /**
  114753. * pvrtc compression format
  114754. */
  114755. pvrtc?: boolean;
  114756. /**
  114757. * etc2 compression format
  114758. */
  114759. etc2?: boolean;
  114760. };
  114761. /**
  114762. * If mipmap levels should be loaded for transcoded images (Default: true)
  114763. */
  114764. loadMipmapLevels?: boolean;
  114765. /**
  114766. * Index of a single image to load (Default: all images)
  114767. */
  114768. loadSingleImage?: number;
  114769. }
  114770. /**
  114771. * Used to load .Basis files
  114772. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114773. */
  114774. export class BasisTools {
  114775. private static _IgnoreSupportedFormats;
  114776. /**
  114777. * URL to use when loading the basis transcoder
  114778. */
  114779. static JSModuleURL: string;
  114780. /**
  114781. * URL to use when loading the wasm module for the transcoder
  114782. */
  114783. static WasmModuleURL: string;
  114784. /**
  114785. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114786. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114787. * @returns internal format corresponding to the Basis format
  114788. */
  114789. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114790. private static _WorkerPromise;
  114791. private static _Worker;
  114792. private static _actionId;
  114793. private static _CreateWorkerAsync;
  114794. /**
  114795. * Transcodes a loaded image file to compressed pixel data
  114796. * @param imageData image data to transcode
  114797. * @param config configuration options for the transcoding
  114798. * @returns a promise resulting in the transcoded image
  114799. */
  114800. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114801. /**
  114802. * Loads a texture from the transcode result
  114803. * @param texture texture load to
  114804. * @param transcodeResult the result of transcoding the basis file to load from
  114805. */
  114806. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114807. }
  114808. }
  114809. declare module BABYLON {
  114810. /**
  114811. * Loader for .basis file format
  114812. */
  114813. export class _BasisTextureLoader implements IInternalTextureLoader {
  114814. /**
  114815. * Defines whether the loader supports cascade loading the different faces.
  114816. */
  114817. readonly supportCascades: boolean;
  114818. /**
  114819. * This returns if the loader support the current file information.
  114820. * @param extension defines the file extension of the file being loaded
  114821. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114822. * @param fallback defines the fallback internal texture if any
  114823. * @param isBase64 defines whether the texture is encoded as a base64
  114824. * @param isBuffer defines whether the texture data are stored as a buffer
  114825. * @returns true if the loader can load the specified file
  114826. */
  114827. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114828. /**
  114829. * Transform the url before loading if required.
  114830. * @param rootUrl the url of the texture
  114831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114832. * @returns the transformed texture
  114833. */
  114834. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114835. /**
  114836. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114837. * @param rootUrl the url of the texture
  114838. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114839. * @returns the fallback texture
  114840. */
  114841. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114842. /**
  114843. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114844. * @param data contains the texture data
  114845. * @param texture defines the BabylonJS internal texture
  114846. * @param createPolynomials will be true if polynomials have been requested
  114847. * @param onLoad defines the callback to trigger once the texture is ready
  114848. * @param onError defines the callback to trigger in case of error
  114849. */
  114850. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114851. /**
  114852. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114853. * @param data contains the texture data
  114854. * @param texture defines the BabylonJS internal texture
  114855. * @param callback defines the method to call once ready to upload
  114856. */
  114857. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114858. }
  114859. }
  114860. declare module BABYLON {
  114861. /**
  114862. * 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.
  114863. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114864. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114865. */
  114866. export class CustomProceduralTexture extends ProceduralTexture {
  114867. private _animate;
  114868. private _time;
  114869. private _config;
  114870. private _texturePath;
  114871. /**
  114872. * Instantiates a new Custom Procedural Texture.
  114873. * 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.
  114874. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114875. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114876. * @param name Define the name of the texture
  114877. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114878. * @param size Define the size of the texture to create
  114879. * @param scene Define the scene the texture belongs to
  114880. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114881. * @param generateMipMaps Define if the texture should creates mip maps or not
  114882. */
  114883. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114884. private _loadJson;
  114885. /**
  114886. * Is the texture ready to be used ? (rendered at least once)
  114887. * @returns true if ready, otherwise, false.
  114888. */
  114889. isReady(): boolean;
  114890. /**
  114891. * Render the texture to its associated render target.
  114892. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114893. */
  114894. render(useCameraPostProcess?: boolean): void;
  114895. /**
  114896. * Update the list of dependant textures samplers in the shader.
  114897. */
  114898. updateTextures(): void;
  114899. /**
  114900. * Update the uniform values of the procedural texture in the shader.
  114901. */
  114902. updateShaderUniforms(): void;
  114903. /**
  114904. * Define if the texture animates or not.
  114905. */
  114906. animate: boolean;
  114907. }
  114908. }
  114909. declare module BABYLON {
  114910. /** @hidden */
  114911. export var noisePixelShader: {
  114912. name: string;
  114913. shader: string;
  114914. };
  114915. }
  114916. declare module BABYLON {
  114917. /**
  114918. * Class used to generate noise procedural textures
  114919. */
  114920. export class NoiseProceduralTexture extends ProceduralTexture {
  114921. private _time;
  114922. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114923. brightness: number;
  114924. /** Defines the number of octaves to process */
  114925. octaves: number;
  114926. /** Defines the level of persistence (0.8 by default) */
  114927. persistence: number;
  114928. /** Gets or sets animation speed factor (default is 1) */
  114929. animationSpeedFactor: number;
  114930. /**
  114931. * Creates a new NoiseProceduralTexture
  114932. * @param name defines the name fo the texture
  114933. * @param size defines the size of the texture (default is 256)
  114934. * @param scene defines the hosting scene
  114935. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114936. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114937. */
  114938. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114939. private _updateShaderUniforms;
  114940. protected _getDefines(): string;
  114941. /** Generate the current state of the procedural texture */
  114942. render(useCameraPostProcess?: boolean): void;
  114943. /**
  114944. * Serializes this noise procedural texture
  114945. * @returns a serialized noise procedural texture object
  114946. */
  114947. serialize(): any;
  114948. /**
  114949. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114950. * @param parsedTexture defines parsed texture data
  114951. * @param scene defines the current scene
  114952. * @param rootUrl defines the root URL containing noise procedural texture information
  114953. * @returns a parsed NoiseProceduralTexture
  114954. */
  114955. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114956. }
  114957. }
  114958. declare module BABYLON {
  114959. /**
  114960. * Raw cube texture where the raw buffers are passed in
  114961. */
  114962. export class RawCubeTexture extends CubeTexture {
  114963. /**
  114964. * Creates a cube texture where the raw buffers are passed in.
  114965. * @param scene defines the scene the texture is attached to
  114966. * @param data defines the array of data to use to create each face
  114967. * @param size defines the size of the textures
  114968. * @param format defines the format of the data
  114969. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114970. * @param generateMipMaps defines if the engine should generate the mip levels
  114971. * @param invertY defines if data must be stored with Y axis inverted
  114972. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114973. * @param compression defines the compression used (null by default)
  114974. */
  114975. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114976. /**
  114977. * Updates the raw cube texture.
  114978. * @param data defines the data to store
  114979. * @param format defines the data format
  114980. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114981. * @param invertY defines if data must be stored with Y axis inverted
  114982. * @param compression defines the compression used (null by default)
  114983. * @param level defines which level of the texture to update
  114984. */
  114985. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114986. /**
  114987. * Updates a raw cube texture with RGBD encoded data.
  114988. * @param data defines the array of data [mipmap][face] to use to create each face
  114989. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114990. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114991. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114992. * @returns a promsie that resolves when the operation is complete
  114993. */
  114994. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114995. /**
  114996. * Clones the raw cube texture.
  114997. * @return a new cube texture
  114998. */
  114999. clone(): CubeTexture;
  115000. /** @hidden */
  115001. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  115002. }
  115003. }
  115004. declare module BABYLON {
  115005. /**
  115006. * Class used to store 3D textures containing user data
  115007. */
  115008. export class RawTexture3D extends Texture {
  115009. /** Gets or sets the texture format to use */
  115010. format: number;
  115011. private _engine;
  115012. /**
  115013. * Create a new RawTexture3D
  115014. * @param data defines the data of the texture
  115015. * @param width defines the width of the texture
  115016. * @param height defines the height of the texture
  115017. * @param depth defines the depth of the texture
  115018. * @param format defines the texture format to use
  115019. * @param scene defines the hosting scene
  115020. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  115021. * @param invertY defines if texture must be stored with Y axis inverted
  115022. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  115023. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  115024. */
  115025. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  115026. /** Gets or sets the texture format to use */
  115027. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  115028. /**
  115029. * Update the texture with new data
  115030. * @param data defines the data to store in the texture
  115031. */
  115032. update(data: ArrayBufferView): void;
  115033. }
  115034. }
  115035. declare module BABYLON {
  115036. /**
  115037. * Creates a refraction texture used by refraction channel of the standard material.
  115038. * It is like a mirror but to see through a material.
  115039. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115040. */
  115041. export class RefractionTexture extends RenderTargetTexture {
  115042. /**
  115043. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  115044. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  115045. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115046. */
  115047. refractionPlane: Plane;
  115048. /**
  115049. * Define how deep under the surface we should see.
  115050. */
  115051. depth: number;
  115052. /**
  115053. * Creates a refraction texture used by refraction channel of the standard material.
  115054. * It is like a mirror but to see through a material.
  115055. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115056. * @param name Define the texture name
  115057. * @param size Define the size of the underlying texture
  115058. * @param scene Define the scene the refraction belongs to
  115059. * @param generateMipMaps Define if we need to generate mips level for the refraction
  115060. */
  115061. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  115062. /**
  115063. * Clone the refraction texture.
  115064. * @returns the cloned texture
  115065. */
  115066. clone(): RefractionTexture;
  115067. /**
  115068. * Serialize the texture to a JSON representation you could use in Parse later on
  115069. * @returns the serialized JSON representation
  115070. */
  115071. serialize(): any;
  115072. }
  115073. }
  115074. declare module BABYLON {
  115075. /**
  115076. * Defines the options related to the creation of an HtmlElementTexture
  115077. */
  115078. export interface IHtmlElementTextureOptions {
  115079. /**
  115080. * Defines wether mip maps should be created or not.
  115081. */
  115082. generateMipMaps?: boolean;
  115083. /**
  115084. * Defines the sampling mode of the texture.
  115085. */
  115086. samplingMode?: number;
  115087. /**
  115088. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  115089. */
  115090. engine: Nullable<Engine>;
  115091. /**
  115092. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  115093. */
  115094. scene: Nullable<Scene>;
  115095. }
  115096. /**
  115097. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  115098. * To be as efficient as possible depending on your constraints nothing aside the first upload
  115099. * is automatically managed.
  115100. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  115101. * in your application.
  115102. *
  115103. * As the update is not automatic, you need to call them manually.
  115104. */
  115105. export class HtmlElementTexture extends BaseTexture {
  115106. /**
  115107. * The texture URL.
  115108. */
  115109. element: HTMLVideoElement | HTMLCanvasElement;
  115110. private static readonly DefaultOptions;
  115111. private _textureMatrix;
  115112. private _engine;
  115113. private _isVideo;
  115114. private _generateMipMaps;
  115115. private _samplingMode;
  115116. /**
  115117. * Instantiates a HtmlElementTexture from the following parameters.
  115118. *
  115119. * @param name Defines the name of the texture
  115120. * @param element Defines the video or canvas the texture is filled with
  115121. * @param options Defines the other none mandatory texture creation options
  115122. */
  115123. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  115124. private _createInternalTexture;
  115125. /**
  115126. * Returns the texture matrix used in most of the material.
  115127. */
  115128. getTextureMatrix(): Matrix;
  115129. /**
  115130. * Updates the content of the texture.
  115131. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  115132. */
  115133. update(invertY?: Nullable<boolean>): void;
  115134. }
  115135. }
  115136. declare module BABYLON {
  115137. /**
  115138. * Enum used to define the target of a block
  115139. */
  115140. export enum NodeMaterialBlockTargets {
  115141. /** Vertex shader */
  115142. Vertex = 1,
  115143. /** Fragment shader */
  115144. Fragment = 2,
  115145. /** Neutral */
  115146. Neutral = 4,
  115147. /** Vertex and Fragment */
  115148. VertexAndFragment = 3
  115149. }
  115150. }
  115151. declare module BABYLON {
  115152. /**
  115153. * Defines the kind of connection point for node based material
  115154. */
  115155. export enum NodeMaterialBlockConnectionPointTypes {
  115156. /** Float */
  115157. Float = 1,
  115158. /** Int */
  115159. Int = 2,
  115160. /** Vector2 */
  115161. Vector2 = 4,
  115162. /** Vector3 */
  115163. Vector3 = 8,
  115164. /** Vector4 */
  115165. Vector4 = 16,
  115166. /** Color3 */
  115167. Color3 = 32,
  115168. /** Color4 */
  115169. Color4 = 64,
  115170. /** Matrix */
  115171. Matrix = 128,
  115172. /** Detect type based on connection */
  115173. AutoDetect = 1024,
  115174. /** Output type that will be defined by input type */
  115175. BasedOnInput = 2048
  115176. }
  115177. }
  115178. declare module BABYLON {
  115179. /**
  115180. * Root class for all node material optimizers
  115181. */
  115182. export class NodeMaterialOptimizer {
  115183. /**
  115184. * Function used to optimize a NodeMaterial graph
  115185. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  115186. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  115187. */
  115188. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  115189. }
  115190. }
  115191. declare module BABYLON {
  115192. /**
  115193. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  115194. */
  115195. export class TransformBlock extends NodeMaterialBlock {
  115196. /**
  115197. * Defines the value to use to complement W value to transform it to a Vector4
  115198. */
  115199. complementW: number;
  115200. /**
  115201. * Defines the value to use to complement z value to transform it to a Vector4
  115202. */
  115203. complementZ: number;
  115204. /**
  115205. * Creates a new TransformBlock
  115206. * @param name defines the block name
  115207. */
  115208. constructor(name: string);
  115209. /**
  115210. * Gets the current class name
  115211. * @returns the class name
  115212. */
  115213. getClassName(): string;
  115214. /**
  115215. * Gets the vector input
  115216. */
  115217. readonly vector: NodeMaterialConnectionPoint;
  115218. /**
  115219. * Gets the output component
  115220. */
  115221. readonly output: NodeMaterialConnectionPoint;
  115222. /**
  115223. * Gets the matrix transform input
  115224. */
  115225. readonly transform: NodeMaterialConnectionPoint;
  115226. protected _buildBlock(state: NodeMaterialBuildState): this;
  115227. serialize(): any;
  115228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115229. }
  115230. }
  115231. declare module BABYLON {
  115232. /**
  115233. * Block used to output the vertex position
  115234. */
  115235. export class VertexOutputBlock extends NodeMaterialBlock {
  115236. /**
  115237. * Creates a new VertexOutputBlock
  115238. * @param name defines the block name
  115239. */
  115240. constructor(name: string);
  115241. /**
  115242. * Gets the current class name
  115243. * @returns the class name
  115244. */
  115245. getClassName(): string;
  115246. /**
  115247. * Gets the vector input component
  115248. */
  115249. readonly vector: NodeMaterialConnectionPoint;
  115250. protected _buildBlock(state: NodeMaterialBuildState): this;
  115251. }
  115252. }
  115253. declare module BABYLON {
  115254. /**
  115255. * Block used to output the final color
  115256. */
  115257. export class FragmentOutputBlock extends NodeMaterialBlock {
  115258. /**
  115259. * Create a new FragmentOutputBlock
  115260. * @param name defines the block name
  115261. */
  115262. constructor(name: string);
  115263. /**
  115264. * Gets the current class name
  115265. * @returns the class name
  115266. */
  115267. getClassName(): string;
  115268. /**
  115269. * Gets the rgba input component
  115270. */
  115271. readonly rgba: NodeMaterialConnectionPoint;
  115272. /**
  115273. * Gets the rgb input component
  115274. */
  115275. readonly rgb: NodeMaterialConnectionPoint;
  115276. /**
  115277. * Gets the a input component
  115278. */
  115279. readonly a: NodeMaterialConnectionPoint;
  115280. protected _buildBlock(state: NodeMaterialBuildState): this;
  115281. }
  115282. }
  115283. declare module BABYLON {
  115284. /**
  115285. * Interface used to configure the node material editor
  115286. */
  115287. export interface INodeMaterialEditorOptions {
  115288. /** Define the URl to load node editor script */
  115289. editorURL?: string;
  115290. }
  115291. /** @hidden */
  115292. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  115293. /** BONES */
  115294. NUM_BONE_INFLUENCERS: number;
  115295. BonesPerMesh: number;
  115296. BONETEXTURE: boolean;
  115297. /** MORPH TARGETS */
  115298. MORPHTARGETS: boolean;
  115299. MORPHTARGETS_NORMAL: boolean;
  115300. MORPHTARGETS_TANGENT: boolean;
  115301. MORPHTARGETS_UV: boolean;
  115302. NUM_MORPH_INFLUENCERS: number;
  115303. /** IMAGE PROCESSING */
  115304. IMAGEPROCESSING: boolean;
  115305. VIGNETTE: boolean;
  115306. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115307. VIGNETTEBLENDMODEOPAQUE: boolean;
  115308. TONEMAPPING: boolean;
  115309. TONEMAPPING_ACES: boolean;
  115310. CONTRAST: boolean;
  115311. EXPOSURE: boolean;
  115312. COLORCURVES: boolean;
  115313. COLORGRADING: boolean;
  115314. COLORGRADING3D: boolean;
  115315. SAMPLER3DGREENDEPTH: boolean;
  115316. SAMPLER3DBGRMAP: boolean;
  115317. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115318. constructor();
  115319. setValue(name: string, value: boolean): void;
  115320. }
  115321. /**
  115322. * Class used to configure NodeMaterial
  115323. */
  115324. export interface INodeMaterialOptions {
  115325. /**
  115326. * Defines if blocks should emit comments
  115327. */
  115328. emitComments: boolean;
  115329. }
  115330. /**
  115331. * Class used to create a node based material built by assembling shader blocks
  115332. */
  115333. export class NodeMaterial extends PushMaterial {
  115334. private _options;
  115335. private _vertexCompilationState;
  115336. private _fragmentCompilationState;
  115337. private _sharedData;
  115338. private _buildId;
  115339. private _buildWasSuccessful;
  115340. private _cachedWorldViewMatrix;
  115341. private _cachedWorldViewProjectionMatrix;
  115342. private _optimizers;
  115343. /** Define the URl to load node editor script */
  115344. static EditorURL: string;
  115345. private BJSNODEMATERIALEDITOR;
  115346. /** Get the inspector from bundle or global */
  115347. private _getGlobalNodeMaterialEditor;
  115348. /**
  115349. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  115350. */
  115351. ignoreAlpha: boolean;
  115352. /**
  115353. * Defines the maximum number of lights that can be used in the material
  115354. */
  115355. maxSimultaneousLights: number;
  115356. /**
  115357. * Observable raised when the material is built
  115358. */
  115359. onBuildObservable: Observable<NodeMaterial>;
  115360. /**
  115361. * Gets or sets the root nodes of the material vertex shader
  115362. */
  115363. _vertexOutputNodes: NodeMaterialBlock[];
  115364. /**
  115365. * Gets or sets the root nodes of the material fragment (pixel) shader
  115366. */
  115367. _fragmentOutputNodes: NodeMaterialBlock[];
  115368. /** Gets or sets options to control the node material overall behavior */
  115369. options: INodeMaterialOptions;
  115370. /**
  115371. * Default configuration related to image processing available in the standard Material.
  115372. */
  115373. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115374. /**
  115375. * Gets the image processing configuration used either in this material.
  115376. */
  115377. /**
  115378. * Sets the Default image processing configuration used either in the this material.
  115379. *
  115380. * If sets to null, the scene one is in use.
  115381. */
  115382. imageProcessingConfiguration: ImageProcessingConfiguration;
  115383. /**
  115384. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  115385. */
  115386. attachedBlocks: NodeMaterialBlock[];
  115387. /**
  115388. * Create a new node based material
  115389. * @param name defines the material name
  115390. * @param scene defines the hosting scene
  115391. * @param options defines creation option
  115392. */
  115393. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115394. /**
  115395. * Gets the current class name of the material e.g. "NodeMaterial"
  115396. * @returns the class name
  115397. */
  115398. getClassName(): string;
  115399. /**
  115400. * Keep track of the image processing observer to allow dispose and replace.
  115401. */
  115402. private _imageProcessingObserver;
  115403. /**
  115404. * Attaches a new image processing configuration to the Standard Material.
  115405. * @param configuration
  115406. */
  115407. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115408. /**
  115409. * Adds a new optimizer to the list of optimizers
  115410. * @param optimizer defines the optimizers to add
  115411. * @returns the current material
  115412. */
  115413. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115414. /**
  115415. * Remove an optimizer from the list of optimizers
  115416. * @param optimizer defines the optimizers to remove
  115417. * @returns the current material
  115418. */
  115419. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115420. /**
  115421. * Add a new block to the list of output nodes
  115422. * @param node defines the node to add
  115423. * @returns the current material
  115424. */
  115425. addOutputNode(node: NodeMaterialBlock): this;
  115426. /**
  115427. * Remove a block from the list of root nodes
  115428. * @param node defines the node to remove
  115429. * @returns the current material
  115430. */
  115431. removeOutputNode(node: NodeMaterialBlock): this;
  115432. private _addVertexOutputNode;
  115433. private _removeVertexOutputNode;
  115434. private _addFragmentOutputNode;
  115435. private _removeFragmentOutputNode;
  115436. /**
  115437. * Specifies if the material will require alpha blending
  115438. * @returns a boolean specifying if alpha blending is needed
  115439. */
  115440. needAlphaBlending(): boolean;
  115441. /**
  115442. * Specifies if this material should be rendered in alpha test mode
  115443. * @returns a boolean specifying if an alpha test is needed.
  115444. */
  115445. needAlphaTesting(): boolean;
  115446. private _initializeBlock;
  115447. private _resetDualBlocks;
  115448. /**
  115449. * Build the material and generates the inner effect
  115450. * @param verbose defines if the build should log activity
  115451. */
  115452. build(verbose?: boolean): void;
  115453. /**
  115454. * Runs an otpimization phase to try to improve the shader code
  115455. */
  115456. optimize(): void;
  115457. private _prepareDefinesForAttributes;
  115458. /**
  115459. * Get if the submesh is ready to be used and all its information available.
  115460. * Child classes can use it to update shaders
  115461. * @param mesh defines the mesh to check
  115462. * @param subMesh defines which submesh to check
  115463. * @param useInstances specifies that instances should be used
  115464. * @returns a boolean indicating that the submesh is ready or not
  115465. */
  115466. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115467. /**
  115468. * Get a string representing the shaders built by the current node graph
  115469. */
  115470. readonly compiledShaders: string;
  115471. /**
  115472. * Binds the world matrix to the material
  115473. * @param world defines the world transformation matrix
  115474. */
  115475. bindOnlyWorldMatrix(world: Matrix): void;
  115476. /**
  115477. * Binds the submesh to this material by preparing the effect and shader to draw
  115478. * @param world defines the world transformation matrix
  115479. * @param mesh defines the mesh containing the submesh
  115480. * @param subMesh defines the submesh to bind the material to
  115481. */
  115482. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115483. /**
  115484. * Gets the active textures from the material
  115485. * @returns an array of textures
  115486. */
  115487. getActiveTextures(): BaseTexture[];
  115488. /**
  115489. * Specifies if the material uses a texture
  115490. * @param texture defines the texture to check against the material
  115491. * @returns a boolean specifying if the material uses the texture
  115492. */
  115493. hasTexture(texture: BaseTexture): boolean;
  115494. /**
  115495. * Disposes the material
  115496. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115497. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115498. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115499. */
  115500. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115501. /** Creates the node editor window. */
  115502. private _createNodeEditor;
  115503. /**
  115504. * Launch the node material editor
  115505. * @param config Define the configuration of the editor
  115506. * @return a promise fulfilled when the node editor is visible
  115507. */
  115508. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115509. /**
  115510. * Clear the current material
  115511. */
  115512. clear(): void;
  115513. /**
  115514. * Clear the current material and set it to a default state
  115515. */
  115516. setToDefault(): void;
  115517. private _gatherBlocks;
  115518. /**
  115519. * Serializes this material in a JSON representation
  115520. * @returns the serialized material object
  115521. */
  115522. serialize(): any;
  115523. /**
  115524. * Clear the current graph and load a new one from a serialization object
  115525. * @param source defines the JSON representation of the material
  115526. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115527. */
  115528. loadFromSerialization(source: any, rootUrl?: string): void;
  115529. /**
  115530. * Creates a node material from parsed material data
  115531. * @param source defines the JSON representation of the material
  115532. * @param scene defines the hosting scene
  115533. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115534. * @returns a new node material
  115535. */
  115536. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115537. }
  115538. }
  115539. declare module BABYLON {
  115540. /**
  115541. * Block used to read a texture from a sampler
  115542. */
  115543. export class TextureBlock extends NodeMaterialBlock {
  115544. private _defineName;
  115545. private _samplerName;
  115546. private _transformedUVName;
  115547. private _textureTransformName;
  115548. private _textureInfoName;
  115549. private _mainUVName;
  115550. private _mainUVDefineName;
  115551. /**
  115552. * Gets or sets the texture associated with the node
  115553. */
  115554. texture: Nullable<BaseTexture>;
  115555. /**
  115556. * Create a new TextureBlock
  115557. * @param name defines the block name
  115558. */
  115559. constructor(name: string);
  115560. /**
  115561. * Gets the current class name
  115562. * @returns the class name
  115563. */
  115564. getClassName(): string;
  115565. /**
  115566. * Gets the uv input component
  115567. */
  115568. readonly uv: NodeMaterialConnectionPoint;
  115569. /**
  115570. * Gets the output component
  115571. */
  115572. readonly output: NodeMaterialConnectionPoint;
  115573. autoConfigure(): void;
  115574. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115575. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115576. isReady(): boolean;
  115577. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115578. private _injectVertexCode;
  115579. private _writeOutput;
  115580. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115581. serialize(): any;
  115582. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115583. }
  115584. }
  115585. declare module BABYLON {
  115586. /**
  115587. * Class used to store shared data between 2 NodeMaterialBuildState
  115588. */
  115589. export class NodeMaterialBuildStateSharedData {
  115590. /**
  115591. * Gets the list of emitted varyings
  115592. */
  115593. varyings: string[];
  115594. /**
  115595. * Gets the varying declaration string
  115596. */
  115597. varyingDeclaration: string;
  115598. /**
  115599. * Input blocks
  115600. */
  115601. inputBlocks: InputBlock[];
  115602. /**
  115603. * Input blocks
  115604. */
  115605. textureBlocks: TextureBlock[];
  115606. /**
  115607. * Bindable blocks (Blocks that need to set data to the effect)
  115608. */
  115609. bindableBlocks: NodeMaterialBlock[];
  115610. /**
  115611. * List of blocks that can provide a compilation fallback
  115612. */
  115613. blocksWithFallbacks: NodeMaterialBlock[];
  115614. /**
  115615. * List of blocks that can provide a define update
  115616. */
  115617. blocksWithDefines: NodeMaterialBlock[];
  115618. /**
  115619. * List of blocks that can provide a repeatable content
  115620. */
  115621. repeatableContentBlocks: NodeMaterialBlock[];
  115622. /**
  115623. * List of blocks that can provide a dynamic list of uniforms
  115624. */
  115625. dynamicUniformBlocks: NodeMaterialBlock[];
  115626. /**
  115627. * List of blocks that can block the isReady function for the material
  115628. */
  115629. blockingBlocks: NodeMaterialBlock[];
  115630. /**
  115631. * Build Id used to avoid multiple recompilations
  115632. */
  115633. buildId: number;
  115634. /** List of emitted variables */
  115635. variableNames: {
  115636. [key: string]: number;
  115637. };
  115638. /** List of emitted defines */
  115639. defineNames: {
  115640. [key: string]: number;
  115641. };
  115642. /** Should emit comments? */
  115643. emitComments: boolean;
  115644. /** Emit build activity */
  115645. verbose: boolean;
  115646. /**
  115647. * Gets the compilation hints emitted at compilation time
  115648. */
  115649. hints: {
  115650. needWorldViewMatrix: boolean;
  115651. needWorldViewProjectionMatrix: boolean;
  115652. needAlphaBlending: boolean;
  115653. needAlphaTesting: boolean;
  115654. };
  115655. /**
  115656. * List of compilation checks
  115657. */
  115658. checks: {
  115659. emitVertex: boolean;
  115660. emitFragment: boolean;
  115661. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115662. };
  115663. /** Creates a new shared data */
  115664. constructor();
  115665. /**
  115666. * Emits console errors and exceptions if there is a failing check
  115667. */
  115668. emitErrors(): void;
  115669. }
  115670. }
  115671. declare module BABYLON {
  115672. /**
  115673. * Class used to store node based material build state
  115674. */
  115675. export class NodeMaterialBuildState {
  115676. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115677. supportUniformBuffers: boolean;
  115678. /**
  115679. * Gets the list of emitted attributes
  115680. */
  115681. attributes: string[];
  115682. /**
  115683. * Gets the list of emitted uniforms
  115684. */
  115685. uniforms: string[];
  115686. /**
  115687. * Gets the list of emitted uniform buffers
  115688. */
  115689. uniformBuffers: string[];
  115690. /**
  115691. * Gets the list of emitted samplers
  115692. */
  115693. samplers: string[];
  115694. /**
  115695. * Gets the list of emitted functions
  115696. */
  115697. functions: {
  115698. [key: string]: string;
  115699. };
  115700. /**
  115701. * Gets the target of the compilation state
  115702. */
  115703. target: NodeMaterialBlockTargets;
  115704. /**
  115705. * Gets the list of emitted counters
  115706. */
  115707. counters: {
  115708. [key: string]: number;
  115709. };
  115710. /**
  115711. * Shared data between multiple NodeMaterialBuildState instances
  115712. */
  115713. sharedData: NodeMaterialBuildStateSharedData;
  115714. /** @hidden */
  115715. _vertexState: NodeMaterialBuildState;
  115716. /** @hidden */
  115717. _attributeDeclaration: string;
  115718. /** @hidden */
  115719. _uniformDeclaration: string;
  115720. /** @hidden */
  115721. _samplerDeclaration: string;
  115722. /** @hidden */
  115723. _varyingTransfer: string;
  115724. private _repeatableContentAnchorIndex;
  115725. /** @hidden */
  115726. _builtCompilationString: string;
  115727. /**
  115728. * Gets the emitted compilation strings
  115729. */
  115730. compilationString: string;
  115731. /**
  115732. * Finalize the compilation strings
  115733. * @param state defines the current compilation state
  115734. */
  115735. finalize(state: NodeMaterialBuildState): void;
  115736. /** @hidden */
  115737. readonly _repeatableContentAnchor: string;
  115738. /** @hidden */
  115739. _getFreeVariableName(prefix: string): string;
  115740. /** @hidden */
  115741. _getFreeDefineName(prefix: string): string;
  115742. /** @hidden */
  115743. _excludeVariableName(name: string): void;
  115744. /** @hidden */
  115745. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115746. /** @hidden */
  115747. _emitFunction(name: string, code: string, comments: string): void;
  115748. /** @hidden */
  115749. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115750. replaceStrings?: {
  115751. search: RegExp;
  115752. replace: string;
  115753. }[];
  115754. repeatKey?: string;
  115755. }): string;
  115756. /** @hidden */
  115757. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115758. repeatKey?: string;
  115759. removeAttributes?: boolean;
  115760. removeUniforms?: boolean;
  115761. removeVaryings?: boolean;
  115762. removeIfDef?: boolean;
  115763. replaceStrings?: {
  115764. search: RegExp;
  115765. replace: string;
  115766. }[];
  115767. }, storeKey?: string): void;
  115768. /** @hidden */
  115769. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115770. /** @hidden */
  115771. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115772. }
  115773. }
  115774. declare module BABYLON {
  115775. /**
  115776. * Defines a block that can be used inside a node based material
  115777. */
  115778. export class NodeMaterialBlock {
  115779. private _buildId;
  115780. private _buildTarget;
  115781. private _target;
  115782. private _isFinalMerger;
  115783. private _isInput;
  115784. /** @hidden */
  115785. _inputs: NodeMaterialConnectionPoint[];
  115786. /** @hidden */
  115787. _outputs: NodeMaterialConnectionPoint[];
  115788. /**
  115789. * Gets or sets the name of the block
  115790. */
  115791. name: string;
  115792. /**
  115793. * Gets or sets the unique id of the node
  115794. */
  115795. uniqueId: number;
  115796. /**
  115797. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115798. */
  115799. readonly isFinalMerger: boolean;
  115800. /**
  115801. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115802. */
  115803. readonly isInput: boolean;
  115804. /**
  115805. * Gets or sets the build Id
  115806. */
  115807. buildId: number;
  115808. /**
  115809. * Gets or sets the target of the block
  115810. */
  115811. target: NodeMaterialBlockTargets;
  115812. /**
  115813. * Gets the list of input points
  115814. */
  115815. readonly inputs: NodeMaterialConnectionPoint[];
  115816. /** Gets the list of output points */
  115817. readonly outputs: NodeMaterialConnectionPoint[];
  115818. /**
  115819. * Find an input by its name
  115820. * @param name defines the name of the input to look for
  115821. * @returns the input or null if not found
  115822. */
  115823. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115824. /**
  115825. * Find an output by its name
  115826. * @param name defines the name of the outputto look for
  115827. * @returns the output or null if not found
  115828. */
  115829. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115830. /**
  115831. * Creates a new NodeMaterialBlock
  115832. * @param name defines the block name
  115833. * @param target defines the target of that block (Vertex by default)
  115834. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115835. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115836. */
  115837. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115838. /**
  115839. * Initialize the block and prepare the context for build
  115840. * @param state defines the state that will be used for the build
  115841. */
  115842. initialize(state: NodeMaterialBuildState): void;
  115843. /**
  115844. * Bind data to effect. Will only be called for blocks with isBindable === true
  115845. * @param effect defines the effect to bind data to
  115846. * @param nodeMaterial defines the hosting NodeMaterial
  115847. * @param mesh defines the mesh that will be rendered
  115848. */
  115849. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115850. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115851. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115852. protected _writeFloat(value: number): string;
  115853. /**
  115854. * Gets the current class name e.g. "NodeMaterialBlock"
  115855. * @returns the class name
  115856. */
  115857. getClassName(): string;
  115858. /**
  115859. * Register a new input. Must be called inside a block constructor
  115860. * @param name defines the connection point name
  115861. * @param type defines the connection point type
  115862. * @param isOptional defines a boolean indicating that this input can be omitted
  115863. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115864. * @returns the current block
  115865. */
  115866. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115867. /**
  115868. * Register a new output. Must be called inside a block constructor
  115869. * @param name defines the connection point name
  115870. * @param type defines the connection point type
  115871. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115872. * @returns the current block
  115873. */
  115874. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115875. /**
  115876. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115877. * @param forOutput defines an optional connection point to check compatibility with
  115878. * @returns the first available input or null
  115879. */
  115880. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115881. /**
  115882. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115883. * @param forBlock defines an optional block to check compatibility with
  115884. * @returns the first available input or null
  115885. */
  115886. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115887. /**
  115888. * Connect current block with another block
  115889. * @param other defines the block to connect with
  115890. * @param options define the various options to help pick the right connections
  115891. * @returns the current block
  115892. */
  115893. connectTo(other: NodeMaterialBlock, options?: {
  115894. input?: string;
  115895. output?: string;
  115896. outputSwizzle?: string;
  115897. }): this | undefined;
  115898. protected _buildBlock(state: NodeMaterialBuildState): void;
  115899. /**
  115900. * Add uniforms, samplers and uniform buffers at compilation time
  115901. * @param state defines the state to update
  115902. * @param nodeMaterial defines the node material requesting the update
  115903. * @param defines defines the material defines to update
  115904. */
  115905. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115906. /**
  115907. * Add potential fallbacks if shader compilation fails
  115908. * @param mesh defines the mesh to be rendered
  115909. * @param fallbacks defines the current prioritized list of fallbacks
  115910. */
  115911. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115912. /**
  115913. * Update defines for shader compilation
  115914. * @param mesh defines the mesh to be rendered
  115915. * @param nodeMaterial defines the node material requesting the update
  115916. * @param defines defines the material defines to update
  115917. * @param useInstances specifies that instances should be used
  115918. */
  115919. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115920. /**
  115921. * Initialize defines for shader compilation
  115922. * @param mesh defines the mesh to be rendered
  115923. * @param nodeMaterial defines the node material requesting the update
  115924. * @param defines defines the material defines to be prepared
  115925. * @param useInstances specifies that instances should be used
  115926. */
  115927. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115928. /**
  115929. * Lets the block try to connect some inputs automatically
  115930. */
  115931. autoConfigure(): void;
  115932. /**
  115933. * Function called when a block is declared as repeatable content generator
  115934. * @param vertexShaderState defines the current compilation state for the vertex shader
  115935. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115936. * @param mesh defines the mesh to be rendered
  115937. * @param defines defines the material defines to update
  115938. */
  115939. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115940. /**
  115941. * Checks if the block is ready
  115942. * @param mesh defines the mesh to be rendered
  115943. * @param nodeMaterial defines the node material requesting the update
  115944. * @param defines defines the material defines to update
  115945. * @param useInstances specifies that instances should be used
  115946. * @returns true if the block is ready
  115947. */
  115948. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115949. private _processBuild;
  115950. /**
  115951. * Compile the current node and generate the shader code
  115952. * @param state defines the current compilation state (uniforms, samplers, current string)
  115953. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115954. * @returns true if already built
  115955. */
  115956. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115957. /**
  115958. * Serializes this block in a JSON representation
  115959. * @returns the serialized block object
  115960. */
  115961. serialize(): any;
  115962. /** @hidden */
  115963. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115964. }
  115965. }
  115966. declare module BABYLON {
  115967. /**
  115968. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115969. */
  115970. export enum NodeMaterialBlockConnectionPointMode {
  115971. /** Value is an uniform */
  115972. Uniform = 0,
  115973. /** Value is a mesh attribute */
  115974. Attribute = 1,
  115975. /** Value is a varying between vertex and fragment shaders */
  115976. Varying = 2,
  115977. /** Mode is undefined */
  115978. Undefined = 3
  115979. }
  115980. }
  115981. declare module BABYLON {
  115982. /**
  115983. * Enum used to define well known values e.g. values automatically provided by the system
  115984. */
  115985. export enum NodeMaterialWellKnownValues {
  115986. /** World */
  115987. World = 1,
  115988. /** View */
  115989. View = 2,
  115990. /** Projection */
  115991. Projection = 3,
  115992. /** ViewProjection */
  115993. ViewProjection = 4,
  115994. /** WorldView */
  115995. WorldView = 5,
  115996. /** WorldViewProjection */
  115997. WorldViewProjection = 6,
  115998. /** CameraPosition */
  115999. CameraPosition = 7,
  116000. /** Fog Color */
  116001. FogColor = 8
  116002. }
  116003. }
  116004. declare module BABYLON {
  116005. /**
  116006. * Contains position and normal vectors for a vertex
  116007. */
  116008. export class PositionNormalVertex {
  116009. /** the position of the vertex (defaut: 0,0,0) */
  116010. position: Vector3;
  116011. /** the normal of the vertex (defaut: 0,1,0) */
  116012. normal: Vector3;
  116013. /**
  116014. * Creates a PositionNormalVertex
  116015. * @param position the position of the vertex (defaut: 0,0,0)
  116016. * @param normal the normal of the vertex (defaut: 0,1,0)
  116017. */
  116018. constructor(
  116019. /** the position of the vertex (defaut: 0,0,0) */
  116020. position?: Vector3,
  116021. /** the normal of the vertex (defaut: 0,1,0) */
  116022. normal?: Vector3);
  116023. /**
  116024. * Clones the PositionNormalVertex
  116025. * @returns the cloned PositionNormalVertex
  116026. */
  116027. clone(): PositionNormalVertex;
  116028. }
  116029. /**
  116030. * Contains position, normal and uv vectors for a vertex
  116031. */
  116032. export class PositionNormalTextureVertex {
  116033. /** the position of the vertex (defaut: 0,0,0) */
  116034. position: Vector3;
  116035. /** the normal of the vertex (defaut: 0,1,0) */
  116036. normal: Vector3;
  116037. /** the uv of the vertex (default: 0,0) */
  116038. uv: Vector2;
  116039. /**
  116040. * Creates a PositionNormalTextureVertex
  116041. * @param position the position of the vertex (defaut: 0,0,0)
  116042. * @param normal the normal of the vertex (defaut: 0,1,0)
  116043. * @param uv the uv of the vertex (default: 0,0)
  116044. */
  116045. constructor(
  116046. /** the position of the vertex (defaut: 0,0,0) */
  116047. position?: Vector3,
  116048. /** the normal of the vertex (defaut: 0,1,0) */
  116049. normal?: Vector3,
  116050. /** the uv of the vertex (default: 0,0) */
  116051. uv?: Vector2);
  116052. /**
  116053. * Clones the PositionNormalTextureVertex
  116054. * @returns the cloned PositionNormalTextureVertex
  116055. */
  116056. clone(): PositionNormalTextureVertex;
  116057. }
  116058. }
  116059. declare module BABYLON {
  116060. /**
  116061. * Block used to expose an input value
  116062. */
  116063. export class InputBlock extends NodeMaterialBlock {
  116064. private _mode;
  116065. private _associatedVariableName;
  116066. private _storedValue;
  116067. private _valueCallback;
  116068. private _type;
  116069. /** @hidden */
  116070. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116071. /**
  116072. * Gets or sets the connection point type (default is float)
  116073. */
  116074. readonly type: NodeMaterialBlockConnectionPointTypes;
  116075. /**
  116076. * Creates a new InputBlock
  116077. * @param name defines the block name
  116078. * @param target defines the target of that block (Vertex by default)
  116079. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  116080. */
  116081. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  116082. /**
  116083. * Gets the output component
  116084. */
  116085. readonly output: NodeMaterialConnectionPoint;
  116086. /**
  116087. * Set the source of this connection point to a vertex attribute
  116088. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  116089. * @returns the current connection point
  116090. */
  116091. setAsAttribute(attributeName?: string): InputBlock;
  116092. /**
  116093. * Set the source of this connection point to a well known value
  116094. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  116095. * @returns the current connection point
  116096. */
  116097. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  116098. /**
  116099. * Gets or sets the value of that point.
  116100. * Please note that this value will be ignored if valueCallback is defined
  116101. */
  116102. value: any;
  116103. /**
  116104. * Gets or sets a callback used to get the value of that point.
  116105. * Please note that setting this value will force the connection point to ignore the value property
  116106. */
  116107. valueCallback: () => any;
  116108. /**
  116109. * Gets or sets the associated variable name in the shader
  116110. */
  116111. associatedVariableName: string;
  116112. /**
  116113. * Gets a boolean indicating that this connection point not defined yet
  116114. */
  116115. readonly isUndefined: boolean;
  116116. /**
  116117. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  116118. * In this case the connection point name must be the name of the uniform to use.
  116119. * Can only be set on inputs
  116120. */
  116121. isUniform: boolean;
  116122. /**
  116123. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  116124. * In this case the connection point name must be the name of the attribute to use
  116125. * Can only be set on inputs
  116126. */
  116127. isAttribute: boolean;
  116128. /**
  116129. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  116130. * Can only be set on exit points
  116131. */
  116132. isVarying: boolean;
  116133. /**
  116134. * Gets a boolean indicating that the current connection point is a well known value
  116135. */
  116136. readonly isWellKnownValue: boolean;
  116137. /**
  116138. * Gets or sets the current well known value or null if not defined as well know value
  116139. */
  116140. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116141. /**
  116142. * Gets the current class name
  116143. * @returns the class name
  116144. */
  116145. getClassName(): string;
  116146. private _emitDefine;
  116147. /**
  116148. * Set the input block to its default value (based on its type)
  116149. */
  116150. setDefaultValue(): void;
  116151. private _emit;
  116152. /** @hidden */
  116153. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  116154. /** @hidden */
  116155. _transmit(effect: Effect, scene: Scene): void;
  116156. protected _buildBlock(state: NodeMaterialBuildState): void;
  116157. serialize(): any;
  116158. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116159. }
  116160. }
  116161. declare module BABYLON {
  116162. /**
  116163. * Defines a connection point for a block
  116164. */
  116165. export class NodeMaterialConnectionPoint {
  116166. /** @hidden */
  116167. _ownerBlock: NodeMaterialBlock;
  116168. /** @hidden */
  116169. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116170. private _endpoints;
  116171. private _associatedVariableName;
  116172. /** @hidden */
  116173. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  116174. private _type;
  116175. /** @hidden */
  116176. _enforceAssociatedVariableName: boolean;
  116177. /**
  116178. * Gets or sets the additional types supported byt this connection point
  116179. */
  116180. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  116181. /**
  116182. * Gets or sets the associated variable name in the shader
  116183. */
  116184. associatedVariableName: string;
  116185. /**
  116186. * Gets or sets the connection point type (default is float)
  116187. */
  116188. type: NodeMaterialBlockConnectionPointTypes;
  116189. /**
  116190. * Gets or sets the connection point name
  116191. */
  116192. name: string;
  116193. /**
  116194. * Gets or sets a boolean indicating that this connection point can be omitted
  116195. */
  116196. isOptional: boolean;
  116197. /**
  116198. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  116199. */
  116200. define: string;
  116201. /** Gets or sets the target of that connection point */
  116202. target: NodeMaterialBlockTargets;
  116203. /**
  116204. * Gets a boolean indicating that the current point is connected
  116205. */
  116206. readonly isConnected: boolean;
  116207. /**
  116208. * Gets a boolean indicating that the current point is connected to an input block
  116209. */
  116210. readonly isConnectedToInput: boolean;
  116211. /**
  116212. * Gets a the connected input block (if any)
  116213. */
  116214. readonly connectInputBlock: Nullable<InputBlock>;
  116215. /** Get the other side of the connection (if any) */
  116216. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116217. /** Get the block that owns this connection point */
  116218. readonly ownerBlock: NodeMaterialBlock;
  116219. /** Get the block connected on the other side of this connection (if any) */
  116220. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  116221. /** Get the block connected on the endpoints of this connection (if any) */
  116222. readonly connectedBlocks: Array<NodeMaterialBlock>;
  116223. /** Gets the list of connected endpoints */
  116224. readonly endpoints: NodeMaterialConnectionPoint[];
  116225. /**
  116226. * Creates a new connection point
  116227. * @param name defines the connection point name
  116228. * @param ownerBlock defines the block hosting this connection point
  116229. */
  116230. constructor(name: string, ownerBlock: NodeMaterialBlock);
  116231. /**
  116232. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  116233. * @returns the class name
  116234. */
  116235. getClassName(): string;
  116236. /**
  116237. * Gets an boolean indicating if the current point can be connected to another point
  116238. * @param connectionPoint defines the other connection point
  116239. * @returns true if the connection is possible
  116240. */
  116241. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  116242. /**
  116243. * Connect this point to another connection point
  116244. * @param connectionPoint defines the other connection point
  116245. * @returns the current connection point
  116246. */
  116247. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116248. /**
  116249. * Disconnect this point from one of his endpoint
  116250. * @param endpoint defines the other connection point
  116251. * @returns the current connection point
  116252. */
  116253. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116254. /**
  116255. * Serializes this point in a JSON representation
  116256. * @returns the serialized point object
  116257. */
  116258. serialize(): any;
  116259. }
  116260. }
  116261. declare module BABYLON {
  116262. /**
  116263. * Block used to add support for vertex skinning (bones)
  116264. */
  116265. export class BonesBlock extends NodeMaterialBlock {
  116266. /**
  116267. * Creates a new BonesBlock
  116268. * @param name defines the block name
  116269. */
  116270. constructor(name: string);
  116271. /**
  116272. * Initialize the block and prepare the context for build
  116273. * @param state defines the state that will be used for the build
  116274. */
  116275. initialize(state: NodeMaterialBuildState): void;
  116276. /**
  116277. * Gets the current class name
  116278. * @returns the class name
  116279. */
  116280. getClassName(): string;
  116281. /**
  116282. * Gets the matrix indices input component
  116283. */
  116284. readonly matricesIndices: NodeMaterialConnectionPoint;
  116285. /**
  116286. * Gets the matrix weights input component
  116287. */
  116288. readonly matricesWeights: NodeMaterialConnectionPoint;
  116289. /**
  116290. * Gets the extra matrix indices input component
  116291. */
  116292. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  116293. /**
  116294. * Gets the extra matrix weights input component
  116295. */
  116296. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  116297. /**
  116298. * Gets the world input component
  116299. */
  116300. readonly world: NodeMaterialConnectionPoint;
  116301. /**
  116302. * Gets the output component
  116303. */
  116304. readonly output: NodeMaterialConnectionPoint;
  116305. autoConfigure(): void;
  116306. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116307. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116308. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116309. protected _buildBlock(state: NodeMaterialBuildState): this;
  116310. }
  116311. }
  116312. declare module BABYLON {
  116313. /**
  116314. * Block used to add support for instances
  116315. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  116316. */
  116317. export class InstancesBlock extends NodeMaterialBlock {
  116318. /**
  116319. * Creates a new InstancesBlock
  116320. * @param name defines the block name
  116321. */
  116322. constructor(name: string);
  116323. /**
  116324. * Gets the current class name
  116325. * @returns the class name
  116326. */
  116327. getClassName(): string;
  116328. /**
  116329. * Gets the first world row input component
  116330. */
  116331. readonly world0: NodeMaterialConnectionPoint;
  116332. /**
  116333. * Gets the second world row input component
  116334. */
  116335. readonly world1: NodeMaterialConnectionPoint;
  116336. /**
  116337. * Gets the third world row input component
  116338. */
  116339. readonly world2: NodeMaterialConnectionPoint;
  116340. /**
  116341. * Gets the forth world row input component
  116342. */
  116343. readonly world3: NodeMaterialConnectionPoint;
  116344. /**
  116345. * Gets the world input component
  116346. */
  116347. readonly world: NodeMaterialConnectionPoint;
  116348. /**
  116349. * Gets the output component
  116350. */
  116351. readonly output: NodeMaterialConnectionPoint;
  116352. autoConfigure(): void;
  116353. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116354. protected _buildBlock(state: NodeMaterialBuildState): this;
  116355. }
  116356. }
  116357. declare module BABYLON {
  116358. /**
  116359. * Block used to add morph targets support to vertex shader
  116360. */
  116361. export class MorphTargetsBlock extends NodeMaterialBlock {
  116362. private _repeatableContentAnchor;
  116363. private _repeatebleContentGenerated;
  116364. /**
  116365. * Create a new MorphTargetsBlock
  116366. * @param name defines the block name
  116367. */
  116368. constructor(name: string);
  116369. /**
  116370. * Gets the current class name
  116371. * @returns the class name
  116372. */
  116373. getClassName(): string;
  116374. /**
  116375. * Gets the position input component
  116376. */
  116377. readonly position: NodeMaterialConnectionPoint;
  116378. /**
  116379. * Gets the normal input component
  116380. */
  116381. readonly normal: NodeMaterialConnectionPoint;
  116382. /**
  116383. * Gets the tangent input component
  116384. */
  116385. readonly tangent: NodeMaterialConnectionPoint;
  116386. /**
  116387. * Gets the tangent input component
  116388. */
  116389. readonly uv: NodeMaterialConnectionPoint;
  116390. /**
  116391. * Gets the position output component
  116392. */
  116393. readonly positionOutput: NodeMaterialConnectionPoint;
  116394. /**
  116395. * Gets the normal output component
  116396. */
  116397. readonly normalOutput: NodeMaterialConnectionPoint;
  116398. /**
  116399. * Gets the tangent output component
  116400. */
  116401. readonly tangentOutput: NodeMaterialConnectionPoint;
  116402. /**
  116403. * Gets the tangent output component
  116404. */
  116405. readonly uvOutput: NodeMaterialConnectionPoint;
  116406. initialize(state: NodeMaterialBuildState): void;
  116407. autoConfigure(): void;
  116408. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116409. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116410. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116411. protected _buildBlock(state: NodeMaterialBuildState): this;
  116412. }
  116413. }
  116414. declare module BABYLON {
  116415. /**
  116416. * Block used to add an alpha test in the fragment shader
  116417. */
  116418. export class AlphaTestBlock extends NodeMaterialBlock {
  116419. /**
  116420. * Gets or sets the alpha value where alpha testing happens
  116421. */
  116422. alphaCutOff: number;
  116423. /**
  116424. * Create a new AlphaTestBlock
  116425. * @param name defines the block name
  116426. */
  116427. constructor(name: string);
  116428. /**
  116429. * Gets the current class name
  116430. * @returns the class name
  116431. */
  116432. getClassName(): string;
  116433. /**
  116434. * Gets the color input component
  116435. */
  116436. readonly color: NodeMaterialConnectionPoint;
  116437. /**
  116438. * Gets the alpha input component
  116439. */
  116440. readonly alpha: NodeMaterialConnectionPoint;
  116441. protected _buildBlock(state: NodeMaterialBuildState): this;
  116442. }
  116443. }
  116444. declare module BABYLON {
  116445. /**
  116446. * Block used to create a Color3/4 out of individual inputs (one for each component)
  116447. */
  116448. export class ColorMergerBlock extends NodeMaterialBlock {
  116449. /**
  116450. * Create a new ColorMergerBlock
  116451. * @param name defines the block name
  116452. */
  116453. constructor(name: string);
  116454. /**
  116455. * Gets the current class name
  116456. * @returns the class name
  116457. */
  116458. getClassName(): string;
  116459. /**
  116460. * Gets the r component (input)
  116461. */
  116462. readonly r: NodeMaterialConnectionPoint;
  116463. /**
  116464. * Gets the g component (input)
  116465. */
  116466. readonly g: NodeMaterialConnectionPoint;
  116467. /**
  116468. * Gets the b component (input)
  116469. */
  116470. readonly b: NodeMaterialConnectionPoint;
  116471. /**
  116472. * Gets the a component (input)
  116473. */
  116474. readonly a: NodeMaterialConnectionPoint;
  116475. /**
  116476. * Gets the rgba component (output)
  116477. */
  116478. readonly rgba: NodeMaterialConnectionPoint;
  116479. /**
  116480. * Gets the rgb component (output)
  116481. */
  116482. readonly rgb: NodeMaterialConnectionPoint;
  116483. protected _buildBlock(state: NodeMaterialBuildState): this;
  116484. }
  116485. }
  116486. declare module BABYLON {
  116487. /**
  116488. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  116489. */
  116490. export class VectorMergerBlock extends NodeMaterialBlock {
  116491. /**
  116492. * Create a new VectorMergerBlock
  116493. * @param name defines the block name
  116494. */
  116495. constructor(name: string);
  116496. /**
  116497. * Gets the current class name
  116498. * @returns the class name
  116499. */
  116500. getClassName(): string;
  116501. /**
  116502. * Gets the x component (input)
  116503. */
  116504. readonly x: NodeMaterialConnectionPoint;
  116505. /**
  116506. * Gets the y component (input)
  116507. */
  116508. readonly y: NodeMaterialConnectionPoint;
  116509. /**
  116510. * Gets the z component (input)
  116511. */
  116512. readonly z: NodeMaterialConnectionPoint;
  116513. /**
  116514. * Gets the w component (input)
  116515. */
  116516. readonly w: NodeMaterialConnectionPoint;
  116517. /**
  116518. * Gets the xyzw component (output)
  116519. */
  116520. readonly xyzw: NodeMaterialConnectionPoint;
  116521. /**
  116522. * Gets the xyz component (output)
  116523. */
  116524. readonly xyz: NodeMaterialConnectionPoint;
  116525. /**
  116526. * Gets the xy component (output)
  116527. */
  116528. readonly xy: NodeMaterialConnectionPoint;
  116529. protected _buildBlock(state: NodeMaterialBuildState): this;
  116530. }
  116531. }
  116532. declare module BABYLON {
  116533. /**
  116534. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  116535. */
  116536. export class ColorSplitterBlock extends NodeMaterialBlock {
  116537. /**
  116538. * Create a new ColorSplitterBlock
  116539. * @param name defines the block name
  116540. */
  116541. constructor(name: string);
  116542. /**
  116543. * Gets the current class name
  116544. * @returns the class name
  116545. */
  116546. getClassName(): string;
  116547. /**
  116548. * Gets the rgba component (input)
  116549. */
  116550. readonly rgba: NodeMaterialConnectionPoint;
  116551. /**
  116552. * Gets the rgb component (input)
  116553. */
  116554. readonly rgbIn: NodeMaterialConnectionPoint;
  116555. /**
  116556. * Gets the rgb component (output)
  116557. */
  116558. readonly rgbOut: NodeMaterialConnectionPoint;
  116559. /**
  116560. * Gets the r component (output)
  116561. */
  116562. readonly r: NodeMaterialConnectionPoint;
  116563. /**
  116564. * Gets the g component (output)
  116565. */
  116566. readonly g: NodeMaterialConnectionPoint;
  116567. /**
  116568. * Gets the b component (output)
  116569. */
  116570. readonly b: NodeMaterialConnectionPoint;
  116571. /**
  116572. * Gets the a component (output)
  116573. */
  116574. readonly a: NodeMaterialConnectionPoint;
  116575. protected _buildBlock(state: NodeMaterialBuildState): this;
  116576. }
  116577. }
  116578. declare module BABYLON {
  116579. /**
  116580. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  116581. */
  116582. export class VectorSplitterBlock extends NodeMaterialBlock {
  116583. /**
  116584. * Create a new VectorSplitterBlock
  116585. * @param name defines the block name
  116586. */
  116587. constructor(name: string);
  116588. /**
  116589. * Gets the current class name
  116590. * @returns the class name
  116591. */
  116592. getClassName(): string;
  116593. /**
  116594. * Gets the xyzw component (input)
  116595. */
  116596. readonly xyzw: NodeMaterialConnectionPoint;
  116597. /**
  116598. * Gets the xyz component (input)
  116599. */
  116600. readonly xyzIn: NodeMaterialConnectionPoint;
  116601. /**
  116602. * Gets the xyz component (output)
  116603. */
  116604. readonly xyzOut: NodeMaterialConnectionPoint;
  116605. /**
  116606. * Gets the xy component (output)
  116607. */
  116608. readonly xy: NodeMaterialConnectionPoint;
  116609. /**
  116610. * Gets the x component (output)
  116611. */
  116612. readonly x: NodeMaterialConnectionPoint;
  116613. /**
  116614. * Gets the y component (output)
  116615. */
  116616. readonly y: NodeMaterialConnectionPoint;
  116617. /**
  116618. * Gets the z component (output)
  116619. */
  116620. readonly z: NodeMaterialConnectionPoint;
  116621. /**
  116622. * Gets the w component (output)
  116623. */
  116624. readonly w: NodeMaterialConnectionPoint;
  116625. protected _buildBlock(state: NodeMaterialBuildState): this;
  116626. }
  116627. }
  116628. declare module BABYLON {
  116629. /**
  116630. * Block used to add image processing support to fragment shader
  116631. */
  116632. export class ImageProcessingBlock extends NodeMaterialBlock {
  116633. /**
  116634. * Create a new ImageProcessingBlock
  116635. * @param name defines the block name
  116636. */
  116637. constructor(name: string);
  116638. /**
  116639. * Gets the current class name
  116640. * @returns the class name
  116641. */
  116642. getClassName(): string;
  116643. /**
  116644. * Gets the color input component
  116645. */
  116646. readonly color: NodeMaterialConnectionPoint;
  116647. /**
  116648. * Gets the output component
  116649. */
  116650. readonly output: NodeMaterialConnectionPoint;
  116651. /**
  116652. * Initialize the block and prepare the context for build
  116653. * @param state defines the state that will be used for the build
  116654. */
  116655. initialize(state: NodeMaterialBuildState): void;
  116656. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116657. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116658. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116659. protected _buildBlock(state: NodeMaterialBuildState): this;
  116660. }
  116661. }
  116662. declare module BABYLON {
  116663. /**
  116664. * Block used to add support for scene fog
  116665. */
  116666. export class FogBlock extends NodeMaterialBlock {
  116667. private _fogDistanceName;
  116668. private _fogParameters;
  116669. /**
  116670. * Create a new FogBlock
  116671. * @param name defines the block name
  116672. */
  116673. constructor(name: string);
  116674. /**
  116675. * Gets the current class name
  116676. * @returns the class name
  116677. */
  116678. getClassName(): string;
  116679. /**
  116680. * Gets the world position input component
  116681. */
  116682. readonly worldPosition: NodeMaterialConnectionPoint;
  116683. /**
  116684. * Gets the view input component
  116685. */
  116686. readonly view: NodeMaterialConnectionPoint;
  116687. /**
  116688. * Gets the color input component
  116689. */
  116690. readonly color: NodeMaterialConnectionPoint;
  116691. /**
  116692. * Gets the fog color input component
  116693. */
  116694. readonly fogColor: NodeMaterialConnectionPoint;
  116695. /**
  116696. * Gets the output component
  116697. */
  116698. readonly output: NodeMaterialConnectionPoint;
  116699. autoConfigure(): void;
  116700. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116701. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116702. protected _buildBlock(state: NodeMaterialBuildState): this;
  116703. }
  116704. }
  116705. declare module BABYLON {
  116706. /**
  116707. * Block used to add light in the fragment shader
  116708. */
  116709. export class LightBlock extends NodeMaterialBlock {
  116710. private _lightId;
  116711. /**
  116712. * Gets or sets the light associated with this block
  116713. */
  116714. light: Nullable<Light>;
  116715. /**
  116716. * Create a new LightBlock
  116717. * @param name defines the block name
  116718. */
  116719. constructor(name: string);
  116720. /**
  116721. * Gets the current class name
  116722. * @returns the class name
  116723. */
  116724. getClassName(): string;
  116725. /**
  116726. * Gets the world position input component
  116727. */
  116728. readonly worldPosition: NodeMaterialConnectionPoint;
  116729. /**
  116730. * Gets the world normal input component
  116731. */
  116732. readonly worldNormal: NodeMaterialConnectionPoint;
  116733. /**
  116734. * Gets the camera (or eye) position component
  116735. */
  116736. readonly cameraPosition: NodeMaterialConnectionPoint;
  116737. /**
  116738. * Gets the diffuse output component
  116739. */
  116740. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116741. /**
  116742. * Gets the specular output component
  116743. */
  116744. readonly specularOutput: NodeMaterialConnectionPoint;
  116745. autoConfigure(): void;
  116746. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116747. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116748. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116749. private _injectVertexCode;
  116750. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116751. serialize(): any;
  116752. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116753. }
  116754. }
  116755. declare module BABYLON {
  116756. /**
  116757. * Block used to multiply 2 values
  116758. */
  116759. export class MultiplyBlock extends NodeMaterialBlock {
  116760. /**
  116761. * Creates a new MultiplyBlock
  116762. * @param name defines the block name
  116763. */
  116764. constructor(name: string);
  116765. /**
  116766. * Gets the current class name
  116767. * @returns the class name
  116768. */
  116769. getClassName(): string;
  116770. /**
  116771. * Gets the left operand input component
  116772. */
  116773. readonly left: NodeMaterialConnectionPoint;
  116774. /**
  116775. * Gets the right operand input component
  116776. */
  116777. readonly right: NodeMaterialConnectionPoint;
  116778. /**
  116779. * Gets the output component
  116780. */
  116781. readonly output: NodeMaterialConnectionPoint;
  116782. protected _buildBlock(state: NodeMaterialBuildState): this;
  116783. }
  116784. }
  116785. declare module BABYLON {
  116786. /**
  116787. * Block used to add 2 vectors
  116788. */
  116789. export class AddBlock extends NodeMaterialBlock {
  116790. /**
  116791. * Creates a new AddBlock
  116792. * @param name defines the block name
  116793. */
  116794. constructor(name: string);
  116795. /**
  116796. * Gets the current class name
  116797. * @returns the class name
  116798. */
  116799. getClassName(): string;
  116800. /**
  116801. * Gets the left operand input component
  116802. */
  116803. readonly left: NodeMaterialConnectionPoint;
  116804. /**
  116805. * Gets the right operand input component
  116806. */
  116807. readonly right: NodeMaterialConnectionPoint;
  116808. /**
  116809. * Gets the output component
  116810. */
  116811. readonly output: NodeMaterialConnectionPoint;
  116812. protected _buildBlock(state: NodeMaterialBuildState): this;
  116813. }
  116814. }
  116815. declare module BABYLON {
  116816. /**
  116817. * Block used to clamp a float
  116818. */
  116819. export class ClampBlock extends NodeMaterialBlock {
  116820. /** Gets or sets the minimum range */
  116821. minimum: number;
  116822. /** Gets or sets the maximum range */
  116823. maximum: number;
  116824. /**
  116825. * Creates a new ClampBlock
  116826. * @param name defines the block name
  116827. */
  116828. constructor(name: string);
  116829. /**
  116830. * Gets the current class name
  116831. * @returns the class name
  116832. */
  116833. getClassName(): string;
  116834. /**
  116835. * Gets the value input component
  116836. */
  116837. readonly value: NodeMaterialConnectionPoint;
  116838. /**
  116839. * Gets the output component
  116840. */
  116841. readonly output: NodeMaterialConnectionPoint;
  116842. protected _buildBlock(state: NodeMaterialBuildState): this;
  116843. }
  116844. }
  116845. declare module BABYLON {
  116846. /**
  116847. * Block used to apply a cross product between 2 vectors
  116848. */
  116849. export class CrossBlock extends NodeMaterialBlock {
  116850. /**
  116851. * Creates a new CrossBlock
  116852. * @param name defines the block name
  116853. */
  116854. constructor(name: string);
  116855. /**
  116856. * Gets the current class name
  116857. * @returns the class name
  116858. */
  116859. getClassName(): string;
  116860. /**
  116861. * Gets the left operand input component
  116862. */
  116863. readonly left: NodeMaterialConnectionPoint;
  116864. /**
  116865. * Gets the right operand input component
  116866. */
  116867. readonly right: NodeMaterialConnectionPoint;
  116868. /**
  116869. * Gets the output component
  116870. */
  116871. readonly output: NodeMaterialConnectionPoint;
  116872. protected _buildBlock(state: NodeMaterialBuildState): this;
  116873. }
  116874. }
  116875. declare module BABYLON {
  116876. /**
  116877. * Block used to apply a dot product between 2 vectors
  116878. */
  116879. export class DotBlock extends NodeMaterialBlock {
  116880. /**
  116881. * Creates a new DotBlock
  116882. * @param name defines the block name
  116883. */
  116884. constructor(name: string);
  116885. /**
  116886. * Gets the current class name
  116887. * @returns the class name
  116888. */
  116889. getClassName(): string;
  116890. /**
  116891. * Gets the left operand input component
  116892. */
  116893. readonly left: NodeMaterialConnectionPoint;
  116894. /**
  116895. * Gets the right operand input component
  116896. */
  116897. readonly right: NodeMaterialConnectionPoint;
  116898. /**
  116899. * Gets the output component
  116900. */
  116901. readonly output: NodeMaterialConnectionPoint;
  116902. protected _buildBlock(state: NodeMaterialBuildState): this;
  116903. }
  116904. }
  116905. declare module BABYLON {
  116906. /**
  116907. * Block used to remap a float from a range to a new one
  116908. */
  116909. export class RemapBlock extends NodeMaterialBlock {
  116910. /**
  116911. * Gets or sets the source range
  116912. */
  116913. sourceRange: Vector2;
  116914. /**
  116915. * Gets or sets the target range
  116916. */
  116917. targetRange: Vector2;
  116918. /**
  116919. * Creates a new RemapBlock
  116920. * @param name defines the block name
  116921. */
  116922. constructor(name: string);
  116923. /**
  116924. * Gets the current class name
  116925. * @returns the class name
  116926. */
  116927. getClassName(): string;
  116928. /**
  116929. * Gets the input component
  116930. */
  116931. readonly input: NodeMaterialConnectionPoint;
  116932. /**
  116933. * Gets the output component
  116934. */
  116935. readonly output: NodeMaterialConnectionPoint;
  116936. protected _buildBlock(state: NodeMaterialBuildState): this;
  116937. }
  116938. }
  116939. declare module BABYLON {
  116940. /**
  116941. * Block used to normalize a vector
  116942. */
  116943. export class NormalizeBlock extends NodeMaterialBlock {
  116944. /**
  116945. * Creates a new NormalizeBlock
  116946. * @param name defines the block name
  116947. */
  116948. constructor(name: string);
  116949. /**
  116950. * Gets the current class name
  116951. * @returns the class name
  116952. */
  116953. getClassName(): string;
  116954. /**
  116955. * Gets the input component
  116956. */
  116957. readonly input: NodeMaterialConnectionPoint;
  116958. /**
  116959. * Gets the output component
  116960. */
  116961. readonly output: NodeMaterialConnectionPoint;
  116962. protected _buildBlock(state: NodeMaterialBuildState): this;
  116963. }
  116964. }
  116965. declare module BABYLON {
  116966. /**
  116967. * Effect Render Options
  116968. */
  116969. export interface IEffectRendererOptions {
  116970. /**
  116971. * Defines the vertices positions.
  116972. */
  116973. positions?: number[];
  116974. /**
  116975. * Defines the indices.
  116976. */
  116977. indices?: number[];
  116978. }
  116979. /**
  116980. * Helper class to render one or more effects
  116981. */
  116982. export class EffectRenderer {
  116983. private engine;
  116984. private static _DefaultOptions;
  116985. private _vertexBuffers;
  116986. private _indexBuffer;
  116987. private _ringBufferIndex;
  116988. private _ringScreenBuffer;
  116989. private _fullscreenViewport;
  116990. private _getNextFrameBuffer;
  116991. /**
  116992. * Creates an effect renderer
  116993. * @param engine the engine to use for rendering
  116994. * @param options defines the options of the effect renderer
  116995. */
  116996. constructor(engine: Engine, options?: IEffectRendererOptions);
  116997. /**
  116998. * Sets the current viewport in normalized coordinates 0-1
  116999. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  117000. */
  117001. setViewport(viewport?: Viewport): void;
  117002. /**
  117003. * Sets the current effect wrapper to use during draw.
  117004. * The effect needs to be ready before calling this api.
  117005. * This also sets the default full screen position attribute.
  117006. * @param effectWrapper Defines the effect to draw with
  117007. */
  117008. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  117009. /**
  117010. * Draws a full screen quad.
  117011. */
  117012. draw(): void;
  117013. /**
  117014. * renders one or more effects to a specified texture
  117015. * @param effectWrappers list of effects to renderer
  117016. * @param outputTexture texture to draw to, if null it will render to the screen
  117017. */
  117018. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  117019. /**
  117020. * Disposes of the effect renderer
  117021. */
  117022. dispose(): void;
  117023. }
  117024. /**
  117025. * Options to create an EffectWrapper
  117026. */
  117027. interface EffectWrapperCreationOptions {
  117028. /**
  117029. * Engine to use to create the effect
  117030. */
  117031. engine: Engine;
  117032. /**
  117033. * Fragment shader for the effect
  117034. */
  117035. fragmentShader: string;
  117036. /**
  117037. * Vertex shader for the effect
  117038. */
  117039. vertexShader: string;
  117040. /**
  117041. * Attributes to use in the shader
  117042. */
  117043. attributeNames?: Array<string>;
  117044. /**
  117045. * Uniforms to use in the shader
  117046. */
  117047. uniformNames?: Array<string>;
  117048. /**
  117049. * Texture sampler names to use in the shader
  117050. */
  117051. samplerNames?: Array<string>;
  117052. /**
  117053. * The friendly name of the effect displayed in Spector.
  117054. */
  117055. name?: string;
  117056. }
  117057. /**
  117058. * Wraps an effect to be used for rendering
  117059. */
  117060. export class EffectWrapper {
  117061. /**
  117062. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  117063. */
  117064. onApplyObservable: Observable<{}>;
  117065. /**
  117066. * The underlying effect
  117067. */
  117068. effect: Effect;
  117069. /**
  117070. * Creates an effect to be renderer
  117071. * @param creationOptions options to create the effect
  117072. */
  117073. constructor(creationOptions: EffectWrapperCreationOptions);
  117074. /**
  117075. * Disposes of the effect wrapper
  117076. */
  117077. dispose(): void;
  117078. }
  117079. }
  117080. declare module BABYLON {
  117081. /**
  117082. * Helper class to push actions to a pool of workers.
  117083. */
  117084. export class WorkerPool implements IDisposable {
  117085. private _workerInfos;
  117086. private _pendingActions;
  117087. /**
  117088. * Constructor
  117089. * @param workers Array of workers to use for actions
  117090. */
  117091. constructor(workers: Array<Worker>);
  117092. /**
  117093. * Terminates all workers and clears any pending actions.
  117094. */
  117095. dispose(): void;
  117096. /**
  117097. * Pushes an action to the worker pool. If all the workers are active, the action will be
  117098. * pended until a worker has completed its action.
  117099. * @param action The action to perform. Call onComplete when the action is complete.
  117100. */
  117101. push(action: (worker: Worker, onComplete: () => void) => void): void;
  117102. private _execute;
  117103. }
  117104. }
  117105. declare module BABYLON {
  117106. /**
  117107. * Configuration for Draco compression
  117108. */
  117109. export interface IDracoCompressionConfiguration {
  117110. /**
  117111. * Configuration for the decoder.
  117112. */
  117113. decoder: {
  117114. /**
  117115. * The url to the WebAssembly module.
  117116. */
  117117. wasmUrl?: string;
  117118. /**
  117119. * The url to the WebAssembly binary.
  117120. */
  117121. wasmBinaryUrl?: string;
  117122. /**
  117123. * The url to the fallback JavaScript module.
  117124. */
  117125. fallbackUrl?: string;
  117126. };
  117127. }
  117128. /**
  117129. * Draco compression (https://google.github.io/draco/)
  117130. *
  117131. * This class wraps the Draco module.
  117132. *
  117133. * **Encoder**
  117134. *
  117135. * The encoder is not currently implemented.
  117136. *
  117137. * **Decoder**
  117138. *
  117139. * 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.
  117140. *
  117141. * To update the configuration, use the following code:
  117142. * ```javascript
  117143. * DracoCompression.Configuration = {
  117144. * decoder: {
  117145. * wasmUrl: "<url to the WebAssembly library>",
  117146. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  117147. * fallbackUrl: "<url to the fallback JavaScript library>",
  117148. * }
  117149. * };
  117150. * ```
  117151. *
  117152. * 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.
  117153. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  117154. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  117155. *
  117156. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  117157. * ```javascript
  117158. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  117159. * ```
  117160. *
  117161. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  117162. */
  117163. export class DracoCompression implements IDisposable {
  117164. private _workerPoolPromise?;
  117165. private _decoderModulePromise?;
  117166. /**
  117167. * The configuration. Defaults to the following urls:
  117168. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  117169. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  117170. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  117171. */
  117172. static Configuration: IDracoCompressionConfiguration;
  117173. /**
  117174. * Returns true if the decoder configuration is available.
  117175. */
  117176. static readonly DecoderAvailable: boolean;
  117177. /**
  117178. * Default number of workers to create when creating the draco compression object.
  117179. */
  117180. static DefaultNumWorkers: number;
  117181. private static GetDefaultNumWorkers;
  117182. private static _Default;
  117183. /**
  117184. * Default instance for the draco compression object.
  117185. */
  117186. static readonly Default: DracoCompression;
  117187. /**
  117188. * Constructor
  117189. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  117190. */
  117191. constructor(numWorkers?: number);
  117192. /**
  117193. * Stop all async operations and release resources.
  117194. */
  117195. dispose(): void;
  117196. /**
  117197. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  117198. * @returns a promise that resolves when ready
  117199. */
  117200. whenReadyAsync(): Promise<void>;
  117201. /**
  117202. * Decode Draco compressed mesh data to vertex data.
  117203. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  117204. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  117205. * @returns A promise that resolves with the decoded vertex data
  117206. */
  117207. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  117208. [kind: string]: number;
  117209. }): Promise<VertexData>;
  117210. }
  117211. }
  117212. declare module BABYLON {
  117213. /**
  117214. * Class for building Constructive Solid Geometry
  117215. */
  117216. export class CSG {
  117217. private polygons;
  117218. /**
  117219. * The world matrix
  117220. */
  117221. matrix: Matrix;
  117222. /**
  117223. * Stores the position
  117224. */
  117225. position: Vector3;
  117226. /**
  117227. * Stores the rotation
  117228. */
  117229. rotation: Vector3;
  117230. /**
  117231. * Stores the rotation quaternion
  117232. */
  117233. rotationQuaternion: Nullable<Quaternion>;
  117234. /**
  117235. * Stores the scaling vector
  117236. */
  117237. scaling: Vector3;
  117238. /**
  117239. * Convert the Mesh to CSG
  117240. * @param mesh The Mesh to convert to CSG
  117241. * @returns A new CSG from the Mesh
  117242. */
  117243. static FromMesh(mesh: Mesh): CSG;
  117244. /**
  117245. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  117246. * @param polygons Polygons used to construct a CSG solid
  117247. */
  117248. private static FromPolygons;
  117249. /**
  117250. * Clones, or makes a deep copy, of the CSG
  117251. * @returns A new CSG
  117252. */
  117253. clone(): CSG;
  117254. /**
  117255. * Unions this CSG with another CSG
  117256. * @param csg The CSG to union against this CSG
  117257. * @returns The unioned CSG
  117258. */
  117259. union(csg: CSG): CSG;
  117260. /**
  117261. * Unions this CSG with another CSG in place
  117262. * @param csg The CSG to union against this CSG
  117263. */
  117264. unionInPlace(csg: CSG): void;
  117265. /**
  117266. * Subtracts this CSG with another CSG
  117267. * @param csg The CSG to subtract against this CSG
  117268. * @returns A new CSG
  117269. */
  117270. subtract(csg: CSG): CSG;
  117271. /**
  117272. * Subtracts this CSG with another CSG in place
  117273. * @param csg The CSG to subtact against this CSG
  117274. */
  117275. subtractInPlace(csg: CSG): void;
  117276. /**
  117277. * Intersect this CSG with another CSG
  117278. * @param csg The CSG to intersect against this CSG
  117279. * @returns A new CSG
  117280. */
  117281. intersect(csg: CSG): CSG;
  117282. /**
  117283. * Intersects this CSG with another CSG in place
  117284. * @param csg The CSG to intersect against this CSG
  117285. */
  117286. intersectInPlace(csg: CSG): void;
  117287. /**
  117288. * Return a new CSG solid with solid and empty space switched. This solid is
  117289. * not modified.
  117290. * @returns A new CSG solid with solid and empty space switched
  117291. */
  117292. inverse(): CSG;
  117293. /**
  117294. * Inverses the CSG in place
  117295. */
  117296. inverseInPlace(): void;
  117297. /**
  117298. * This is used to keep meshes transformations so they can be restored
  117299. * when we build back a Babylon Mesh
  117300. * NB : All CSG operations are performed in world coordinates
  117301. * @param csg The CSG to copy the transform attributes from
  117302. * @returns This CSG
  117303. */
  117304. copyTransformAttributes(csg: CSG): CSG;
  117305. /**
  117306. * Build Raw mesh from CSG
  117307. * Coordinates here are in world space
  117308. * @param name The name of the mesh geometry
  117309. * @param scene The Scene
  117310. * @param keepSubMeshes Specifies if the submeshes should be kept
  117311. * @returns A new Mesh
  117312. */
  117313. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  117314. /**
  117315. * Build Mesh from CSG taking material and transforms into account
  117316. * @param name The name of the Mesh
  117317. * @param material The material of the Mesh
  117318. * @param scene The Scene
  117319. * @param keepSubMeshes Specifies if submeshes should be kept
  117320. * @returns The new Mesh
  117321. */
  117322. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  117323. }
  117324. }
  117325. declare module BABYLON {
  117326. /**
  117327. * Class used to create a trail following a mesh
  117328. */
  117329. export class TrailMesh extends Mesh {
  117330. private _generator;
  117331. private _autoStart;
  117332. private _running;
  117333. private _diameter;
  117334. private _length;
  117335. private _sectionPolygonPointsCount;
  117336. private _sectionVectors;
  117337. private _sectionNormalVectors;
  117338. private _beforeRenderObserver;
  117339. /**
  117340. * @constructor
  117341. * @param name The value used by scene.getMeshByName() to do a lookup.
  117342. * @param generator The mesh to generate a trail.
  117343. * @param scene The scene to add this mesh to.
  117344. * @param diameter Diameter of trailing mesh. Default is 1.
  117345. * @param length Length of trailing mesh. Default is 60.
  117346. * @param autoStart Automatically start trailing mesh. Default true.
  117347. */
  117348. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  117349. /**
  117350. * "TrailMesh"
  117351. * @returns "TrailMesh"
  117352. */
  117353. getClassName(): string;
  117354. private _createMesh;
  117355. /**
  117356. * Start trailing mesh.
  117357. */
  117358. start(): void;
  117359. /**
  117360. * Stop trailing mesh.
  117361. */
  117362. stop(): void;
  117363. /**
  117364. * Update trailing mesh geometry.
  117365. */
  117366. update(): void;
  117367. /**
  117368. * Returns a new TrailMesh object.
  117369. * @param name is a string, the name given to the new mesh
  117370. * @param newGenerator use new generator object for cloned trail mesh
  117371. * @returns a new mesh
  117372. */
  117373. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  117374. /**
  117375. * Serializes this trail mesh
  117376. * @param serializationObject object to write serialization to
  117377. */
  117378. serialize(serializationObject: any): void;
  117379. /**
  117380. * Parses a serialized trail mesh
  117381. * @param parsedMesh the serialized mesh
  117382. * @param scene the scene to create the trail mesh in
  117383. * @returns the created trail mesh
  117384. */
  117385. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  117386. }
  117387. }
  117388. declare module BABYLON {
  117389. /**
  117390. * Class containing static functions to help procedurally build meshes
  117391. */
  117392. export class TiledBoxBuilder {
  117393. /**
  117394. * Creates a box mesh
  117395. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  117396. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117397. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117398. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117399. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117400. * @param name defines the name of the mesh
  117401. * @param options defines the options used to create the mesh
  117402. * @param scene defines the hosting scene
  117403. * @returns the box mesh
  117404. */
  117405. static CreateTiledBox(name: string, options: {
  117406. pattern?: number;
  117407. width?: number;
  117408. height?: number;
  117409. depth?: number;
  117410. tileSize?: number;
  117411. tileWidth?: number;
  117412. tileHeight?: number;
  117413. alignHorizontal?: number;
  117414. alignVertical?: number;
  117415. faceUV?: Vector4[];
  117416. faceColors?: Color4[];
  117417. sideOrientation?: number;
  117418. updatable?: boolean;
  117419. }, scene?: Nullable<Scene>): Mesh;
  117420. }
  117421. }
  117422. declare module BABYLON {
  117423. /**
  117424. * Class containing static functions to help procedurally build meshes
  117425. */
  117426. export class TorusKnotBuilder {
  117427. /**
  117428. * Creates a torus knot mesh
  117429. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117430. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117431. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117432. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117433. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117434. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117435. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117436. * @param name defines the name of the mesh
  117437. * @param options defines the options used to create the mesh
  117438. * @param scene defines the hosting scene
  117439. * @returns the torus knot mesh
  117440. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117441. */
  117442. static CreateTorusKnot(name: string, options: {
  117443. radius?: number;
  117444. tube?: number;
  117445. radialSegments?: number;
  117446. tubularSegments?: number;
  117447. p?: number;
  117448. q?: number;
  117449. updatable?: boolean;
  117450. sideOrientation?: number;
  117451. frontUVs?: Vector4;
  117452. backUVs?: Vector4;
  117453. }, scene: any): Mesh;
  117454. }
  117455. }
  117456. declare module BABYLON {
  117457. /**
  117458. * Polygon
  117459. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  117460. */
  117461. export class Polygon {
  117462. /**
  117463. * Creates a rectangle
  117464. * @param xmin bottom X coord
  117465. * @param ymin bottom Y coord
  117466. * @param xmax top X coord
  117467. * @param ymax top Y coord
  117468. * @returns points that make the resulting rectation
  117469. */
  117470. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  117471. /**
  117472. * Creates a circle
  117473. * @param radius radius of circle
  117474. * @param cx scale in x
  117475. * @param cy scale in y
  117476. * @param numberOfSides number of sides that make up the circle
  117477. * @returns points that make the resulting circle
  117478. */
  117479. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  117480. /**
  117481. * Creates a polygon from input string
  117482. * @param input Input polygon data
  117483. * @returns the parsed points
  117484. */
  117485. static Parse(input: string): Vector2[];
  117486. /**
  117487. * Starts building a polygon from x and y coordinates
  117488. * @param x x coordinate
  117489. * @param y y coordinate
  117490. * @returns the started path2
  117491. */
  117492. static StartingAt(x: number, y: number): Path2;
  117493. }
  117494. /**
  117495. * Builds a polygon
  117496. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  117497. */
  117498. export class PolygonMeshBuilder {
  117499. private _points;
  117500. private _outlinepoints;
  117501. private _holes;
  117502. private _name;
  117503. private _scene;
  117504. private _epoints;
  117505. private _eholes;
  117506. private _addToepoint;
  117507. /**
  117508. * Babylon reference to the earcut plugin.
  117509. */
  117510. bjsEarcut: any;
  117511. /**
  117512. * Creates a PolygonMeshBuilder
  117513. * @param name name of the builder
  117514. * @param contours Path of the polygon
  117515. * @param scene scene to add to when creating the mesh
  117516. * @param earcutInjection can be used to inject your own earcut reference
  117517. */
  117518. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117519. /**
  117520. * Adds a whole within the polygon
  117521. * @param hole Array of points defining the hole
  117522. * @returns this
  117523. */
  117524. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117525. /**
  117526. * Creates the polygon
  117527. * @param updatable If the mesh should be updatable
  117528. * @param depth The depth of the mesh created
  117529. * @returns the created mesh
  117530. */
  117531. build(updatable?: boolean, depth?: number): Mesh;
  117532. /**
  117533. * Creates the polygon
  117534. * @param depth The depth of the mesh created
  117535. * @returns the created VertexData
  117536. */
  117537. buildVertexData(depth?: number): VertexData;
  117538. /**
  117539. * Adds a side to the polygon
  117540. * @param positions points that make the polygon
  117541. * @param normals normals of the polygon
  117542. * @param uvs uvs of the polygon
  117543. * @param indices indices of the polygon
  117544. * @param bounds bounds of the polygon
  117545. * @param points points of the polygon
  117546. * @param depth depth of the polygon
  117547. * @param flip flip of the polygon
  117548. */
  117549. private addSide;
  117550. }
  117551. }
  117552. declare module BABYLON {
  117553. /**
  117554. * Class containing static functions to help procedurally build meshes
  117555. */
  117556. export class PolygonBuilder {
  117557. /**
  117558. * Creates a polygon mesh
  117559. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117560. * * 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
  117561. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117562. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117563. * * 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)
  117564. * * Remember you can only change the shape positions, not their number when updating a polygon
  117565. * @param name defines the name of the mesh
  117566. * @param options defines the options used to create the mesh
  117567. * @param scene defines the hosting scene
  117568. * @param earcutInjection can be used to inject your own earcut reference
  117569. * @returns the polygon mesh
  117570. */
  117571. static CreatePolygon(name: string, options: {
  117572. shape: Vector3[];
  117573. holes?: Vector3[][];
  117574. depth?: number;
  117575. faceUV?: Vector4[];
  117576. faceColors?: Color4[];
  117577. updatable?: boolean;
  117578. sideOrientation?: number;
  117579. frontUVs?: Vector4;
  117580. backUVs?: Vector4;
  117581. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117582. /**
  117583. * Creates an extruded polygon mesh, with depth in the Y direction.
  117584. * * 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)
  117585. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117586. * @param name defines the name of the mesh
  117587. * @param options defines the options used to create the mesh
  117588. * @param scene defines the hosting scene
  117589. * @param earcutInjection can be used to inject your own earcut reference
  117590. * @returns the polygon mesh
  117591. */
  117592. static ExtrudePolygon(name: string, options: {
  117593. shape: Vector3[];
  117594. holes?: Vector3[][];
  117595. depth?: number;
  117596. faceUV?: Vector4[];
  117597. faceColors?: Color4[];
  117598. updatable?: boolean;
  117599. sideOrientation?: number;
  117600. frontUVs?: Vector4;
  117601. backUVs?: Vector4;
  117602. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117603. }
  117604. }
  117605. declare module BABYLON {
  117606. /**
  117607. * Class containing static functions to help procedurally build meshes
  117608. */
  117609. export class LatheBuilder {
  117610. /**
  117611. * Creates lathe mesh.
  117612. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117613. * * 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
  117614. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117615. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117616. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117617. * * 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
  117618. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117619. * * 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
  117620. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117621. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117622. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117623. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117624. * @param name defines the name of the mesh
  117625. * @param options defines the options used to create the mesh
  117626. * @param scene defines the hosting scene
  117627. * @returns the lathe mesh
  117628. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117629. */
  117630. static CreateLathe(name: string, options: {
  117631. shape: Vector3[];
  117632. radius?: number;
  117633. tessellation?: number;
  117634. clip?: number;
  117635. arc?: number;
  117636. closed?: boolean;
  117637. updatable?: boolean;
  117638. sideOrientation?: number;
  117639. frontUVs?: Vector4;
  117640. backUVs?: Vector4;
  117641. cap?: number;
  117642. invertUV?: boolean;
  117643. }, scene?: Nullable<Scene>): Mesh;
  117644. }
  117645. }
  117646. declare module BABYLON {
  117647. /**
  117648. * Class containing static functions to help procedurally build meshes
  117649. */
  117650. export class TiledPlaneBuilder {
  117651. /**
  117652. * Creates a tiled plane mesh
  117653. * * The parameter `pattern` will, depending on value, do nothing or
  117654. * * * flip (reflect about central vertical) alternate tiles across and up
  117655. * * * flip every tile on alternate rows
  117656. * * * rotate (180 degs) alternate tiles across and up
  117657. * * * rotate every tile on alternate rows
  117658. * * * flip and rotate alternate tiles across and up
  117659. * * * flip and rotate every tile on alternate rows
  117660. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117661. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117662. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117663. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117664. * * 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)
  117665. * * 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)
  117666. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117667. * @param name defines the name of the mesh
  117668. * @param options defines the options used to create the mesh
  117669. * @param scene defines the hosting scene
  117670. * @returns the box mesh
  117671. */
  117672. static CreateTiledPlane(name: string, options: {
  117673. pattern?: number;
  117674. tileSize?: number;
  117675. tileWidth?: number;
  117676. tileHeight?: number;
  117677. size?: number;
  117678. width?: number;
  117679. height?: number;
  117680. alignHorizontal?: number;
  117681. alignVertical?: number;
  117682. sideOrientation?: number;
  117683. frontUVs?: Vector4;
  117684. backUVs?: Vector4;
  117685. updatable?: boolean;
  117686. }, scene?: Nullable<Scene>): Mesh;
  117687. }
  117688. }
  117689. declare module BABYLON {
  117690. /**
  117691. * Class containing static functions to help procedurally build meshes
  117692. */
  117693. export class TubeBuilder {
  117694. /**
  117695. * Creates a tube mesh.
  117696. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117697. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117698. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117699. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117700. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117701. * * 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)
  117702. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117703. * * 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
  117704. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  117705. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117706. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117707. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117709. * @param name defines the name of the mesh
  117710. * @param options defines the options used to create the mesh
  117711. * @param scene defines the hosting scene
  117712. * @returns the tube mesh
  117713. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117714. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117715. */
  117716. static CreateTube(name: string, options: {
  117717. path: Vector3[];
  117718. radius?: number;
  117719. tessellation?: number;
  117720. radiusFunction?: {
  117721. (i: number, distance: number): number;
  117722. };
  117723. cap?: number;
  117724. arc?: number;
  117725. updatable?: boolean;
  117726. sideOrientation?: number;
  117727. frontUVs?: Vector4;
  117728. backUVs?: Vector4;
  117729. instance?: Mesh;
  117730. invertUV?: boolean;
  117731. }, scene?: Nullable<Scene>): Mesh;
  117732. }
  117733. }
  117734. declare module BABYLON {
  117735. /**
  117736. * Class containing static functions to help procedurally build meshes
  117737. */
  117738. export class IcoSphereBuilder {
  117739. /**
  117740. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117741. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117742. * * 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`)
  117743. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117744. * * 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
  117745. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117746. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117748. * @param name defines the name of the mesh
  117749. * @param options defines the options used to create the mesh
  117750. * @param scene defines the hosting scene
  117751. * @returns the icosahedron mesh
  117752. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117753. */
  117754. static CreateIcoSphere(name: string, options: {
  117755. radius?: number;
  117756. radiusX?: number;
  117757. radiusY?: number;
  117758. radiusZ?: number;
  117759. flat?: boolean;
  117760. subdivisions?: number;
  117761. sideOrientation?: number;
  117762. frontUVs?: Vector4;
  117763. backUVs?: Vector4;
  117764. updatable?: boolean;
  117765. }, scene?: Nullable<Scene>): Mesh;
  117766. }
  117767. }
  117768. declare module BABYLON {
  117769. /**
  117770. * Class containing static functions to help procedurally build meshes
  117771. */
  117772. export class DecalBuilder {
  117773. /**
  117774. * Creates a decal mesh.
  117775. * 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
  117776. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117777. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117778. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117779. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117780. * @param name defines the name of the mesh
  117781. * @param sourceMesh defines the mesh where the decal must be applied
  117782. * @param options defines the options used to create the mesh
  117783. * @param scene defines the hosting scene
  117784. * @returns the decal mesh
  117785. * @see https://doc.babylonjs.com/how_to/decals
  117786. */
  117787. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117788. position?: Vector3;
  117789. normal?: Vector3;
  117790. size?: Vector3;
  117791. angle?: number;
  117792. }): Mesh;
  117793. }
  117794. }
  117795. declare module BABYLON {
  117796. /**
  117797. * Class containing static functions to help procedurally build meshes
  117798. */
  117799. export class MeshBuilder {
  117800. /**
  117801. * Creates a box mesh
  117802. * * The parameter `size` sets the size (float) of each box side (default 1)
  117803. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117804. * * 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)
  117805. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117807. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117809. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117810. * @param name defines the name of the mesh
  117811. * @param options defines the options used to create the mesh
  117812. * @param scene defines the hosting scene
  117813. * @returns the box mesh
  117814. */
  117815. static CreateBox(name: string, options: {
  117816. size?: number;
  117817. width?: number;
  117818. height?: number;
  117819. depth?: number;
  117820. faceUV?: Vector4[];
  117821. faceColors?: Color4[];
  117822. sideOrientation?: number;
  117823. frontUVs?: Vector4;
  117824. backUVs?: Vector4;
  117825. updatable?: boolean;
  117826. }, scene?: Nullable<Scene>): Mesh;
  117827. /**
  117828. * Creates a tiled box mesh
  117829. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117831. * @param name defines the name of the mesh
  117832. * @param options defines the options used to create the mesh
  117833. * @param scene defines the hosting scene
  117834. * @returns the tiled box mesh
  117835. */
  117836. static CreateTiledBox(name: string, options: {
  117837. pattern?: number;
  117838. size?: number;
  117839. width?: number;
  117840. height?: number;
  117841. depth: number;
  117842. tileSize?: number;
  117843. tileWidth?: number;
  117844. tileHeight?: number;
  117845. faceUV?: Vector4[];
  117846. faceColors?: Color4[];
  117847. alignHorizontal?: number;
  117848. alignVertical?: number;
  117849. sideOrientation?: number;
  117850. updatable?: boolean;
  117851. }, scene?: Nullable<Scene>): Mesh;
  117852. /**
  117853. * Creates a sphere mesh
  117854. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117855. * * 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`)
  117856. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117857. * * 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
  117858. * * 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)
  117859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117860. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117862. * @param name defines the name of the mesh
  117863. * @param options defines the options used to create the mesh
  117864. * @param scene defines the hosting scene
  117865. * @returns the sphere mesh
  117866. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117867. */
  117868. static CreateSphere(name: string, options: {
  117869. segments?: number;
  117870. diameter?: number;
  117871. diameterX?: number;
  117872. diameterY?: number;
  117873. diameterZ?: number;
  117874. arc?: number;
  117875. slice?: number;
  117876. sideOrientation?: number;
  117877. frontUVs?: Vector4;
  117878. backUVs?: Vector4;
  117879. updatable?: boolean;
  117880. }, scene?: Nullable<Scene>): Mesh;
  117881. /**
  117882. * Creates a plane polygonal mesh. By default, this is a disc
  117883. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117884. * * 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
  117885. * * 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
  117886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117887. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117889. * @param name defines the name of the mesh
  117890. * @param options defines the options used to create the mesh
  117891. * @param scene defines the hosting scene
  117892. * @returns the plane polygonal mesh
  117893. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117894. */
  117895. static CreateDisc(name: string, options: {
  117896. radius?: number;
  117897. tessellation?: number;
  117898. arc?: number;
  117899. updatable?: boolean;
  117900. sideOrientation?: number;
  117901. frontUVs?: Vector4;
  117902. backUVs?: Vector4;
  117903. }, scene?: Nullable<Scene>): Mesh;
  117904. /**
  117905. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117906. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117907. * * 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`)
  117908. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117909. * * 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
  117910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117911. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117913. * @param name defines the name of the mesh
  117914. * @param options defines the options used to create the mesh
  117915. * @param scene defines the hosting scene
  117916. * @returns the icosahedron mesh
  117917. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117918. */
  117919. static CreateIcoSphere(name: string, options: {
  117920. radius?: number;
  117921. radiusX?: number;
  117922. radiusY?: number;
  117923. radiusZ?: number;
  117924. flat?: boolean;
  117925. subdivisions?: number;
  117926. sideOrientation?: number;
  117927. frontUVs?: Vector4;
  117928. backUVs?: Vector4;
  117929. updatable?: boolean;
  117930. }, scene?: Nullable<Scene>): Mesh;
  117931. /**
  117932. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117933. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117934. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117935. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117936. * * 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
  117937. * * 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
  117938. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  117939. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117940. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117941. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117942. * * 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
  117943. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117944. * * 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
  117945. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117946. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117947. * @param name defines the name of the mesh
  117948. * @param options defines the options used to create the mesh
  117949. * @param scene defines the hosting scene
  117950. * @returns the ribbon mesh
  117951. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117952. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117953. */
  117954. static CreateRibbon(name: string, options: {
  117955. pathArray: Vector3[][];
  117956. closeArray?: boolean;
  117957. closePath?: boolean;
  117958. offset?: number;
  117959. updatable?: boolean;
  117960. sideOrientation?: number;
  117961. frontUVs?: Vector4;
  117962. backUVs?: Vector4;
  117963. instance?: Mesh;
  117964. invertUV?: boolean;
  117965. uvs?: Vector2[];
  117966. colors?: Color4[];
  117967. }, scene?: Nullable<Scene>): Mesh;
  117968. /**
  117969. * Creates a cylinder or a cone mesh
  117970. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117971. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117972. * * 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.
  117973. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117974. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117975. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117976. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117977. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  117978. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117979. * * 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).
  117980. * * 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
  117981. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117982. * * 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
  117983. * * 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.
  117984. * * If `enclose` is false, a ring surface is one element.
  117985. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117986. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  117987. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117988. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117989. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117990. * @param name defines the name of the mesh
  117991. * @param options defines the options used to create the mesh
  117992. * @param scene defines the hosting scene
  117993. * @returns the cylinder mesh
  117994. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117995. */
  117996. static CreateCylinder(name: string, options: {
  117997. height?: number;
  117998. diameterTop?: number;
  117999. diameterBottom?: number;
  118000. diameter?: number;
  118001. tessellation?: number;
  118002. subdivisions?: number;
  118003. arc?: number;
  118004. faceColors?: Color4[];
  118005. faceUV?: Vector4[];
  118006. updatable?: boolean;
  118007. hasRings?: boolean;
  118008. enclose?: boolean;
  118009. cap?: number;
  118010. sideOrientation?: number;
  118011. frontUVs?: Vector4;
  118012. backUVs?: Vector4;
  118013. }, scene?: Nullable<Scene>): Mesh;
  118014. /**
  118015. * Creates a torus mesh
  118016. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  118017. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  118018. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  118019. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118020. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118022. * @param name defines the name of the mesh
  118023. * @param options defines the options used to create the mesh
  118024. * @param scene defines the hosting scene
  118025. * @returns the torus mesh
  118026. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  118027. */
  118028. static CreateTorus(name: string, options: {
  118029. diameter?: number;
  118030. thickness?: number;
  118031. tessellation?: number;
  118032. updatable?: boolean;
  118033. sideOrientation?: number;
  118034. frontUVs?: Vector4;
  118035. backUVs?: Vector4;
  118036. }, scene?: Nullable<Scene>): Mesh;
  118037. /**
  118038. * Creates a torus knot mesh
  118039. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118040. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118041. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118042. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118043. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118044. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118045. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118046. * @param name defines the name of the mesh
  118047. * @param options defines the options used to create the mesh
  118048. * @param scene defines the hosting scene
  118049. * @returns the torus knot mesh
  118050. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118051. */
  118052. static CreateTorusKnot(name: string, options: {
  118053. radius?: number;
  118054. tube?: number;
  118055. radialSegments?: number;
  118056. tubularSegments?: number;
  118057. p?: number;
  118058. q?: number;
  118059. updatable?: boolean;
  118060. sideOrientation?: number;
  118061. frontUVs?: Vector4;
  118062. backUVs?: Vector4;
  118063. }, scene?: Nullable<Scene>): Mesh;
  118064. /**
  118065. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  118066. * * 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
  118067. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  118068. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  118069. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  118070. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  118071. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  118072. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118073. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  118074. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118075. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  118076. * @param name defines the name of the new line system
  118077. * @param options defines the options used to create the line system
  118078. * @param scene defines the hosting scene
  118079. * @returns a new line system mesh
  118080. */
  118081. static CreateLineSystem(name: string, options: {
  118082. lines: Vector3[][];
  118083. updatable?: boolean;
  118084. instance?: Nullable<LinesMesh>;
  118085. colors?: Nullable<Color4[][]>;
  118086. useVertexAlpha?: boolean;
  118087. }, scene: Nullable<Scene>): LinesMesh;
  118088. /**
  118089. * Creates a line mesh
  118090. * 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
  118091. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118092. * * The parameter `points` is an array successive Vector3
  118093. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118094. * * The optional parameter `colors` is an array of successive Color4, one per line point
  118095. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  118096. * * When updating an instance, remember that only point positions can change, not the number of points
  118097. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118098. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  118099. * @param name defines the name of the new line system
  118100. * @param options defines the options used to create the line system
  118101. * @param scene defines the hosting scene
  118102. * @returns a new line mesh
  118103. */
  118104. static CreateLines(name: string, options: {
  118105. points: Vector3[];
  118106. updatable?: boolean;
  118107. instance?: Nullable<LinesMesh>;
  118108. colors?: Color4[];
  118109. useVertexAlpha?: boolean;
  118110. }, scene?: Nullable<Scene>): LinesMesh;
  118111. /**
  118112. * Creates a dashed line mesh
  118113. * * 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
  118114. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118115. * * The parameter `points` is an array successive Vector3
  118116. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  118117. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  118118. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  118119. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  118120. * * When updating an instance, remember that only point positions can change, not the number of points
  118121. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118122. * @param name defines the name of the mesh
  118123. * @param options defines the options used to create the mesh
  118124. * @param scene defines the hosting scene
  118125. * @returns the dashed line mesh
  118126. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  118127. */
  118128. static CreateDashedLines(name: string, options: {
  118129. points: Vector3[];
  118130. dashSize?: number;
  118131. gapSize?: number;
  118132. dashNb?: number;
  118133. updatable?: boolean;
  118134. instance?: LinesMesh;
  118135. }, scene?: Nullable<Scene>): LinesMesh;
  118136. /**
  118137. * 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.
  118138. * * 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.
  118139. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118140. * * 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.
  118141. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118142. * * 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
  118143. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118144. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118145. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118146. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118147. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118148. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118149. * @param name defines the name of the mesh
  118150. * @param options defines the options used to create the mesh
  118151. * @param scene defines the hosting scene
  118152. * @returns the extruded shape mesh
  118153. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118154. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118155. */
  118156. static ExtrudeShape(name: string, options: {
  118157. shape: Vector3[];
  118158. path: Vector3[];
  118159. scale?: number;
  118160. rotation?: number;
  118161. cap?: number;
  118162. updatable?: boolean;
  118163. sideOrientation?: number;
  118164. frontUVs?: Vector4;
  118165. backUVs?: Vector4;
  118166. instance?: Mesh;
  118167. invertUV?: boolean;
  118168. }, scene?: Nullable<Scene>): Mesh;
  118169. /**
  118170. * Creates an custom extruded shape mesh.
  118171. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118172. * * 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.
  118173. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118174. * * 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
  118175. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118176. * * 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
  118177. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118178. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118179. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118180. * * 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
  118181. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  118182. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118183. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118184. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118185. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118187. * @param name defines the name of the mesh
  118188. * @param options defines the options used to create the mesh
  118189. * @param scene defines the hosting scene
  118190. * @returns the custom extruded shape mesh
  118191. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118192. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118193. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118194. */
  118195. static ExtrudeShapeCustom(name: string, options: {
  118196. shape: Vector3[];
  118197. path: Vector3[];
  118198. scaleFunction?: any;
  118199. rotationFunction?: any;
  118200. ribbonCloseArray?: boolean;
  118201. ribbonClosePath?: boolean;
  118202. cap?: number;
  118203. updatable?: boolean;
  118204. sideOrientation?: number;
  118205. frontUVs?: Vector4;
  118206. backUVs?: Vector4;
  118207. instance?: Mesh;
  118208. invertUV?: boolean;
  118209. }, scene?: Nullable<Scene>): Mesh;
  118210. /**
  118211. * Creates lathe mesh.
  118212. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118213. * * 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
  118214. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118215. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118216. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118217. * * 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
  118218. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118219. * * 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
  118220. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118221. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118222. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118223. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118224. * @param name defines the name of the mesh
  118225. * @param options defines the options used to create the mesh
  118226. * @param scene defines the hosting scene
  118227. * @returns the lathe mesh
  118228. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118229. */
  118230. static CreateLathe(name: string, options: {
  118231. shape: Vector3[];
  118232. radius?: number;
  118233. tessellation?: number;
  118234. clip?: number;
  118235. arc?: number;
  118236. closed?: boolean;
  118237. updatable?: boolean;
  118238. sideOrientation?: number;
  118239. frontUVs?: Vector4;
  118240. backUVs?: Vector4;
  118241. cap?: number;
  118242. invertUV?: boolean;
  118243. }, scene?: Nullable<Scene>): Mesh;
  118244. /**
  118245. * Creates a tiled plane mesh
  118246. * * You can set a limited pattern arrangement with the tiles
  118247. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118248. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118249. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118250. * @param name defines the name of the mesh
  118251. * @param options defines the options used to create the mesh
  118252. * @param scene defines the hosting scene
  118253. * @returns the plane mesh
  118254. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118255. */
  118256. static CreateTiledPlane(name: string, options: {
  118257. pattern?: number;
  118258. tileSize?: number;
  118259. tileWidth?: number;
  118260. tileHeight?: number;
  118261. size?: number;
  118262. width?: number;
  118263. height?: number;
  118264. alignHorizontal?: number;
  118265. alignVertical?: number;
  118266. sideOrientation?: number;
  118267. frontUVs?: Vector4;
  118268. backUVs?: Vector4;
  118269. updatable?: boolean;
  118270. }, scene?: Nullable<Scene>): Mesh;
  118271. /**
  118272. * Creates a plane mesh
  118273. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  118274. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  118275. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  118276. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118277. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118278. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118279. * @param name defines the name of the mesh
  118280. * @param options defines the options used to create the mesh
  118281. * @param scene defines the hosting scene
  118282. * @returns the plane mesh
  118283. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118284. */
  118285. static CreatePlane(name: string, options: {
  118286. size?: number;
  118287. width?: number;
  118288. height?: number;
  118289. sideOrientation?: number;
  118290. frontUVs?: Vector4;
  118291. backUVs?: Vector4;
  118292. updatable?: boolean;
  118293. sourcePlane?: Plane;
  118294. }, scene?: Nullable<Scene>): Mesh;
  118295. /**
  118296. * Creates a ground mesh
  118297. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  118298. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  118299. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118300. * @param name defines the name of the mesh
  118301. * @param options defines the options used to create the mesh
  118302. * @param scene defines the hosting scene
  118303. * @returns the ground mesh
  118304. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  118305. */
  118306. static CreateGround(name: string, options: {
  118307. width?: number;
  118308. height?: number;
  118309. subdivisions?: number;
  118310. subdivisionsX?: number;
  118311. subdivisionsY?: number;
  118312. updatable?: boolean;
  118313. }, scene?: Nullable<Scene>): Mesh;
  118314. /**
  118315. * Creates a tiled ground mesh
  118316. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  118317. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  118318. * * 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
  118319. * * 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
  118320. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118321. * @param name defines the name of the mesh
  118322. * @param options defines the options used to create the mesh
  118323. * @param scene defines the hosting scene
  118324. * @returns the tiled ground mesh
  118325. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  118326. */
  118327. static CreateTiledGround(name: string, options: {
  118328. xmin: number;
  118329. zmin: number;
  118330. xmax: number;
  118331. zmax: number;
  118332. subdivisions?: {
  118333. w: number;
  118334. h: number;
  118335. };
  118336. precision?: {
  118337. w: number;
  118338. h: number;
  118339. };
  118340. updatable?: boolean;
  118341. }, scene?: Nullable<Scene>): Mesh;
  118342. /**
  118343. * Creates a ground mesh from a height map
  118344. * * The parameter `url` sets the URL of the height map image resource.
  118345. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  118346. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  118347. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  118348. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  118349. * * 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.
  118350. * * 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).
  118351. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  118352. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118353. * @param name defines the name of the mesh
  118354. * @param url defines the url to the height map
  118355. * @param options defines the options used to create the mesh
  118356. * @param scene defines the hosting scene
  118357. * @returns the ground mesh
  118358. * @see https://doc.babylonjs.com/babylon101/height_map
  118359. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  118360. */
  118361. static CreateGroundFromHeightMap(name: string, url: string, options: {
  118362. width?: number;
  118363. height?: number;
  118364. subdivisions?: number;
  118365. minHeight?: number;
  118366. maxHeight?: number;
  118367. colorFilter?: Color3;
  118368. alphaFilter?: number;
  118369. updatable?: boolean;
  118370. onReady?: (mesh: GroundMesh) => void;
  118371. }, scene?: Nullable<Scene>): GroundMesh;
  118372. /**
  118373. * Creates a polygon mesh
  118374. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118375. * * 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
  118376. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118378. * * 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)
  118379. * * Remember you can only change the shape positions, not their number when updating a polygon
  118380. * @param name defines the name of the mesh
  118381. * @param options defines the options used to create the mesh
  118382. * @param scene defines the hosting scene
  118383. * @param earcutInjection can be used to inject your own earcut reference
  118384. * @returns the polygon mesh
  118385. */
  118386. static CreatePolygon(name: string, options: {
  118387. shape: Vector3[];
  118388. holes?: Vector3[][];
  118389. depth?: number;
  118390. faceUV?: Vector4[];
  118391. faceColors?: Color4[];
  118392. updatable?: boolean;
  118393. sideOrientation?: number;
  118394. frontUVs?: Vector4;
  118395. backUVs?: Vector4;
  118396. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118397. /**
  118398. * Creates an extruded polygon mesh, with depth in the Y direction.
  118399. * * 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)
  118400. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118401. * @param name defines the name of the mesh
  118402. * @param options defines the options used to create the mesh
  118403. * @param scene defines the hosting scene
  118404. * @param earcutInjection can be used to inject your own earcut reference
  118405. * @returns the polygon mesh
  118406. */
  118407. static ExtrudePolygon(name: string, options: {
  118408. shape: Vector3[];
  118409. holes?: Vector3[][];
  118410. depth?: number;
  118411. faceUV?: Vector4[];
  118412. faceColors?: Color4[];
  118413. updatable?: boolean;
  118414. sideOrientation?: number;
  118415. frontUVs?: Vector4;
  118416. backUVs?: Vector4;
  118417. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118418. /**
  118419. * Creates a tube mesh.
  118420. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118421. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118422. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118423. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118424. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118425. * * 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)
  118426. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118427. * * 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
  118428. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  118429. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118430. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118431. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118432. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118433. * @param name defines the name of the mesh
  118434. * @param options defines the options used to create the mesh
  118435. * @param scene defines the hosting scene
  118436. * @returns the tube mesh
  118437. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118438. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118439. */
  118440. static CreateTube(name: string, options: {
  118441. path: Vector3[];
  118442. radius?: number;
  118443. tessellation?: number;
  118444. radiusFunction?: {
  118445. (i: number, distance: number): number;
  118446. };
  118447. cap?: number;
  118448. arc?: number;
  118449. updatable?: boolean;
  118450. sideOrientation?: number;
  118451. frontUVs?: Vector4;
  118452. backUVs?: Vector4;
  118453. instance?: Mesh;
  118454. invertUV?: boolean;
  118455. }, scene?: Nullable<Scene>): Mesh;
  118456. /**
  118457. * Creates a polyhedron mesh
  118458. * * 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
  118459. * * The parameter `size` (positive float, default 1) sets the polygon size
  118460. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  118461. * * 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`
  118462. * * 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
  118463. * * 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)`)
  118464. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118465. * * 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
  118466. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118467. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118468. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118469. * @param name defines the name of the mesh
  118470. * @param options defines the options used to create the mesh
  118471. * @param scene defines the hosting scene
  118472. * @returns the polyhedron mesh
  118473. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  118474. */
  118475. static CreatePolyhedron(name: string, options: {
  118476. type?: number;
  118477. size?: number;
  118478. sizeX?: number;
  118479. sizeY?: number;
  118480. sizeZ?: number;
  118481. custom?: any;
  118482. faceUV?: Vector4[];
  118483. faceColors?: Color4[];
  118484. flat?: boolean;
  118485. updatable?: boolean;
  118486. sideOrientation?: number;
  118487. frontUVs?: Vector4;
  118488. backUVs?: Vector4;
  118489. }, scene?: Nullable<Scene>): Mesh;
  118490. /**
  118491. * Creates a decal mesh.
  118492. * 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
  118493. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118494. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118495. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118496. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118497. * @param name defines the name of the mesh
  118498. * @param sourceMesh defines the mesh where the decal must be applied
  118499. * @param options defines the options used to create the mesh
  118500. * @param scene defines the hosting scene
  118501. * @returns the decal mesh
  118502. * @see https://doc.babylonjs.com/how_to/decals
  118503. */
  118504. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118505. position?: Vector3;
  118506. normal?: Vector3;
  118507. size?: Vector3;
  118508. angle?: number;
  118509. }): Mesh;
  118510. }
  118511. }
  118512. declare module BABYLON {
  118513. /**
  118514. * A simplifier interface for future simplification implementations
  118515. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118516. */
  118517. export interface ISimplifier {
  118518. /**
  118519. * Simplification of a given mesh according to the given settings.
  118520. * Since this requires computation, it is assumed that the function runs async.
  118521. * @param settings The settings of the simplification, including quality and distance
  118522. * @param successCallback A callback that will be called after the mesh was simplified.
  118523. * @param errorCallback in case of an error, this callback will be called. optional.
  118524. */
  118525. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118526. }
  118527. /**
  118528. * Expected simplification settings.
  118529. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118530. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118531. */
  118532. export interface ISimplificationSettings {
  118533. /**
  118534. * Gets or sets the expected quality
  118535. */
  118536. quality: number;
  118537. /**
  118538. * Gets or sets the distance when this optimized version should be used
  118539. */
  118540. distance: number;
  118541. /**
  118542. * Gets an already optimized mesh
  118543. */
  118544. optimizeMesh?: boolean;
  118545. }
  118546. /**
  118547. * Class used to specify simplification options
  118548. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118549. */
  118550. export class SimplificationSettings implements ISimplificationSettings {
  118551. /** expected quality */
  118552. quality: number;
  118553. /** distance when this optimized version should be used */
  118554. distance: number;
  118555. /** already optimized mesh */
  118556. optimizeMesh?: boolean | undefined;
  118557. /**
  118558. * Creates a SimplificationSettings
  118559. * @param quality expected quality
  118560. * @param distance distance when this optimized version should be used
  118561. * @param optimizeMesh already optimized mesh
  118562. */
  118563. constructor(
  118564. /** expected quality */
  118565. quality: number,
  118566. /** distance when this optimized version should be used */
  118567. distance: number,
  118568. /** already optimized mesh */
  118569. optimizeMesh?: boolean | undefined);
  118570. }
  118571. /**
  118572. * Interface used to define a simplification task
  118573. */
  118574. export interface ISimplificationTask {
  118575. /**
  118576. * Array of settings
  118577. */
  118578. settings: Array<ISimplificationSettings>;
  118579. /**
  118580. * Simplification type
  118581. */
  118582. simplificationType: SimplificationType;
  118583. /**
  118584. * Mesh to simplify
  118585. */
  118586. mesh: Mesh;
  118587. /**
  118588. * Callback called on success
  118589. */
  118590. successCallback?: () => void;
  118591. /**
  118592. * Defines if parallel processing can be used
  118593. */
  118594. parallelProcessing: boolean;
  118595. }
  118596. /**
  118597. * Queue used to order the simplification tasks
  118598. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118599. */
  118600. export class SimplificationQueue {
  118601. private _simplificationArray;
  118602. /**
  118603. * Gets a boolean indicating that the process is still running
  118604. */
  118605. running: boolean;
  118606. /**
  118607. * Creates a new queue
  118608. */
  118609. constructor();
  118610. /**
  118611. * Adds a new simplification task
  118612. * @param task defines a task to add
  118613. */
  118614. addTask(task: ISimplificationTask): void;
  118615. /**
  118616. * Execute next task
  118617. */
  118618. executeNext(): void;
  118619. /**
  118620. * Execute a simplification task
  118621. * @param task defines the task to run
  118622. */
  118623. runSimplification(task: ISimplificationTask): void;
  118624. private getSimplifier;
  118625. }
  118626. /**
  118627. * The implemented types of simplification
  118628. * At the moment only Quadratic Error Decimation is implemented
  118629. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118630. */
  118631. export enum SimplificationType {
  118632. /** Quadratic error decimation */
  118633. QUADRATIC = 0
  118634. }
  118635. }
  118636. declare module BABYLON {
  118637. interface Scene {
  118638. /** @hidden (Backing field) */
  118639. _simplificationQueue: SimplificationQueue;
  118640. /**
  118641. * Gets or sets the simplification queue attached to the scene
  118642. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118643. */
  118644. simplificationQueue: SimplificationQueue;
  118645. }
  118646. interface Mesh {
  118647. /**
  118648. * Simplify the mesh according to the given array of settings.
  118649. * Function will return immediately and will simplify async
  118650. * @param settings a collection of simplification settings
  118651. * @param parallelProcessing should all levels calculate parallel or one after the other
  118652. * @param simplificationType the type of simplification to run
  118653. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118654. * @returns the current mesh
  118655. */
  118656. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118657. }
  118658. /**
  118659. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118660. * created in a scene
  118661. */
  118662. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118663. /**
  118664. * The component name helpfull to identify the component in the list of scene components.
  118665. */
  118666. readonly name: string;
  118667. /**
  118668. * The scene the component belongs to.
  118669. */
  118670. scene: Scene;
  118671. /**
  118672. * Creates a new instance of the component for the given scene
  118673. * @param scene Defines the scene to register the component in
  118674. */
  118675. constructor(scene: Scene);
  118676. /**
  118677. * Registers the component in a given scene
  118678. */
  118679. register(): void;
  118680. /**
  118681. * Rebuilds the elements related to this component in case of
  118682. * context lost for instance.
  118683. */
  118684. rebuild(): void;
  118685. /**
  118686. * Disposes the component and the associated ressources
  118687. */
  118688. dispose(): void;
  118689. private _beforeCameraUpdate;
  118690. }
  118691. }
  118692. declare module BABYLON {
  118693. /**
  118694. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118695. */
  118696. export interface INavigationEnginePlugin {
  118697. /**
  118698. * plugin name
  118699. */
  118700. name: string;
  118701. /**
  118702. * Creates a navigation mesh
  118703. * @param meshes array of all the geometry used to compute the navigatio mesh
  118704. * @param parameters bunch of parameters used to filter geometry
  118705. */
  118706. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118707. /**
  118708. * Create a navigation mesh debug mesh
  118709. * @param scene is where the mesh will be added
  118710. * @returns debug display mesh
  118711. */
  118712. createDebugNavMesh(scene: Scene): Mesh;
  118713. /**
  118714. * Get a navigation mesh constrained position, closest to the parameter position
  118715. * @param position world position
  118716. * @returns the closest point to position constrained by the navigation mesh
  118717. */
  118718. getClosestPoint(position: Vector3): Vector3;
  118719. /**
  118720. * Get a navigation mesh constrained position, within a particular radius
  118721. * @param position world position
  118722. * @param maxRadius the maximum distance to the constrained world position
  118723. * @returns the closest point to position constrained by the navigation mesh
  118724. */
  118725. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118726. /**
  118727. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118728. * @param start world position
  118729. * @param end world position
  118730. * @returns array containing world position composing the path
  118731. */
  118732. computePath(start: Vector3, end: Vector3): Vector3[];
  118733. /**
  118734. * If this plugin is supported
  118735. * @returns true if plugin is supported
  118736. */
  118737. isSupported(): boolean;
  118738. /**
  118739. * Create a new Crowd so you can add agents
  118740. * @param maxAgents the maximum agent count in the crowd
  118741. * @param maxAgentRadius the maximum radius an agent can have
  118742. * @param scene to attach the crowd to
  118743. * @returns the crowd you can add agents to
  118744. */
  118745. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118746. /**
  118747. * Release all resources
  118748. */
  118749. dispose(): void;
  118750. }
  118751. /**
  118752. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118753. */
  118754. export interface ICrowd {
  118755. /**
  118756. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118757. * You can attach anything to that node. The node position is updated in the scene update tick.
  118758. * @param pos world position that will be constrained by the navigation mesh
  118759. * @param parameters agent parameters
  118760. * @param transform hooked to the agent that will be update by the scene
  118761. * @returns agent index
  118762. */
  118763. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118764. /**
  118765. * Returns the agent position in world space
  118766. * @param index agent index returned by addAgent
  118767. * @returns world space position
  118768. */
  118769. getAgentPosition(index: number): Vector3;
  118770. /**
  118771. * Gets the agent velocity in world space
  118772. * @param index agent index returned by addAgent
  118773. * @returns world space velocity
  118774. */
  118775. getAgentVelocity(index: number): Vector3;
  118776. /**
  118777. * remove a particular agent previously created
  118778. * @param index agent index returned by addAgent
  118779. */
  118780. removeAgent(index: number): void;
  118781. /**
  118782. * get the list of all agents attached to this crowd
  118783. * @returns list of agent indices
  118784. */
  118785. getAgents(): number[];
  118786. /**
  118787. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118788. * @param deltaTime in seconds
  118789. */
  118790. update(deltaTime: number): void;
  118791. /**
  118792. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118793. * @param index agent index returned by addAgent
  118794. * @param destination targeted world position
  118795. */
  118796. agentGoto(index: number, destination: Vector3): void;
  118797. /**
  118798. * Release all resources
  118799. */
  118800. dispose(): void;
  118801. }
  118802. /**
  118803. * Configures an agent
  118804. */
  118805. export interface IAgentParameters {
  118806. /**
  118807. * Agent radius. [Limit: >= 0]
  118808. */
  118809. radius: number;
  118810. /**
  118811. * Agent height. [Limit: > 0]
  118812. */
  118813. height: number;
  118814. /**
  118815. * Maximum allowed acceleration. [Limit: >= 0]
  118816. */
  118817. maxAcceleration: number;
  118818. /**
  118819. * Maximum allowed speed. [Limit: >= 0]
  118820. */
  118821. maxSpeed: number;
  118822. /**
  118823. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118824. */
  118825. collisionQueryRange: number;
  118826. /**
  118827. * The path visibility optimization range. [Limit: > 0]
  118828. */
  118829. pathOptimizationRange: number;
  118830. /**
  118831. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118832. */
  118833. separationWeight: number;
  118834. }
  118835. /**
  118836. * Configures the navigation mesh creation
  118837. */
  118838. export interface INavMeshParameters {
  118839. /**
  118840. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118841. */
  118842. cs: number;
  118843. /**
  118844. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118845. */
  118846. ch: number;
  118847. /**
  118848. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118849. */
  118850. walkableSlopeAngle: number;
  118851. /**
  118852. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118853. * be considered walkable. [Limit: >= 3] [Units: vx]
  118854. */
  118855. walkableHeight: number;
  118856. /**
  118857. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118858. */
  118859. walkableClimb: number;
  118860. /**
  118861. * The distance to erode/shrink the walkable area of the heightfield away from
  118862. * obstructions. [Limit: >=0] [Units: vx]
  118863. */
  118864. walkableRadius: number;
  118865. /**
  118866. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118867. */
  118868. maxEdgeLen: number;
  118869. /**
  118870. * The maximum distance a simplfied contour's border edges should deviate
  118871. * the original raw contour. [Limit: >=0] [Units: vx]
  118872. */
  118873. maxSimplificationError: number;
  118874. /**
  118875. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118876. */
  118877. minRegionArea: number;
  118878. /**
  118879. * Any regions with a span count smaller than this value will, if possible,
  118880. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118881. */
  118882. mergeRegionArea: number;
  118883. /**
  118884. * The maximum number of vertices allowed for polygons generated during the
  118885. * contour to polygon conversion process. [Limit: >= 3]
  118886. */
  118887. maxVertsPerPoly: number;
  118888. /**
  118889. * Sets the sampling distance to use when generating the detail mesh.
  118890. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118891. */
  118892. detailSampleDist: number;
  118893. /**
  118894. * The maximum distance the detail mesh surface should deviate from heightfield
  118895. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118896. */
  118897. detailSampleMaxError: number;
  118898. }
  118899. }
  118900. declare module BABYLON {
  118901. /**
  118902. * RecastJS navigation plugin
  118903. */
  118904. export class RecastJSPlugin implements INavigationEnginePlugin {
  118905. /**
  118906. * Reference to the Recast library
  118907. */
  118908. bjsRECAST: any;
  118909. /**
  118910. * plugin name
  118911. */
  118912. name: string;
  118913. /**
  118914. * the first navmesh created. We might extend this to support multiple navmeshes
  118915. */
  118916. navMesh: any;
  118917. /**
  118918. * Initializes the recastJS plugin
  118919. * @param recastInjection can be used to inject your own recast reference
  118920. */
  118921. constructor(recastInjection?: any);
  118922. /**
  118923. * Creates a navigation mesh
  118924. * @param meshes array of all the geometry used to compute the navigatio mesh
  118925. * @param parameters bunch of parameters used to filter geometry
  118926. */
  118927. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118928. /**
  118929. * Create a navigation mesh debug mesh
  118930. * @param scene is where the mesh will be added
  118931. * @returns debug display mesh
  118932. */
  118933. createDebugNavMesh(scene: Scene): Mesh;
  118934. /**
  118935. * Get a navigation mesh constrained position, closest to the parameter position
  118936. * @param position world position
  118937. * @returns the closest point to position constrained by the navigation mesh
  118938. */
  118939. getClosestPoint(position: Vector3): Vector3;
  118940. /**
  118941. * Get a navigation mesh constrained position, within a particular radius
  118942. * @param position world position
  118943. * @param maxRadius the maximum distance to the constrained world position
  118944. * @returns the closest point to position constrained by the navigation mesh
  118945. */
  118946. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118947. /**
  118948. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118949. * @param start world position
  118950. * @param end world position
  118951. * @returns array containing world position composing the path
  118952. */
  118953. computePath(start: Vector3, end: Vector3): Vector3[];
  118954. /**
  118955. * Create a new Crowd so you can add agents
  118956. * @param maxAgents the maximum agent count in the crowd
  118957. * @param maxAgentRadius the maximum radius an agent can have
  118958. * @param scene to attach the crowd to
  118959. * @returns the crowd you can add agents to
  118960. */
  118961. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118962. /**
  118963. * Disposes
  118964. */
  118965. dispose(): void;
  118966. /**
  118967. * If this plugin is supported
  118968. * @returns true if plugin is supported
  118969. */
  118970. isSupported(): boolean;
  118971. }
  118972. /**
  118973. * Recast detour crowd implementation
  118974. */
  118975. export class RecastJSCrowd implements ICrowd {
  118976. /**
  118977. * Recast/detour plugin
  118978. */
  118979. bjsRECASTPlugin: RecastJSPlugin;
  118980. /**
  118981. * Link to the detour crowd
  118982. */
  118983. recastCrowd: any;
  118984. /**
  118985. * One transform per agent
  118986. */
  118987. transforms: TransformNode[];
  118988. /**
  118989. * All agents created
  118990. */
  118991. agents: number[];
  118992. /**
  118993. * Link to the scene is kept to unregister the crowd from the scene
  118994. */
  118995. private _scene;
  118996. /**
  118997. * Observer for crowd updates
  118998. */
  118999. private _onBeforeAnimationsObserver;
  119000. /**
  119001. * Constructor
  119002. * @param plugin recastJS plugin
  119003. * @param maxAgents the maximum agent count in the crowd
  119004. * @param maxAgentRadius the maximum radius an agent can have
  119005. * @param scene to attach the crowd to
  119006. * @returns the crowd you can add agents to
  119007. */
  119008. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  119009. /**
  119010. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119011. * You can attach anything to that node. The node position is updated in the scene update tick.
  119012. * @param pos world position that will be constrained by the navigation mesh
  119013. * @param parameters agent parameters
  119014. * @param transform hooked to the agent that will be update by the scene
  119015. * @returns agent index
  119016. */
  119017. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119018. /**
  119019. * Returns the agent position in world space
  119020. * @param index agent index returned by addAgent
  119021. * @returns world space position
  119022. */
  119023. getAgentPosition(index: number): Vector3;
  119024. /**
  119025. * Returns the agent velocity in world space
  119026. * @param index agent index returned by addAgent
  119027. * @returns world space velocity
  119028. */
  119029. getAgentVelocity(index: number): Vector3;
  119030. /**
  119031. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119032. * @param index agent index returned by addAgent
  119033. * @param destination targeted world position
  119034. */
  119035. agentGoto(index: number, destination: Vector3): void;
  119036. /**
  119037. * remove a particular agent previously created
  119038. * @param index agent index returned by addAgent
  119039. */
  119040. removeAgent(index: number): void;
  119041. /**
  119042. * get the list of all agents attached to this crowd
  119043. * @returns list of agent indices
  119044. */
  119045. getAgents(): number[];
  119046. /**
  119047. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119048. * @param deltaTime in seconds
  119049. */
  119050. update(deltaTime: number): void;
  119051. /**
  119052. * Release all resources
  119053. */
  119054. dispose(): void;
  119055. }
  119056. }
  119057. declare module BABYLON {
  119058. /**
  119059. * Class used to enable access to IndexedDB
  119060. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  119061. */
  119062. export class Database implements IOfflineProvider {
  119063. private _callbackManifestChecked;
  119064. private _currentSceneUrl;
  119065. private _db;
  119066. private _enableSceneOffline;
  119067. private _enableTexturesOffline;
  119068. private _manifestVersionFound;
  119069. private _mustUpdateRessources;
  119070. private _hasReachedQuota;
  119071. private _isSupported;
  119072. private _idbFactory;
  119073. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  119074. private static IsUASupportingBlobStorage;
  119075. /**
  119076. * Gets a boolean indicating if Database storate is enabled (off by default)
  119077. */
  119078. static IDBStorageEnabled: boolean;
  119079. /**
  119080. * Gets a boolean indicating if scene must be saved in the database
  119081. */
  119082. readonly enableSceneOffline: boolean;
  119083. /**
  119084. * Gets a boolean indicating if textures must be saved in the database
  119085. */
  119086. readonly enableTexturesOffline: boolean;
  119087. /**
  119088. * Creates a new Database
  119089. * @param urlToScene defines the url to load the scene
  119090. * @param callbackManifestChecked defines the callback to use when manifest is checked
  119091. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  119092. */
  119093. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  119094. private static _ParseURL;
  119095. private static _ReturnFullUrlLocation;
  119096. private _checkManifestFile;
  119097. /**
  119098. * Open the database and make it available
  119099. * @param successCallback defines the callback to call on success
  119100. * @param errorCallback defines the callback to call on error
  119101. */
  119102. open(successCallback: () => void, errorCallback: () => void): void;
  119103. /**
  119104. * Loads an image from the database
  119105. * @param url defines the url to load from
  119106. * @param image defines the target DOM image
  119107. */
  119108. loadImage(url: string, image: HTMLImageElement): void;
  119109. private _loadImageFromDBAsync;
  119110. private _saveImageIntoDBAsync;
  119111. private _checkVersionFromDB;
  119112. private _loadVersionFromDBAsync;
  119113. private _saveVersionIntoDBAsync;
  119114. /**
  119115. * Loads a file from database
  119116. * @param url defines the URL to load from
  119117. * @param sceneLoaded defines a callback to call on success
  119118. * @param progressCallBack defines a callback to call when progress changed
  119119. * @param errorCallback defines a callback to call on error
  119120. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  119121. */
  119122. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  119123. private _loadFileAsync;
  119124. private _saveFileAsync;
  119125. /**
  119126. * Validates if xhr data is correct
  119127. * @param xhr defines the request to validate
  119128. * @param dataType defines the expected data type
  119129. * @returns true if data is correct
  119130. */
  119131. private static _ValidateXHRData;
  119132. }
  119133. }
  119134. declare module BABYLON {
  119135. /** @hidden */
  119136. export var gpuUpdateParticlesPixelShader: {
  119137. name: string;
  119138. shader: string;
  119139. };
  119140. }
  119141. declare module BABYLON {
  119142. /** @hidden */
  119143. export var gpuUpdateParticlesVertexShader: {
  119144. name: string;
  119145. shader: string;
  119146. };
  119147. }
  119148. declare module BABYLON {
  119149. /** @hidden */
  119150. export var clipPlaneFragmentDeclaration2: {
  119151. name: string;
  119152. shader: string;
  119153. };
  119154. }
  119155. declare module BABYLON {
  119156. /** @hidden */
  119157. export var gpuRenderParticlesPixelShader: {
  119158. name: string;
  119159. shader: string;
  119160. };
  119161. }
  119162. declare module BABYLON {
  119163. /** @hidden */
  119164. export var clipPlaneVertexDeclaration2: {
  119165. name: string;
  119166. shader: string;
  119167. };
  119168. }
  119169. declare module BABYLON {
  119170. /** @hidden */
  119171. export var gpuRenderParticlesVertexShader: {
  119172. name: string;
  119173. shader: string;
  119174. };
  119175. }
  119176. declare module BABYLON {
  119177. /**
  119178. * This represents a GPU particle system in Babylon
  119179. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  119180. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  119181. */
  119182. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  119183. /**
  119184. * The layer mask we are rendering the particles through.
  119185. */
  119186. layerMask: number;
  119187. private _capacity;
  119188. private _activeCount;
  119189. private _currentActiveCount;
  119190. private _accumulatedCount;
  119191. private _renderEffect;
  119192. private _updateEffect;
  119193. private _buffer0;
  119194. private _buffer1;
  119195. private _spriteBuffer;
  119196. private _updateVAO;
  119197. private _renderVAO;
  119198. private _targetIndex;
  119199. private _sourceBuffer;
  119200. private _targetBuffer;
  119201. private _engine;
  119202. private _currentRenderId;
  119203. private _started;
  119204. private _stopped;
  119205. private _timeDelta;
  119206. private _randomTexture;
  119207. private _randomTexture2;
  119208. private _attributesStrideSize;
  119209. private _updateEffectOptions;
  119210. private _randomTextureSize;
  119211. private _actualFrame;
  119212. private readonly _rawTextureWidth;
  119213. /**
  119214. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  119215. */
  119216. static readonly IsSupported: boolean;
  119217. /**
  119218. * An event triggered when the system is disposed.
  119219. */
  119220. onDisposeObservable: Observable<GPUParticleSystem>;
  119221. /**
  119222. * Gets the maximum number of particles active at the same time.
  119223. * @returns The max number of active particles.
  119224. */
  119225. getCapacity(): number;
  119226. /**
  119227. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  119228. * to override the particles.
  119229. */
  119230. forceDepthWrite: boolean;
  119231. /**
  119232. * Gets or set the number of active particles
  119233. */
  119234. activeParticleCount: number;
  119235. private _preWarmDone;
  119236. /**
  119237. * Is this system ready to be used/rendered
  119238. * @return true if the system is ready
  119239. */
  119240. isReady(): boolean;
  119241. /**
  119242. * Gets if the system has been started. (Note: this will still be true after stop is called)
  119243. * @returns True if it has been started, otherwise false.
  119244. */
  119245. isStarted(): boolean;
  119246. /**
  119247. * Starts the particle system and begins to emit
  119248. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  119249. */
  119250. start(delay?: number): void;
  119251. /**
  119252. * Stops the particle system.
  119253. */
  119254. stop(): void;
  119255. /**
  119256. * Remove all active particles
  119257. */
  119258. reset(): void;
  119259. /**
  119260. * Returns the string "GPUParticleSystem"
  119261. * @returns a string containing the class name
  119262. */
  119263. getClassName(): string;
  119264. private _colorGradientsTexture;
  119265. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  119266. /**
  119267. * Adds a new color gradient
  119268. * @param gradient defines the gradient to use (between 0 and 1)
  119269. * @param color1 defines the color to affect to the specified gradient
  119270. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  119271. * @returns the current particle system
  119272. */
  119273. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  119274. /**
  119275. * Remove a specific color gradient
  119276. * @param gradient defines the gradient to remove
  119277. * @returns the current particle system
  119278. */
  119279. removeColorGradient(gradient: number): GPUParticleSystem;
  119280. private _angularSpeedGradientsTexture;
  119281. private _sizeGradientsTexture;
  119282. private _velocityGradientsTexture;
  119283. private _limitVelocityGradientsTexture;
  119284. private _dragGradientsTexture;
  119285. private _addFactorGradient;
  119286. /**
  119287. * Adds a new size gradient
  119288. * @param gradient defines the gradient to use (between 0 and 1)
  119289. * @param factor defines the size factor to affect to the specified gradient
  119290. * @returns the current particle system
  119291. */
  119292. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  119293. /**
  119294. * Remove a specific size gradient
  119295. * @param gradient defines the gradient to remove
  119296. * @returns the current particle system
  119297. */
  119298. removeSizeGradient(gradient: number): GPUParticleSystem;
  119299. /**
  119300. * Adds a new angular speed gradient
  119301. * @param gradient defines the gradient to use (between 0 and 1)
  119302. * @param factor defines the angular speed to affect to the specified gradient
  119303. * @returns the current particle system
  119304. */
  119305. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  119306. /**
  119307. * Remove a specific angular speed gradient
  119308. * @param gradient defines the gradient to remove
  119309. * @returns the current particle system
  119310. */
  119311. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  119312. /**
  119313. * Adds a new velocity gradient
  119314. * @param gradient defines the gradient to use (between 0 and 1)
  119315. * @param factor defines the velocity to affect to the specified gradient
  119316. * @returns the current particle system
  119317. */
  119318. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119319. /**
  119320. * Remove a specific velocity gradient
  119321. * @param gradient defines the gradient to remove
  119322. * @returns the current particle system
  119323. */
  119324. removeVelocityGradient(gradient: number): GPUParticleSystem;
  119325. /**
  119326. * Adds a new limit velocity gradient
  119327. * @param gradient defines the gradient to use (between 0 and 1)
  119328. * @param factor defines the limit velocity value to affect to the specified gradient
  119329. * @returns the current particle system
  119330. */
  119331. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119332. /**
  119333. * Remove a specific limit velocity gradient
  119334. * @param gradient defines the gradient to remove
  119335. * @returns the current particle system
  119336. */
  119337. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  119338. /**
  119339. * Adds a new drag gradient
  119340. * @param gradient defines the gradient to use (between 0 and 1)
  119341. * @param factor defines the drag value to affect to the specified gradient
  119342. * @returns the current particle system
  119343. */
  119344. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  119345. /**
  119346. * Remove a specific drag gradient
  119347. * @param gradient defines the gradient to remove
  119348. * @returns the current particle system
  119349. */
  119350. removeDragGradient(gradient: number): GPUParticleSystem;
  119351. /**
  119352. * Not supported by GPUParticleSystem
  119353. * @param gradient defines the gradient to use (between 0 and 1)
  119354. * @param factor defines the emit rate value to affect to the specified gradient
  119355. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119356. * @returns the current particle system
  119357. */
  119358. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119359. /**
  119360. * Not supported by GPUParticleSystem
  119361. * @param gradient defines the gradient to remove
  119362. * @returns the current particle system
  119363. */
  119364. removeEmitRateGradient(gradient: number): IParticleSystem;
  119365. /**
  119366. * Not supported by GPUParticleSystem
  119367. * @param gradient defines the gradient to use (between 0 and 1)
  119368. * @param factor defines the start size value to affect to the specified gradient
  119369. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119370. * @returns the current particle system
  119371. */
  119372. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119373. /**
  119374. * Not supported by GPUParticleSystem
  119375. * @param gradient defines the gradient to remove
  119376. * @returns the current particle system
  119377. */
  119378. removeStartSizeGradient(gradient: number): IParticleSystem;
  119379. /**
  119380. * Not supported by GPUParticleSystem
  119381. * @param gradient defines the gradient to use (between 0 and 1)
  119382. * @param min defines the color remap minimal range
  119383. * @param max defines the color remap maximal range
  119384. * @returns the current particle system
  119385. */
  119386. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119387. /**
  119388. * Not supported by GPUParticleSystem
  119389. * @param gradient defines the gradient to remove
  119390. * @returns the current particle system
  119391. */
  119392. removeColorRemapGradient(): IParticleSystem;
  119393. /**
  119394. * Not supported by GPUParticleSystem
  119395. * @param gradient defines the gradient to use (between 0 and 1)
  119396. * @param min defines the alpha remap minimal range
  119397. * @param max defines the alpha remap maximal range
  119398. * @returns the current particle system
  119399. */
  119400. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119401. /**
  119402. * Not supported by GPUParticleSystem
  119403. * @param gradient defines the gradient to remove
  119404. * @returns the current particle system
  119405. */
  119406. removeAlphaRemapGradient(): IParticleSystem;
  119407. /**
  119408. * Not supported by GPUParticleSystem
  119409. * @param gradient defines the gradient to use (between 0 and 1)
  119410. * @param color defines the color to affect to the specified gradient
  119411. * @returns the current particle system
  119412. */
  119413. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  119414. /**
  119415. * Not supported by GPUParticleSystem
  119416. * @param gradient defines the gradient to remove
  119417. * @returns the current particle system
  119418. */
  119419. removeRampGradient(): IParticleSystem;
  119420. /**
  119421. * Not supported by GPUParticleSystem
  119422. * @returns the list of ramp gradients
  119423. */
  119424. getRampGradients(): Nullable<Array<Color3Gradient>>;
  119425. /**
  119426. * Not supported by GPUParticleSystem
  119427. * Gets or sets a boolean indicating that ramp gradients must be used
  119428. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  119429. */
  119430. useRampGradients: boolean;
  119431. /**
  119432. * Not supported by GPUParticleSystem
  119433. * @param gradient defines the gradient to use (between 0 and 1)
  119434. * @param factor defines the life time factor to affect to the specified gradient
  119435. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119436. * @returns the current particle system
  119437. */
  119438. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119439. /**
  119440. * Not supported by GPUParticleSystem
  119441. * @param gradient defines the gradient to remove
  119442. * @returns the current particle system
  119443. */
  119444. removeLifeTimeGradient(gradient: number): IParticleSystem;
  119445. /**
  119446. * Instantiates a GPU particle system.
  119447. * 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.
  119448. * @param name The name of the particle system
  119449. * @param options The options used to create the system
  119450. * @param scene The scene the particle system belongs to
  119451. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  119452. */
  119453. constructor(name: string, options: Partial<{
  119454. capacity: number;
  119455. randomTextureSize: number;
  119456. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  119457. protected _reset(): void;
  119458. private _createUpdateVAO;
  119459. private _createRenderVAO;
  119460. private _initialize;
  119461. /** @hidden */
  119462. _recreateUpdateEffect(): void;
  119463. /** @hidden */
  119464. _recreateRenderEffect(): void;
  119465. /**
  119466. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  119467. * @param preWarm defines if we are in the pre-warmimg phase
  119468. */
  119469. animate(preWarm?: boolean): void;
  119470. private _createFactorGradientTexture;
  119471. private _createSizeGradientTexture;
  119472. private _createAngularSpeedGradientTexture;
  119473. private _createVelocityGradientTexture;
  119474. private _createLimitVelocityGradientTexture;
  119475. private _createDragGradientTexture;
  119476. private _createColorGradientTexture;
  119477. /**
  119478. * Renders the particle system in its current state
  119479. * @param preWarm defines if the system should only update the particles but not render them
  119480. * @returns the current number of particles
  119481. */
  119482. render(preWarm?: boolean): number;
  119483. /**
  119484. * Rebuilds the particle system
  119485. */
  119486. rebuild(): void;
  119487. private _releaseBuffers;
  119488. private _releaseVAOs;
  119489. /**
  119490. * Disposes the particle system and free the associated resources
  119491. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  119492. */
  119493. dispose(disposeTexture?: boolean): void;
  119494. /**
  119495. * Clones the particle system.
  119496. * @param name The name of the cloned object
  119497. * @param newEmitter The new emitter to use
  119498. * @returns the cloned particle system
  119499. */
  119500. clone(name: string, newEmitter: any): GPUParticleSystem;
  119501. /**
  119502. * Serializes the particle system to a JSON object.
  119503. * @returns the JSON object
  119504. */
  119505. serialize(): any;
  119506. /**
  119507. * Parses a JSON object to create a GPU particle system.
  119508. * @param parsedParticleSystem The JSON object to parse
  119509. * @param scene The scene to create the particle system in
  119510. * @param rootUrl The root url to use to load external dependencies like texture
  119511. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119512. * @returns the parsed GPU particle system
  119513. */
  119514. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119515. }
  119516. }
  119517. declare module BABYLON {
  119518. /**
  119519. * Represents a set of particle systems working together to create a specific effect
  119520. */
  119521. export class ParticleSystemSet implements IDisposable {
  119522. private _emitterCreationOptions;
  119523. private _emitterNode;
  119524. /**
  119525. * Gets the particle system list
  119526. */
  119527. systems: IParticleSystem[];
  119528. /**
  119529. * Gets the emitter node used with this set
  119530. */
  119531. readonly emitterNode: Nullable<TransformNode>;
  119532. /**
  119533. * Creates a new emitter mesh as a sphere
  119534. * @param options defines the options used to create the sphere
  119535. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119536. * @param scene defines the hosting scene
  119537. */
  119538. setEmitterAsSphere(options: {
  119539. diameter: number;
  119540. segments: number;
  119541. color: Color3;
  119542. }, renderingGroupId: number, scene: Scene): void;
  119543. /**
  119544. * Starts all particle systems of the set
  119545. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119546. */
  119547. start(emitter?: AbstractMesh): void;
  119548. /**
  119549. * Release all associated resources
  119550. */
  119551. dispose(): void;
  119552. /**
  119553. * Serialize the set into a JSON compatible object
  119554. * @returns a JSON compatible representation of the set
  119555. */
  119556. serialize(): any;
  119557. /**
  119558. * Parse a new ParticleSystemSet from a serialized source
  119559. * @param data defines a JSON compatible representation of the set
  119560. * @param scene defines the hosting scene
  119561. * @param gpu defines if we want GPU particles or CPU particles
  119562. * @returns a new ParticleSystemSet
  119563. */
  119564. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119565. }
  119566. }
  119567. declare module BABYLON {
  119568. /**
  119569. * This class is made for on one-liner static method to help creating particle system set.
  119570. */
  119571. export class ParticleHelper {
  119572. /**
  119573. * Gets or sets base Assets URL
  119574. */
  119575. static BaseAssetsUrl: string;
  119576. /**
  119577. * Create a default particle system that you can tweak
  119578. * @param emitter defines the emitter to use
  119579. * @param capacity defines the system capacity (default is 500 particles)
  119580. * @param scene defines the hosting scene
  119581. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119582. * @returns the new Particle system
  119583. */
  119584. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119585. /**
  119586. * This is the main static method (one-liner) of this helper to create different particle systems
  119587. * @param type This string represents the type to the particle system to create
  119588. * @param scene The scene where the particle system should live
  119589. * @param gpu If the system will use gpu
  119590. * @returns the ParticleSystemSet created
  119591. */
  119592. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119593. /**
  119594. * Static function used to export a particle system to a ParticleSystemSet variable.
  119595. * Please note that the emitter shape is not exported
  119596. * @param systems defines the particle systems to export
  119597. * @returns the created particle system set
  119598. */
  119599. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119600. }
  119601. }
  119602. declare module BABYLON {
  119603. interface Engine {
  119604. /**
  119605. * Create an effect to use with particle systems.
  119606. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119607. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119608. * @param uniformsNames defines a list of attribute names
  119609. * @param samplers defines an array of string used to represent textures
  119610. * @param defines defines the string containing the defines to use to compile the shaders
  119611. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119612. * @param onCompiled defines a function to call when the effect creation is successful
  119613. * @param onError defines a function to call when the effect creation has failed
  119614. * @returns the new Effect
  119615. */
  119616. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119617. }
  119618. interface Mesh {
  119619. /**
  119620. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119621. * @returns an array of IParticleSystem
  119622. */
  119623. getEmittedParticleSystems(): IParticleSystem[];
  119624. /**
  119625. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119626. * @returns an array of IParticleSystem
  119627. */
  119628. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119629. }
  119630. /**
  119631. * @hidden
  119632. */
  119633. export var _IDoNeedToBeInTheBuild: number;
  119634. }
  119635. declare module BABYLON {
  119636. interface Scene {
  119637. /** @hidden (Backing field) */
  119638. _physicsEngine: Nullable<IPhysicsEngine>;
  119639. /**
  119640. * Gets the current physics engine
  119641. * @returns a IPhysicsEngine or null if none attached
  119642. */
  119643. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119644. /**
  119645. * Enables physics to the current scene
  119646. * @param gravity defines the scene's gravity for the physics engine
  119647. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119648. * @return a boolean indicating if the physics engine was initialized
  119649. */
  119650. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119651. /**
  119652. * Disables and disposes the physics engine associated with the scene
  119653. */
  119654. disablePhysicsEngine(): void;
  119655. /**
  119656. * Gets a boolean indicating if there is an active physics engine
  119657. * @returns a boolean indicating if there is an active physics engine
  119658. */
  119659. isPhysicsEnabled(): boolean;
  119660. /**
  119661. * Deletes a physics compound impostor
  119662. * @param compound defines the compound to delete
  119663. */
  119664. deleteCompoundImpostor(compound: any): void;
  119665. /**
  119666. * An event triggered when physic simulation is about to be run
  119667. */
  119668. onBeforePhysicsObservable: Observable<Scene>;
  119669. /**
  119670. * An event triggered when physic simulation has been done
  119671. */
  119672. onAfterPhysicsObservable: Observable<Scene>;
  119673. }
  119674. interface AbstractMesh {
  119675. /** @hidden */
  119676. _physicsImpostor: Nullable<PhysicsImpostor>;
  119677. /**
  119678. * Gets or sets impostor used for physic simulation
  119679. * @see http://doc.babylonjs.com/features/physics_engine
  119680. */
  119681. physicsImpostor: Nullable<PhysicsImpostor>;
  119682. /**
  119683. * Gets the current physics impostor
  119684. * @see http://doc.babylonjs.com/features/physics_engine
  119685. * @returns a physics impostor or null
  119686. */
  119687. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119688. /** Apply a physic impulse to the mesh
  119689. * @param force defines the force to apply
  119690. * @param contactPoint defines where to apply the force
  119691. * @returns the current mesh
  119692. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119693. */
  119694. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119695. /**
  119696. * Creates a physic joint between two meshes
  119697. * @param otherMesh defines the other mesh to use
  119698. * @param pivot1 defines the pivot to use on this mesh
  119699. * @param pivot2 defines the pivot to use on the other mesh
  119700. * @param options defines additional options (can be plugin dependent)
  119701. * @returns the current mesh
  119702. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119703. */
  119704. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119705. /** @hidden */
  119706. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119707. }
  119708. /**
  119709. * Defines the physics engine scene component responsible to manage a physics engine
  119710. */
  119711. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119712. /**
  119713. * The component name helpful to identify the component in the list of scene components.
  119714. */
  119715. readonly name: string;
  119716. /**
  119717. * The scene the component belongs to.
  119718. */
  119719. scene: Scene;
  119720. /**
  119721. * Creates a new instance of the component for the given scene
  119722. * @param scene Defines the scene to register the component in
  119723. */
  119724. constructor(scene: Scene);
  119725. /**
  119726. * Registers the component in a given scene
  119727. */
  119728. register(): void;
  119729. /**
  119730. * Rebuilds the elements related to this component in case of
  119731. * context lost for instance.
  119732. */
  119733. rebuild(): void;
  119734. /**
  119735. * Disposes the component and the associated ressources
  119736. */
  119737. dispose(): void;
  119738. }
  119739. }
  119740. declare module BABYLON {
  119741. /**
  119742. * A helper for physics simulations
  119743. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119744. */
  119745. export class PhysicsHelper {
  119746. private _scene;
  119747. private _physicsEngine;
  119748. /**
  119749. * Initializes the Physics helper
  119750. * @param scene Babylon.js scene
  119751. */
  119752. constructor(scene: Scene);
  119753. /**
  119754. * Applies a radial explosion impulse
  119755. * @param origin the origin of the explosion
  119756. * @param radiusOrEventOptions the radius or the options of radial explosion
  119757. * @param strength the explosion strength
  119758. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119759. * @returns A physics radial explosion event, or null
  119760. */
  119761. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119762. /**
  119763. * Applies a radial explosion force
  119764. * @param origin the origin of the explosion
  119765. * @param radiusOrEventOptions the radius or the options of radial explosion
  119766. * @param strength the explosion strength
  119767. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119768. * @returns A physics radial explosion event, or null
  119769. */
  119770. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119771. /**
  119772. * Creates a gravitational field
  119773. * @param origin the origin of the explosion
  119774. * @param radiusOrEventOptions the radius or the options of radial explosion
  119775. * @param strength the explosion strength
  119776. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119777. * @returns A physics gravitational field event, or null
  119778. */
  119779. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119780. /**
  119781. * Creates a physics updraft event
  119782. * @param origin the origin of the updraft
  119783. * @param radiusOrEventOptions the radius or the options of the updraft
  119784. * @param strength the strength of the updraft
  119785. * @param height the height of the updraft
  119786. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119787. * @returns A physics updraft event, or null
  119788. */
  119789. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119790. /**
  119791. * Creates a physics vortex event
  119792. * @param origin the of the vortex
  119793. * @param radiusOrEventOptions the radius or the options of the vortex
  119794. * @param strength the strength of the vortex
  119795. * @param height the height of the vortex
  119796. * @returns a Physics vortex event, or null
  119797. * A physics vortex event or null
  119798. */
  119799. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119800. }
  119801. /**
  119802. * Represents a physics radial explosion event
  119803. */
  119804. class PhysicsRadialExplosionEvent {
  119805. private _scene;
  119806. private _options;
  119807. private _sphere;
  119808. private _dataFetched;
  119809. /**
  119810. * Initializes a radial explosioin event
  119811. * @param _scene BabylonJS scene
  119812. * @param _options The options for the vortex event
  119813. */
  119814. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119815. /**
  119816. * Returns the data related to the radial explosion event (sphere).
  119817. * @returns The radial explosion event data
  119818. */
  119819. getData(): PhysicsRadialExplosionEventData;
  119820. /**
  119821. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119822. * @param impostor A physics imposter
  119823. * @param origin the origin of the explosion
  119824. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119825. */
  119826. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119827. /**
  119828. * Triggers affecterd impostors callbacks
  119829. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119830. */
  119831. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119832. /**
  119833. * Disposes the sphere.
  119834. * @param force Specifies if the sphere should be disposed by force
  119835. */
  119836. dispose(force?: boolean): void;
  119837. /*** Helpers ***/
  119838. private _prepareSphere;
  119839. private _intersectsWithSphere;
  119840. }
  119841. /**
  119842. * Represents a gravitational field event
  119843. */
  119844. class PhysicsGravitationalFieldEvent {
  119845. private _physicsHelper;
  119846. private _scene;
  119847. private _origin;
  119848. private _options;
  119849. private _tickCallback;
  119850. private _sphere;
  119851. private _dataFetched;
  119852. /**
  119853. * Initializes the physics gravitational field event
  119854. * @param _physicsHelper A physics helper
  119855. * @param _scene BabylonJS scene
  119856. * @param _origin The origin position of the gravitational field event
  119857. * @param _options The options for the vortex event
  119858. */
  119859. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119860. /**
  119861. * Returns the data related to the gravitational field event (sphere).
  119862. * @returns A gravitational field event
  119863. */
  119864. getData(): PhysicsGravitationalFieldEventData;
  119865. /**
  119866. * Enables the gravitational field.
  119867. */
  119868. enable(): void;
  119869. /**
  119870. * Disables the gravitational field.
  119871. */
  119872. disable(): void;
  119873. /**
  119874. * Disposes the sphere.
  119875. * @param force The force to dispose from the gravitational field event
  119876. */
  119877. dispose(force?: boolean): void;
  119878. private _tick;
  119879. }
  119880. /**
  119881. * Represents a physics updraft event
  119882. */
  119883. class PhysicsUpdraftEvent {
  119884. private _scene;
  119885. private _origin;
  119886. private _options;
  119887. private _physicsEngine;
  119888. private _originTop;
  119889. private _originDirection;
  119890. private _tickCallback;
  119891. private _cylinder;
  119892. private _cylinderPosition;
  119893. private _dataFetched;
  119894. /**
  119895. * Initializes the physics updraft event
  119896. * @param _scene BabylonJS scene
  119897. * @param _origin The origin position of the updraft
  119898. * @param _options The options for the updraft event
  119899. */
  119900. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119901. /**
  119902. * Returns the data related to the updraft event (cylinder).
  119903. * @returns A physics updraft event
  119904. */
  119905. getData(): PhysicsUpdraftEventData;
  119906. /**
  119907. * Enables the updraft.
  119908. */
  119909. enable(): void;
  119910. /**
  119911. * Disables the updraft.
  119912. */
  119913. disable(): void;
  119914. /**
  119915. * Disposes the cylinder.
  119916. * @param force Specifies if the updraft should be disposed by force
  119917. */
  119918. dispose(force?: boolean): void;
  119919. private getImpostorHitData;
  119920. private _tick;
  119921. /*** Helpers ***/
  119922. private _prepareCylinder;
  119923. private _intersectsWithCylinder;
  119924. }
  119925. /**
  119926. * Represents a physics vortex event
  119927. */
  119928. class PhysicsVortexEvent {
  119929. private _scene;
  119930. private _origin;
  119931. private _options;
  119932. private _physicsEngine;
  119933. private _originTop;
  119934. private _tickCallback;
  119935. private _cylinder;
  119936. private _cylinderPosition;
  119937. private _dataFetched;
  119938. /**
  119939. * Initializes the physics vortex event
  119940. * @param _scene The BabylonJS scene
  119941. * @param _origin The origin position of the vortex
  119942. * @param _options The options for the vortex event
  119943. */
  119944. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119945. /**
  119946. * Returns the data related to the vortex event (cylinder).
  119947. * @returns The physics vortex event data
  119948. */
  119949. getData(): PhysicsVortexEventData;
  119950. /**
  119951. * Enables the vortex.
  119952. */
  119953. enable(): void;
  119954. /**
  119955. * Disables the cortex.
  119956. */
  119957. disable(): void;
  119958. /**
  119959. * Disposes the sphere.
  119960. * @param force
  119961. */
  119962. dispose(force?: boolean): void;
  119963. private getImpostorHitData;
  119964. private _tick;
  119965. /*** Helpers ***/
  119966. private _prepareCylinder;
  119967. private _intersectsWithCylinder;
  119968. }
  119969. /**
  119970. * Options fot the radial explosion event
  119971. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119972. */
  119973. export class PhysicsRadialExplosionEventOptions {
  119974. /**
  119975. * The radius of the sphere for the radial explosion.
  119976. */
  119977. radius: number;
  119978. /**
  119979. * The strenth of the explosion.
  119980. */
  119981. strength: number;
  119982. /**
  119983. * The strenght of the force in correspondence to the distance of the affected object
  119984. */
  119985. falloff: PhysicsRadialImpulseFalloff;
  119986. /**
  119987. * Sphere options for the radial explosion.
  119988. */
  119989. sphere: {
  119990. segments: number;
  119991. diameter: number;
  119992. };
  119993. /**
  119994. * Sphere options for the radial explosion.
  119995. */
  119996. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119997. }
  119998. /**
  119999. * Options fot the updraft event
  120000. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120001. */
  120002. export class PhysicsUpdraftEventOptions {
  120003. /**
  120004. * The radius of the cylinder for the vortex
  120005. */
  120006. radius: number;
  120007. /**
  120008. * The strenth of the updraft.
  120009. */
  120010. strength: number;
  120011. /**
  120012. * The height of the cylinder for the updraft.
  120013. */
  120014. height: number;
  120015. /**
  120016. * The mode for the the updraft.
  120017. */
  120018. updraftMode: PhysicsUpdraftMode;
  120019. }
  120020. /**
  120021. * Options fot the vortex event
  120022. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120023. */
  120024. export class PhysicsVortexEventOptions {
  120025. /**
  120026. * The radius of the cylinder for the vortex
  120027. */
  120028. radius: number;
  120029. /**
  120030. * The strenth of the vortex.
  120031. */
  120032. strength: number;
  120033. /**
  120034. * The height of the cylinder for the vortex.
  120035. */
  120036. height: number;
  120037. /**
  120038. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  120039. */
  120040. centripetalForceThreshold: number;
  120041. /**
  120042. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  120043. */
  120044. centripetalForceMultiplier: number;
  120045. /**
  120046. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  120047. */
  120048. centrifugalForceMultiplier: number;
  120049. /**
  120050. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  120051. */
  120052. updraftForceMultiplier: number;
  120053. }
  120054. /**
  120055. * The strenght of the force in correspondence to the distance of the affected object
  120056. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120057. */
  120058. export enum PhysicsRadialImpulseFalloff {
  120059. /** Defines that impulse is constant in strength across it's whole radius */
  120060. Constant = 0,
  120061. /** Defines that impulse gets weaker if it's further from the origin */
  120062. Linear = 1
  120063. }
  120064. /**
  120065. * The strength of the force in correspondence to the distance of the affected object
  120066. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120067. */
  120068. export enum PhysicsUpdraftMode {
  120069. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  120070. Center = 0,
  120071. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  120072. Perpendicular = 1
  120073. }
  120074. /**
  120075. * Interface for a physics hit data
  120076. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120077. */
  120078. export interface PhysicsHitData {
  120079. /**
  120080. * The force applied at the contact point
  120081. */
  120082. force: Vector3;
  120083. /**
  120084. * The contact point
  120085. */
  120086. contactPoint: Vector3;
  120087. /**
  120088. * The distance from the origin to the contact point
  120089. */
  120090. distanceFromOrigin: number;
  120091. }
  120092. /**
  120093. * Interface for radial explosion event data
  120094. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120095. */
  120096. export interface PhysicsRadialExplosionEventData {
  120097. /**
  120098. * A sphere used for the radial explosion event
  120099. */
  120100. sphere: Mesh;
  120101. }
  120102. /**
  120103. * Interface for gravitational field event data
  120104. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120105. */
  120106. export interface PhysicsGravitationalFieldEventData {
  120107. /**
  120108. * A sphere mesh used for the gravitational field event
  120109. */
  120110. sphere: Mesh;
  120111. }
  120112. /**
  120113. * Interface for updraft event data
  120114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120115. */
  120116. export interface PhysicsUpdraftEventData {
  120117. /**
  120118. * A cylinder used for the updraft event
  120119. */
  120120. cylinder: Mesh;
  120121. }
  120122. /**
  120123. * Interface for vortex event data
  120124. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120125. */
  120126. export interface PhysicsVortexEventData {
  120127. /**
  120128. * A cylinder used for the vortex event
  120129. */
  120130. cylinder: Mesh;
  120131. }
  120132. /**
  120133. * Interface for an affected physics impostor
  120134. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120135. */
  120136. export interface PhysicsAffectedImpostorWithData {
  120137. /**
  120138. * The impostor affected by the effect
  120139. */
  120140. impostor: PhysicsImpostor;
  120141. /**
  120142. * The data about the hit/horce from the explosion
  120143. */
  120144. hitData: PhysicsHitData;
  120145. }
  120146. }
  120147. declare module BABYLON {
  120148. /** @hidden */
  120149. export var blackAndWhitePixelShader: {
  120150. name: string;
  120151. shader: string;
  120152. };
  120153. }
  120154. declare module BABYLON {
  120155. /**
  120156. * Post process used to render in black and white
  120157. */
  120158. export class BlackAndWhitePostProcess extends PostProcess {
  120159. /**
  120160. * Linear about to convert he result to black and white (default: 1)
  120161. */
  120162. degree: number;
  120163. /**
  120164. * Creates a black and white post process
  120165. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  120166. * @param name The name of the effect.
  120167. * @param options The required width/height ratio to downsize to before computing the render pass.
  120168. * @param camera The camera to apply the render pass to.
  120169. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120170. * @param engine The engine which the post process will be applied. (default: current engine)
  120171. * @param reusable If the post process can be reused on the same frame. (default: false)
  120172. */
  120173. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120174. }
  120175. }
  120176. declare module BABYLON {
  120177. /**
  120178. * This represents a set of one or more post processes in Babylon.
  120179. * A post process can be used to apply a shader to a texture after it is rendered.
  120180. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120181. */
  120182. export class PostProcessRenderEffect {
  120183. private _postProcesses;
  120184. private _getPostProcesses;
  120185. private _singleInstance;
  120186. private _cameras;
  120187. private _indicesForCamera;
  120188. /**
  120189. * Name of the effect
  120190. * @hidden
  120191. */
  120192. _name: string;
  120193. /**
  120194. * Instantiates a post process render effect.
  120195. * A post process can be used to apply a shader to a texture after it is rendered.
  120196. * @param engine The engine the effect is tied to
  120197. * @param name The name of the effect
  120198. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  120199. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  120200. */
  120201. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  120202. /**
  120203. * Checks if all the post processes in the effect are supported.
  120204. */
  120205. readonly isSupported: boolean;
  120206. /**
  120207. * Updates the current state of the effect
  120208. * @hidden
  120209. */
  120210. _update(): void;
  120211. /**
  120212. * Attaches the effect on cameras
  120213. * @param cameras The camera to attach to.
  120214. * @hidden
  120215. */
  120216. _attachCameras(cameras: Camera): void;
  120217. /**
  120218. * Attaches the effect on cameras
  120219. * @param cameras The camera to attach to.
  120220. * @hidden
  120221. */
  120222. _attachCameras(cameras: Camera[]): void;
  120223. /**
  120224. * Detaches the effect on cameras
  120225. * @param cameras The camera to detatch from.
  120226. * @hidden
  120227. */
  120228. _detachCameras(cameras: Camera): void;
  120229. /**
  120230. * Detatches the effect on cameras
  120231. * @param cameras The camera to detatch from.
  120232. * @hidden
  120233. */
  120234. _detachCameras(cameras: Camera[]): void;
  120235. /**
  120236. * Enables the effect on given cameras
  120237. * @param cameras The camera to enable.
  120238. * @hidden
  120239. */
  120240. _enable(cameras: Camera): void;
  120241. /**
  120242. * Enables the effect on given cameras
  120243. * @param cameras The camera to enable.
  120244. * @hidden
  120245. */
  120246. _enable(cameras: Nullable<Camera[]>): void;
  120247. /**
  120248. * Disables the effect on the given cameras
  120249. * @param cameras The camera to disable.
  120250. * @hidden
  120251. */
  120252. _disable(cameras: Camera): void;
  120253. /**
  120254. * Disables the effect on the given cameras
  120255. * @param cameras The camera to disable.
  120256. * @hidden
  120257. */
  120258. _disable(cameras: Nullable<Camera[]>): void;
  120259. /**
  120260. * Gets a list of the post processes contained in the effect.
  120261. * @param camera The camera to get the post processes on.
  120262. * @returns The list of the post processes in the effect.
  120263. */
  120264. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  120265. }
  120266. }
  120267. declare module BABYLON {
  120268. /** @hidden */
  120269. export var extractHighlightsPixelShader: {
  120270. name: string;
  120271. shader: string;
  120272. };
  120273. }
  120274. declare module BABYLON {
  120275. /**
  120276. * 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.
  120277. */
  120278. export class ExtractHighlightsPostProcess extends PostProcess {
  120279. /**
  120280. * The luminance threshold, pixels below this value will be set to black.
  120281. */
  120282. threshold: number;
  120283. /** @hidden */
  120284. _exposure: number;
  120285. /**
  120286. * Post process which has the input texture to be used when performing highlight extraction
  120287. * @hidden
  120288. */
  120289. _inputPostProcess: Nullable<PostProcess>;
  120290. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120291. }
  120292. }
  120293. declare module BABYLON {
  120294. /** @hidden */
  120295. export var bloomMergePixelShader: {
  120296. name: string;
  120297. shader: string;
  120298. };
  120299. }
  120300. declare module BABYLON {
  120301. /**
  120302. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120303. */
  120304. export class BloomMergePostProcess extends PostProcess {
  120305. /** Weight of the bloom to be added to the original input. */
  120306. weight: number;
  120307. /**
  120308. * Creates a new instance of @see BloomMergePostProcess
  120309. * @param name The name of the effect.
  120310. * @param originalFromInput Post process which's input will be used for the merge.
  120311. * @param blurred Blurred highlights post process which's output will be used.
  120312. * @param weight Weight of the bloom to be added to the original input.
  120313. * @param options The required width/height ratio to downsize to before computing the render pass.
  120314. * @param camera The camera to apply the render pass to.
  120315. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120316. * @param engine The engine which the post process will be applied. (default: current engine)
  120317. * @param reusable If the post process can be reused on the same frame. (default: false)
  120318. * @param textureType Type of textures used when performing the post process. (default: 0)
  120319. * @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)
  120320. */
  120321. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  120322. /** Weight of the bloom to be added to the original input. */
  120323. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120324. }
  120325. }
  120326. declare module BABYLON {
  120327. /**
  120328. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  120329. */
  120330. export class BloomEffect extends PostProcessRenderEffect {
  120331. private bloomScale;
  120332. /**
  120333. * @hidden Internal
  120334. */
  120335. _effects: Array<PostProcess>;
  120336. /**
  120337. * @hidden Internal
  120338. */
  120339. _downscale: ExtractHighlightsPostProcess;
  120340. private _blurX;
  120341. private _blurY;
  120342. private _merge;
  120343. /**
  120344. * The luminance threshold to find bright areas of the image to bloom.
  120345. */
  120346. threshold: number;
  120347. /**
  120348. * The strength of the bloom.
  120349. */
  120350. weight: number;
  120351. /**
  120352. * Specifies the size of the bloom blur kernel, relative to the final output size
  120353. */
  120354. kernel: number;
  120355. /**
  120356. * Creates a new instance of @see BloomEffect
  120357. * @param scene The scene the effect belongs to.
  120358. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  120359. * @param bloomKernel The size of the kernel to be used when applying the blur.
  120360. * @param bloomWeight The the strength of bloom.
  120361. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120362. * @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)
  120363. */
  120364. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  120365. /**
  120366. * Disposes each of the internal effects for a given camera.
  120367. * @param camera The camera to dispose the effect on.
  120368. */
  120369. disposeEffects(camera: Camera): void;
  120370. /**
  120371. * @hidden Internal
  120372. */
  120373. _updateEffects(): void;
  120374. /**
  120375. * Internal
  120376. * @returns if all the contained post processes are ready.
  120377. * @hidden
  120378. */
  120379. _isReady(): boolean;
  120380. }
  120381. }
  120382. declare module BABYLON {
  120383. /** @hidden */
  120384. export var chromaticAberrationPixelShader: {
  120385. name: string;
  120386. shader: string;
  120387. };
  120388. }
  120389. declare module BABYLON {
  120390. /**
  120391. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  120392. */
  120393. export class ChromaticAberrationPostProcess extends PostProcess {
  120394. /**
  120395. * The amount of seperation of rgb channels (default: 30)
  120396. */
  120397. aberrationAmount: number;
  120398. /**
  120399. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  120400. */
  120401. radialIntensity: number;
  120402. /**
  120403. * 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))
  120404. */
  120405. direction: Vector2;
  120406. /**
  120407. * 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))
  120408. */
  120409. centerPosition: Vector2;
  120410. /**
  120411. * Creates a new instance ChromaticAberrationPostProcess
  120412. * @param name The name of the effect.
  120413. * @param screenWidth The width of the screen to apply the effect on.
  120414. * @param screenHeight The height of the screen to apply the effect on.
  120415. * @param options The required width/height ratio to downsize to before computing the render pass.
  120416. * @param camera The camera to apply the render pass to.
  120417. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120418. * @param engine The engine which the post process will be applied. (default: current engine)
  120419. * @param reusable If the post process can be reused on the same frame. (default: false)
  120420. * @param textureType Type of textures used when performing the post process. (default: 0)
  120421. * @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)
  120422. */
  120423. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120424. }
  120425. }
  120426. declare module BABYLON {
  120427. /** @hidden */
  120428. export var circleOfConfusionPixelShader: {
  120429. name: string;
  120430. shader: string;
  120431. };
  120432. }
  120433. declare module BABYLON {
  120434. /**
  120435. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  120436. */
  120437. export class CircleOfConfusionPostProcess extends PostProcess {
  120438. /**
  120439. * 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.
  120440. */
  120441. lensSize: number;
  120442. /**
  120443. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120444. */
  120445. fStop: number;
  120446. /**
  120447. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120448. */
  120449. focusDistance: number;
  120450. /**
  120451. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  120452. */
  120453. focalLength: number;
  120454. private _depthTexture;
  120455. /**
  120456. * Creates a new instance CircleOfConfusionPostProcess
  120457. * @param name The name of the effect.
  120458. * @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.
  120459. * @param options The required width/height ratio to downsize to before computing the render pass.
  120460. * @param camera The camera to apply the render pass to.
  120461. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120462. * @param engine The engine which the post process will be applied. (default: current engine)
  120463. * @param reusable If the post process can be reused on the same frame. (default: false)
  120464. * @param textureType Type of textures used when performing the post process. (default: 0)
  120465. * @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)
  120466. */
  120467. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120468. /**
  120469. * 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.
  120470. */
  120471. depthTexture: RenderTargetTexture;
  120472. }
  120473. }
  120474. declare module BABYLON {
  120475. /** @hidden */
  120476. export var colorCorrectionPixelShader: {
  120477. name: string;
  120478. shader: string;
  120479. };
  120480. }
  120481. declare module BABYLON {
  120482. /**
  120483. *
  120484. * This post-process allows the modification of rendered colors by using
  120485. * a 'look-up table' (LUT). This effect is also called Color Grading.
  120486. *
  120487. * The object needs to be provided an url to a texture containing the color
  120488. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  120489. * Use an image editing software to tweak the LUT to match your needs.
  120490. *
  120491. * For an example of a color LUT, see here:
  120492. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  120493. * For explanations on color grading, see here:
  120494. * @see http://udn.epicgames.com/Three/ColorGrading.html
  120495. *
  120496. */
  120497. export class ColorCorrectionPostProcess extends PostProcess {
  120498. private _colorTableTexture;
  120499. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120500. }
  120501. }
  120502. declare module BABYLON {
  120503. /** @hidden */
  120504. export var convolutionPixelShader: {
  120505. name: string;
  120506. shader: string;
  120507. };
  120508. }
  120509. declare module BABYLON {
  120510. /**
  120511. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120512. * input texture to perform effects such as edge detection or sharpening
  120513. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120514. */
  120515. export class ConvolutionPostProcess extends PostProcess {
  120516. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120517. kernel: number[];
  120518. /**
  120519. * Creates a new instance ConvolutionPostProcess
  120520. * @param name The name of the effect.
  120521. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120522. * @param options The required width/height ratio to downsize to before computing the render pass.
  120523. * @param camera The camera to apply the render pass to.
  120524. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120525. * @param engine The engine which the post process will be applied. (default: current engine)
  120526. * @param reusable If the post process can be reused on the same frame. (default: false)
  120527. * @param textureType Type of textures used when performing the post process. (default: 0)
  120528. */
  120529. constructor(name: string,
  120530. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120531. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120532. /**
  120533. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120534. */
  120535. static EdgeDetect0Kernel: number[];
  120536. /**
  120537. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120538. */
  120539. static EdgeDetect1Kernel: number[];
  120540. /**
  120541. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120542. */
  120543. static EdgeDetect2Kernel: number[];
  120544. /**
  120545. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120546. */
  120547. static SharpenKernel: number[];
  120548. /**
  120549. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120550. */
  120551. static EmbossKernel: number[];
  120552. /**
  120553. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120554. */
  120555. static GaussianKernel: number[];
  120556. }
  120557. }
  120558. declare module BABYLON {
  120559. /**
  120560. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120561. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120562. * based on samples that have a large difference in distance than the center pixel.
  120563. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120564. */
  120565. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120566. direction: Vector2;
  120567. /**
  120568. * Creates a new instance CircleOfConfusionPostProcess
  120569. * @param name The name of the effect.
  120570. * @param scene The scene the effect belongs to.
  120571. * @param direction The direction the blur should be applied.
  120572. * @param kernel The size of the kernel used to blur.
  120573. * @param options The required width/height ratio to downsize to before computing the render pass.
  120574. * @param camera The camera to apply the render pass to.
  120575. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120576. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120577. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120578. * @param engine The engine which the post process will be applied. (default: current engine)
  120579. * @param reusable If the post process can be reused on the same frame. (default: false)
  120580. * @param textureType Type of textures used when performing the post process. (default: 0)
  120581. * @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)
  120582. */
  120583. 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);
  120584. }
  120585. }
  120586. declare module BABYLON {
  120587. /** @hidden */
  120588. export var depthOfFieldMergePixelShader: {
  120589. name: string;
  120590. shader: string;
  120591. };
  120592. }
  120593. declare module BABYLON {
  120594. /**
  120595. * Options to be set when merging outputs from the default pipeline.
  120596. */
  120597. export class DepthOfFieldMergePostProcessOptions {
  120598. /**
  120599. * The original image to merge on top of
  120600. */
  120601. originalFromInput: PostProcess;
  120602. /**
  120603. * Parameters to perform the merge of the depth of field effect
  120604. */
  120605. depthOfField?: {
  120606. circleOfConfusion: PostProcess;
  120607. blurSteps: Array<PostProcess>;
  120608. };
  120609. /**
  120610. * Parameters to perform the merge of bloom effect
  120611. */
  120612. bloom?: {
  120613. blurred: PostProcess;
  120614. weight: number;
  120615. };
  120616. }
  120617. /**
  120618. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120619. */
  120620. export class DepthOfFieldMergePostProcess extends PostProcess {
  120621. private blurSteps;
  120622. /**
  120623. * Creates a new instance of DepthOfFieldMergePostProcess
  120624. * @param name The name of the effect.
  120625. * @param originalFromInput Post process which's input will be used for the merge.
  120626. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120627. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120628. * @param options The required width/height ratio to downsize to before computing the render pass.
  120629. * @param camera The camera to apply the render pass to.
  120630. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120631. * @param engine The engine which the post process will be applied. (default: current engine)
  120632. * @param reusable If the post process can be reused on the same frame. (default: false)
  120633. * @param textureType Type of textures used when performing the post process. (default: 0)
  120634. * @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)
  120635. */
  120636. 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);
  120637. /**
  120638. * Updates the effect with the current post process compile time values and recompiles the shader.
  120639. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120640. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120641. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120642. * @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
  120643. * @param onCompiled Called when the shader has been compiled.
  120644. * @param onError Called if there is an error when compiling a shader.
  120645. */
  120646. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120647. }
  120648. }
  120649. declare module BABYLON {
  120650. /**
  120651. * Specifies the level of max blur that should be applied when using the depth of field effect
  120652. */
  120653. export enum DepthOfFieldEffectBlurLevel {
  120654. /**
  120655. * Subtle blur
  120656. */
  120657. Low = 0,
  120658. /**
  120659. * Medium blur
  120660. */
  120661. Medium = 1,
  120662. /**
  120663. * Large blur
  120664. */
  120665. High = 2
  120666. }
  120667. /**
  120668. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120669. */
  120670. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120671. private _circleOfConfusion;
  120672. /**
  120673. * @hidden Internal, blurs from high to low
  120674. */
  120675. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120676. private _depthOfFieldBlurY;
  120677. private _dofMerge;
  120678. /**
  120679. * @hidden Internal post processes in depth of field effect
  120680. */
  120681. _effects: Array<PostProcess>;
  120682. /**
  120683. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120684. */
  120685. focalLength: number;
  120686. /**
  120687. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120688. */
  120689. fStop: number;
  120690. /**
  120691. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120692. */
  120693. focusDistance: number;
  120694. /**
  120695. * 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.
  120696. */
  120697. lensSize: number;
  120698. /**
  120699. * Creates a new instance DepthOfFieldEffect
  120700. * @param scene The scene the effect belongs to.
  120701. * @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.
  120702. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120703. * @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)
  120704. */
  120705. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120706. /**
  120707. * Get the current class name of the current effet
  120708. * @returns "DepthOfFieldEffect"
  120709. */
  120710. getClassName(): string;
  120711. /**
  120712. * 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.
  120713. */
  120714. depthTexture: RenderTargetTexture;
  120715. /**
  120716. * Disposes each of the internal effects for a given camera.
  120717. * @param camera The camera to dispose the effect on.
  120718. */
  120719. disposeEffects(camera: Camera): void;
  120720. /**
  120721. * @hidden Internal
  120722. */
  120723. _updateEffects(): void;
  120724. /**
  120725. * Internal
  120726. * @returns if all the contained post processes are ready.
  120727. * @hidden
  120728. */
  120729. _isReady(): boolean;
  120730. }
  120731. }
  120732. declare module BABYLON {
  120733. /** @hidden */
  120734. export var displayPassPixelShader: {
  120735. name: string;
  120736. shader: string;
  120737. };
  120738. }
  120739. declare module BABYLON {
  120740. /**
  120741. * DisplayPassPostProcess which produces an output the same as it's input
  120742. */
  120743. export class DisplayPassPostProcess extends PostProcess {
  120744. /**
  120745. * Creates the DisplayPassPostProcess
  120746. * @param name The name of the effect.
  120747. * @param options The required width/height ratio to downsize to before computing the render pass.
  120748. * @param camera The camera to apply the render pass to.
  120749. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120750. * @param engine The engine which the post process will be applied. (default: current engine)
  120751. * @param reusable If the post process can be reused on the same frame. (default: false)
  120752. */
  120753. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120754. }
  120755. }
  120756. declare module BABYLON {
  120757. /** @hidden */
  120758. export var filterPixelShader: {
  120759. name: string;
  120760. shader: string;
  120761. };
  120762. }
  120763. declare module BABYLON {
  120764. /**
  120765. * Applies a kernel filter to the image
  120766. */
  120767. export class FilterPostProcess extends PostProcess {
  120768. /** The matrix to be applied to the image */
  120769. kernelMatrix: Matrix;
  120770. /**
  120771. *
  120772. * @param name The name of the effect.
  120773. * @param kernelMatrix The matrix to be applied to the image
  120774. * @param options The required width/height ratio to downsize to before computing the render pass.
  120775. * @param camera The camera to apply the render pass to.
  120776. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120777. * @param engine The engine which the post process will be applied. (default: current engine)
  120778. * @param reusable If the post process can be reused on the same frame. (default: false)
  120779. */
  120780. constructor(name: string,
  120781. /** The matrix to be applied to the image */
  120782. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120783. }
  120784. }
  120785. declare module BABYLON {
  120786. /** @hidden */
  120787. export var fxaaPixelShader: {
  120788. name: string;
  120789. shader: string;
  120790. };
  120791. }
  120792. declare module BABYLON {
  120793. /** @hidden */
  120794. export var fxaaVertexShader: {
  120795. name: string;
  120796. shader: string;
  120797. };
  120798. }
  120799. declare module BABYLON {
  120800. /**
  120801. * Fxaa post process
  120802. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120803. */
  120804. export class FxaaPostProcess extends PostProcess {
  120805. /** @hidden */
  120806. texelWidth: number;
  120807. /** @hidden */
  120808. texelHeight: number;
  120809. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120810. private _getDefines;
  120811. }
  120812. }
  120813. declare module BABYLON {
  120814. /** @hidden */
  120815. export var grainPixelShader: {
  120816. name: string;
  120817. shader: string;
  120818. };
  120819. }
  120820. declare module BABYLON {
  120821. /**
  120822. * The GrainPostProcess adds noise to the image at mid luminance levels
  120823. */
  120824. export class GrainPostProcess extends PostProcess {
  120825. /**
  120826. * The intensity of the grain added (default: 30)
  120827. */
  120828. intensity: number;
  120829. /**
  120830. * If the grain should be randomized on every frame
  120831. */
  120832. animated: boolean;
  120833. /**
  120834. * Creates a new instance of @see GrainPostProcess
  120835. * @param name The name of the effect.
  120836. * @param options The required width/height ratio to downsize to before computing the render pass.
  120837. * @param camera The camera to apply the render pass to.
  120838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120839. * @param engine The engine which the post process will be applied. (default: current engine)
  120840. * @param reusable If the post process can be reused on the same frame. (default: false)
  120841. * @param textureType Type of textures used when performing the post process. (default: 0)
  120842. * @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)
  120843. */
  120844. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120845. }
  120846. }
  120847. declare module BABYLON {
  120848. /** @hidden */
  120849. export var highlightsPixelShader: {
  120850. name: string;
  120851. shader: string;
  120852. };
  120853. }
  120854. declare module BABYLON {
  120855. /**
  120856. * Extracts highlights from the image
  120857. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120858. */
  120859. export class HighlightsPostProcess extends PostProcess {
  120860. /**
  120861. * Extracts highlights from the image
  120862. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120863. * @param name The name of the effect.
  120864. * @param options The required width/height ratio to downsize to before computing the render pass.
  120865. * @param camera The camera to apply the render pass to.
  120866. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120867. * @param engine The engine which the post process will be applied. (default: current engine)
  120868. * @param reusable If the post process can be reused on the same frame. (default: false)
  120869. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120870. */
  120871. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120872. }
  120873. }
  120874. declare module BABYLON {
  120875. /** @hidden */
  120876. export var mrtFragmentDeclaration: {
  120877. name: string;
  120878. shader: string;
  120879. };
  120880. }
  120881. declare module BABYLON {
  120882. /** @hidden */
  120883. export var geometryPixelShader: {
  120884. name: string;
  120885. shader: string;
  120886. };
  120887. }
  120888. declare module BABYLON {
  120889. /** @hidden */
  120890. export var geometryVertexShader: {
  120891. name: string;
  120892. shader: string;
  120893. };
  120894. }
  120895. declare module BABYLON {
  120896. /** @hidden */
  120897. interface ISavedTransformationMatrix {
  120898. world: Matrix;
  120899. viewProjection: Matrix;
  120900. }
  120901. /**
  120902. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120903. */
  120904. export class GeometryBufferRenderer {
  120905. /**
  120906. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120907. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120908. */
  120909. static readonly POSITION_TEXTURE_TYPE: number;
  120910. /**
  120911. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120912. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120913. */
  120914. static readonly VELOCITY_TEXTURE_TYPE: number;
  120915. /**
  120916. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120917. * in order to compute objects velocities when enableVelocity is set to "true"
  120918. * @hidden
  120919. */
  120920. _previousTransformationMatrices: {
  120921. [index: number]: ISavedTransformationMatrix;
  120922. };
  120923. /**
  120924. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120925. * in order to compute objects velocities when enableVelocity is set to "true"
  120926. * @hidden
  120927. */
  120928. _previousBonesTransformationMatrices: {
  120929. [index: number]: Float32Array;
  120930. };
  120931. /**
  120932. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120933. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120934. */
  120935. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120936. private _scene;
  120937. private _multiRenderTarget;
  120938. private _ratio;
  120939. private _enablePosition;
  120940. private _enableVelocity;
  120941. private _positionIndex;
  120942. private _velocityIndex;
  120943. protected _effect: Effect;
  120944. protected _cachedDefines: string;
  120945. /**
  120946. * Set the render list (meshes to be rendered) used in the G buffer.
  120947. */
  120948. renderList: Mesh[];
  120949. /**
  120950. * Gets wether or not G buffer are supported by the running hardware.
  120951. * This requires draw buffer supports
  120952. */
  120953. readonly isSupported: boolean;
  120954. /**
  120955. * Returns the index of the given texture type in the G-Buffer textures array
  120956. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120957. * @returns the index of the given texture type in the G-Buffer textures array
  120958. */
  120959. getTextureIndex(textureType: number): number;
  120960. /**
  120961. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120962. */
  120963. /**
  120964. * Sets whether or not objects positions are enabled for the G buffer.
  120965. */
  120966. enablePosition: boolean;
  120967. /**
  120968. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120969. */
  120970. /**
  120971. * Sets wether or not objects velocities are enabled for the G buffer.
  120972. */
  120973. enableVelocity: boolean;
  120974. /**
  120975. * Gets the scene associated with the buffer.
  120976. */
  120977. readonly scene: Scene;
  120978. /**
  120979. * Gets the ratio used by the buffer during its creation.
  120980. * How big is the buffer related to the main canvas.
  120981. */
  120982. readonly ratio: number;
  120983. /** @hidden */
  120984. static _SceneComponentInitialization: (scene: Scene) => void;
  120985. /**
  120986. * Creates a new G Buffer for the scene
  120987. * @param scene The scene the buffer belongs to
  120988. * @param ratio How big is the buffer related to the main canvas.
  120989. */
  120990. constructor(scene: Scene, ratio?: number);
  120991. /**
  120992. * Checks wether everything is ready to render a submesh to the G buffer.
  120993. * @param subMesh the submesh to check readiness for
  120994. * @param useInstances is the mesh drawn using instance or not
  120995. * @returns true if ready otherwise false
  120996. */
  120997. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120998. /**
  120999. * Gets the current underlying G Buffer.
  121000. * @returns the buffer
  121001. */
  121002. getGBuffer(): MultiRenderTarget;
  121003. /**
  121004. * Gets the number of samples used to render the buffer (anti aliasing).
  121005. */
  121006. /**
  121007. * Sets the number of samples used to render the buffer (anti aliasing).
  121008. */
  121009. samples: number;
  121010. /**
  121011. * Disposes the renderer and frees up associated resources.
  121012. */
  121013. dispose(): void;
  121014. protected _createRenderTargets(): void;
  121015. private _copyBonesTransformationMatrices;
  121016. }
  121017. }
  121018. declare module BABYLON {
  121019. interface Scene {
  121020. /** @hidden (Backing field) */
  121021. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121022. /**
  121023. * Gets or Sets the current geometry buffer associated to the scene.
  121024. */
  121025. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121026. /**
  121027. * Enables a GeometryBufferRender and associates it with the scene
  121028. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  121029. * @returns the GeometryBufferRenderer
  121030. */
  121031. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  121032. /**
  121033. * Disables the GeometryBufferRender associated with the scene
  121034. */
  121035. disableGeometryBufferRenderer(): void;
  121036. }
  121037. /**
  121038. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  121039. * in several rendering techniques.
  121040. */
  121041. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  121042. /**
  121043. * The component name helpful to identify the component in the list of scene components.
  121044. */
  121045. readonly name: string;
  121046. /**
  121047. * The scene the component belongs to.
  121048. */
  121049. scene: Scene;
  121050. /**
  121051. * Creates a new instance of the component for the given scene
  121052. * @param scene Defines the scene to register the component in
  121053. */
  121054. constructor(scene: Scene);
  121055. /**
  121056. * Registers the component in a given scene
  121057. */
  121058. register(): void;
  121059. /**
  121060. * Rebuilds the elements related to this component in case of
  121061. * context lost for instance.
  121062. */
  121063. rebuild(): void;
  121064. /**
  121065. * Disposes the component and the associated ressources
  121066. */
  121067. dispose(): void;
  121068. private _gatherRenderTargets;
  121069. }
  121070. }
  121071. declare module BABYLON {
  121072. /** @hidden */
  121073. export var motionBlurPixelShader: {
  121074. name: string;
  121075. shader: string;
  121076. };
  121077. }
  121078. declare module BABYLON {
  121079. /**
  121080. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  121081. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  121082. * As an example, all you have to do is to create the post-process:
  121083. * var mb = new BABYLON.MotionBlurPostProcess(
  121084. * 'mb', // The name of the effect.
  121085. * scene, // The scene containing the objects to blur according to their velocity.
  121086. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  121087. * camera // The camera to apply the render pass to.
  121088. * );
  121089. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  121090. */
  121091. export class MotionBlurPostProcess extends PostProcess {
  121092. /**
  121093. * Defines how much the image is blurred by the movement. Default value is equal to 1
  121094. */
  121095. motionStrength: number;
  121096. /**
  121097. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  121098. */
  121099. /**
  121100. * Sets the number of iterations to be used for motion blur quality
  121101. */
  121102. motionBlurSamples: number;
  121103. private _motionBlurSamples;
  121104. private _geometryBufferRenderer;
  121105. /**
  121106. * Creates a new instance MotionBlurPostProcess
  121107. * @param name The name of the effect.
  121108. * @param scene The scene containing the objects to blur according to their velocity.
  121109. * @param options The required width/height ratio to downsize to before computing the render pass.
  121110. * @param camera The camera to apply the render pass to.
  121111. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121112. * @param engine The engine which the post process will be applied. (default: current engine)
  121113. * @param reusable If the post process can be reused on the same frame. (default: false)
  121114. * @param textureType Type of textures used when performing the post process. (default: 0)
  121115. * @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)
  121116. */
  121117. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121118. /**
  121119. * Excludes the given skinned mesh from computing bones velocities.
  121120. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  121121. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  121122. */
  121123. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121124. /**
  121125. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  121126. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  121127. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  121128. */
  121129. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121130. /**
  121131. * Disposes the post process.
  121132. * @param camera The camera to dispose the post process on.
  121133. */
  121134. dispose(camera?: Camera): void;
  121135. }
  121136. }
  121137. declare module BABYLON {
  121138. /** @hidden */
  121139. export var refractionPixelShader: {
  121140. name: string;
  121141. shader: string;
  121142. };
  121143. }
  121144. declare module BABYLON {
  121145. /**
  121146. * Post process which applies a refractin texture
  121147. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121148. */
  121149. export class RefractionPostProcess extends PostProcess {
  121150. /** the base color of the refraction (used to taint the rendering) */
  121151. color: Color3;
  121152. /** simulated refraction depth */
  121153. depth: number;
  121154. /** the coefficient of the base color (0 to remove base color tainting) */
  121155. colorLevel: number;
  121156. private _refTexture;
  121157. private _ownRefractionTexture;
  121158. /**
  121159. * Gets or sets the refraction texture
  121160. * Please note that you are responsible for disposing the texture if you set it manually
  121161. */
  121162. refractionTexture: Texture;
  121163. /**
  121164. * Initializes the RefractionPostProcess
  121165. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121166. * @param name The name of the effect.
  121167. * @param refractionTextureUrl Url of the refraction texture to use
  121168. * @param color the base color of the refraction (used to taint the rendering)
  121169. * @param depth simulated refraction depth
  121170. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  121171. * @param camera The camera to apply the render pass to.
  121172. * @param options The required width/height ratio to downsize to before computing the render pass.
  121173. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121174. * @param engine The engine which the post process will be applied. (default: current engine)
  121175. * @param reusable If the post process can be reused on the same frame. (default: false)
  121176. */
  121177. constructor(name: string, refractionTextureUrl: string,
  121178. /** the base color of the refraction (used to taint the rendering) */
  121179. color: Color3,
  121180. /** simulated refraction depth */
  121181. depth: number,
  121182. /** the coefficient of the base color (0 to remove base color tainting) */
  121183. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121184. /**
  121185. * Disposes of the post process
  121186. * @param camera Camera to dispose post process on
  121187. */
  121188. dispose(camera: Camera): void;
  121189. }
  121190. }
  121191. declare module BABYLON {
  121192. /** @hidden */
  121193. export var sharpenPixelShader: {
  121194. name: string;
  121195. shader: string;
  121196. };
  121197. }
  121198. declare module BABYLON {
  121199. /**
  121200. * The SharpenPostProcess applies a sharpen kernel to every pixel
  121201. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121202. */
  121203. export class SharpenPostProcess extends PostProcess {
  121204. /**
  121205. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  121206. */
  121207. colorAmount: number;
  121208. /**
  121209. * How much sharpness should be applied (default: 0.3)
  121210. */
  121211. edgeAmount: number;
  121212. /**
  121213. * Creates a new instance ConvolutionPostProcess
  121214. * @param name The name of the effect.
  121215. * @param options The required width/height ratio to downsize to before computing the render pass.
  121216. * @param camera The camera to apply the render pass to.
  121217. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121218. * @param engine The engine which the post process will be applied. (default: current engine)
  121219. * @param reusable If the post process can be reused on the same frame. (default: false)
  121220. * @param textureType Type of textures used when performing the post process. (default: 0)
  121221. * @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)
  121222. */
  121223. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121224. }
  121225. }
  121226. declare module BABYLON {
  121227. /**
  121228. * PostProcessRenderPipeline
  121229. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121230. */
  121231. export class PostProcessRenderPipeline {
  121232. private engine;
  121233. private _renderEffects;
  121234. private _renderEffectsForIsolatedPass;
  121235. /**
  121236. * List of inspectable custom properties (used by the Inspector)
  121237. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  121238. */
  121239. inspectableCustomProperties: IInspectable[];
  121240. /**
  121241. * @hidden
  121242. */
  121243. protected _cameras: Camera[];
  121244. /** @hidden */
  121245. _name: string;
  121246. /**
  121247. * Gets pipeline name
  121248. */
  121249. readonly name: string;
  121250. /**
  121251. * Initializes a PostProcessRenderPipeline
  121252. * @param engine engine to add the pipeline to
  121253. * @param name name of the pipeline
  121254. */
  121255. constructor(engine: Engine, name: string);
  121256. /**
  121257. * Gets the class name
  121258. * @returns "PostProcessRenderPipeline"
  121259. */
  121260. getClassName(): string;
  121261. /**
  121262. * If all the render effects in the pipeline are supported
  121263. */
  121264. readonly isSupported: boolean;
  121265. /**
  121266. * Adds an effect to the pipeline
  121267. * @param renderEffect the effect to add
  121268. */
  121269. addEffect(renderEffect: PostProcessRenderEffect): void;
  121270. /** @hidden */
  121271. _rebuild(): void;
  121272. /** @hidden */
  121273. _enableEffect(renderEffectName: string, cameras: Camera): void;
  121274. /** @hidden */
  121275. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  121276. /** @hidden */
  121277. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121278. /** @hidden */
  121279. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121280. /** @hidden */
  121281. _attachCameras(cameras: Camera, unique: boolean): void;
  121282. /** @hidden */
  121283. _attachCameras(cameras: Camera[], unique: boolean): void;
  121284. /** @hidden */
  121285. _detachCameras(cameras: Camera): void;
  121286. /** @hidden */
  121287. _detachCameras(cameras: Nullable<Camera[]>): void;
  121288. /** @hidden */
  121289. _update(): void;
  121290. /** @hidden */
  121291. _reset(): void;
  121292. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  121293. /**
  121294. * Disposes of the pipeline
  121295. */
  121296. dispose(): void;
  121297. }
  121298. }
  121299. declare module BABYLON {
  121300. /**
  121301. * PostProcessRenderPipelineManager class
  121302. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121303. */
  121304. export class PostProcessRenderPipelineManager {
  121305. private _renderPipelines;
  121306. /**
  121307. * Initializes a PostProcessRenderPipelineManager
  121308. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121309. */
  121310. constructor();
  121311. /**
  121312. * Gets the list of supported render pipelines
  121313. */
  121314. readonly supportedPipelines: PostProcessRenderPipeline[];
  121315. /**
  121316. * Adds a pipeline to the manager
  121317. * @param renderPipeline The pipeline to add
  121318. */
  121319. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  121320. /**
  121321. * Attaches a camera to the pipeline
  121322. * @param renderPipelineName The name of the pipeline to attach to
  121323. * @param cameras the camera to attach
  121324. * @param unique if the camera can be attached multiple times to the pipeline
  121325. */
  121326. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  121327. /**
  121328. * Detaches a camera from the pipeline
  121329. * @param renderPipelineName The name of the pipeline to detach from
  121330. * @param cameras the camera to detach
  121331. */
  121332. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  121333. /**
  121334. * Enables an effect by name on a pipeline
  121335. * @param renderPipelineName the name of the pipeline to enable the effect in
  121336. * @param renderEffectName the name of the effect to enable
  121337. * @param cameras the cameras that the effect should be enabled on
  121338. */
  121339. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121340. /**
  121341. * Disables an effect by name on a pipeline
  121342. * @param renderPipelineName the name of the pipeline to disable the effect in
  121343. * @param renderEffectName the name of the effect to disable
  121344. * @param cameras the cameras that the effect should be disabled on
  121345. */
  121346. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121347. /**
  121348. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  121349. */
  121350. update(): void;
  121351. /** @hidden */
  121352. _rebuild(): void;
  121353. /**
  121354. * Disposes of the manager and pipelines
  121355. */
  121356. dispose(): void;
  121357. }
  121358. }
  121359. declare module BABYLON {
  121360. interface Scene {
  121361. /** @hidden (Backing field) */
  121362. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121363. /**
  121364. * Gets the postprocess render pipeline manager
  121365. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121366. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121367. */
  121368. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121369. }
  121370. /**
  121371. * Defines the Render Pipeline scene component responsible to rendering pipelines
  121372. */
  121373. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  121374. /**
  121375. * The component name helpfull to identify the component in the list of scene components.
  121376. */
  121377. readonly name: string;
  121378. /**
  121379. * The scene the component belongs to.
  121380. */
  121381. scene: Scene;
  121382. /**
  121383. * Creates a new instance of the component for the given scene
  121384. * @param scene Defines the scene to register the component in
  121385. */
  121386. constructor(scene: Scene);
  121387. /**
  121388. * Registers the component in a given scene
  121389. */
  121390. register(): void;
  121391. /**
  121392. * Rebuilds the elements related to this component in case of
  121393. * context lost for instance.
  121394. */
  121395. rebuild(): void;
  121396. /**
  121397. * Disposes the component and the associated ressources
  121398. */
  121399. dispose(): void;
  121400. private _gatherRenderTargets;
  121401. }
  121402. }
  121403. declare module BABYLON {
  121404. /**
  121405. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  121406. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121407. */
  121408. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121409. private _scene;
  121410. private _camerasToBeAttached;
  121411. /**
  121412. * ID of the sharpen post process,
  121413. */
  121414. private readonly SharpenPostProcessId;
  121415. /**
  121416. * @ignore
  121417. * ID of the image processing post process;
  121418. */
  121419. readonly ImageProcessingPostProcessId: string;
  121420. /**
  121421. * @ignore
  121422. * ID of the Fast Approximate Anti-Aliasing post process;
  121423. */
  121424. readonly FxaaPostProcessId: string;
  121425. /**
  121426. * ID of the chromatic aberration post process,
  121427. */
  121428. private readonly ChromaticAberrationPostProcessId;
  121429. /**
  121430. * ID of the grain post process
  121431. */
  121432. private readonly GrainPostProcessId;
  121433. /**
  121434. * Sharpen post process which will apply a sharpen convolution to enhance edges
  121435. */
  121436. sharpen: SharpenPostProcess;
  121437. private _sharpenEffect;
  121438. private bloom;
  121439. /**
  121440. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  121441. */
  121442. depthOfField: DepthOfFieldEffect;
  121443. /**
  121444. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121445. */
  121446. fxaa: FxaaPostProcess;
  121447. /**
  121448. * Image post processing pass used to perform operations such as tone mapping or color grading.
  121449. */
  121450. imageProcessing: ImageProcessingPostProcess;
  121451. /**
  121452. * Chromatic aberration post process which will shift rgb colors in the image
  121453. */
  121454. chromaticAberration: ChromaticAberrationPostProcess;
  121455. private _chromaticAberrationEffect;
  121456. /**
  121457. * Grain post process which add noise to the image
  121458. */
  121459. grain: GrainPostProcess;
  121460. private _grainEffect;
  121461. /**
  121462. * Glow post process which adds a glow to emissive areas of the image
  121463. */
  121464. private _glowLayer;
  121465. /**
  121466. * Animations which can be used to tweak settings over a period of time
  121467. */
  121468. animations: Animation[];
  121469. private _imageProcessingConfigurationObserver;
  121470. private _sharpenEnabled;
  121471. private _bloomEnabled;
  121472. private _depthOfFieldEnabled;
  121473. private _depthOfFieldBlurLevel;
  121474. private _fxaaEnabled;
  121475. private _imageProcessingEnabled;
  121476. private _defaultPipelineTextureType;
  121477. private _bloomScale;
  121478. private _chromaticAberrationEnabled;
  121479. private _grainEnabled;
  121480. private _buildAllowed;
  121481. /**
  121482. * Gets active scene
  121483. */
  121484. readonly scene: Scene;
  121485. /**
  121486. * Enable or disable the sharpen process from the pipeline
  121487. */
  121488. sharpenEnabled: boolean;
  121489. private _resizeObserver;
  121490. private _hardwareScaleLevel;
  121491. private _bloomKernel;
  121492. /**
  121493. * Specifies the size of the bloom blur kernel, relative to the final output size
  121494. */
  121495. bloomKernel: number;
  121496. /**
  121497. * Specifies the weight of the bloom in the final rendering
  121498. */
  121499. private _bloomWeight;
  121500. /**
  121501. * Specifies the luma threshold for the area that will be blurred by the bloom
  121502. */
  121503. private _bloomThreshold;
  121504. private _hdr;
  121505. /**
  121506. * The strength of the bloom.
  121507. */
  121508. bloomWeight: number;
  121509. /**
  121510. * The strength of the bloom.
  121511. */
  121512. bloomThreshold: number;
  121513. /**
  121514. * The scale of the bloom, lower value will provide better performance.
  121515. */
  121516. bloomScale: number;
  121517. /**
  121518. * Enable or disable the bloom from the pipeline
  121519. */
  121520. bloomEnabled: boolean;
  121521. private _rebuildBloom;
  121522. /**
  121523. * If the depth of field is enabled.
  121524. */
  121525. depthOfFieldEnabled: boolean;
  121526. /**
  121527. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121528. */
  121529. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121530. /**
  121531. * If the anti aliasing is enabled.
  121532. */
  121533. fxaaEnabled: boolean;
  121534. private _samples;
  121535. /**
  121536. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121537. */
  121538. samples: number;
  121539. /**
  121540. * If image processing is enabled.
  121541. */
  121542. imageProcessingEnabled: boolean;
  121543. /**
  121544. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121545. */
  121546. glowLayerEnabled: boolean;
  121547. /**
  121548. * Gets the glow layer (or null if not defined)
  121549. */
  121550. readonly glowLayer: Nullable<GlowLayer>;
  121551. /**
  121552. * Enable or disable the chromaticAberration process from the pipeline
  121553. */
  121554. chromaticAberrationEnabled: boolean;
  121555. /**
  121556. * Enable or disable the grain process from the pipeline
  121557. */
  121558. grainEnabled: boolean;
  121559. /**
  121560. * @constructor
  121561. * @param name - The rendering pipeline name (default: "")
  121562. * @param hdr - If high dynamic range textures should be used (default: true)
  121563. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121564. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121565. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121566. */
  121567. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121568. /**
  121569. * Get the class name
  121570. * @returns "DefaultRenderingPipeline"
  121571. */
  121572. getClassName(): string;
  121573. /**
  121574. * Force the compilation of the entire pipeline.
  121575. */
  121576. prepare(): void;
  121577. private _hasCleared;
  121578. private _prevPostProcess;
  121579. private _prevPrevPostProcess;
  121580. private _setAutoClearAndTextureSharing;
  121581. private _depthOfFieldSceneObserver;
  121582. private _buildPipeline;
  121583. private _disposePostProcesses;
  121584. /**
  121585. * Adds a camera to the pipeline
  121586. * @param camera the camera to be added
  121587. */
  121588. addCamera(camera: Camera): void;
  121589. /**
  121590. * Removes a camera from the pipeline
  121591. * @param camera the camera to remove
  121592. */
  121593. removeCamera(camera: Camera): void;
  121594. /**
  121595. * Dispose of the pipeline and stop all post processes
  121596. */
  121597. dispose(): void;
  121598. /**
  121599. * Serialize the rendering pipeline (Used when exporting)
  121600. * @returns the serialized object
  121601. */
  121602. serialize(): any;
  121603. /**
  121604. * Parse the serialized pipeline
  121605. * @param source Source pipeline.
  121606. * @param scene The scene to load the pipeline to.
  121607. * @param rootUrl The URL of the serialized pipeline.
  121608. * @returns An instantiated pipeline from the serialized object.
  121609. */
  121610. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121611. }
  121612. }
  121613. declare module BABYLON {
  121614. /** @hidden */
  121615. export var lensHighlightsPixelShader: {
  121616. name: string;
  121617. shader: string;
  121618. };
  121619. }
  121620. declare module BABYLON {
  121621. /** @hidden */
  121622. export var depthOfFieldPixelShader: {
  121623. name: string;
  121624. shader: string;
  121625. };
  121626. }
  121627. declare module BABYLON {
  121628. /**
  121629. * BABYLON.JS Chromatic Aberration GLSL Shader
  121630. * Author: Olivier Guyot
  121631. * Separates very slightly R, G and B colors on the edges of the screen
  121632. * Inspired by Francois Tarlier & Martins Upitis
  121633. */
  121634. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121635. /**
  121636. * @ignore
  121637. * The chromatic aberration PostProcess id in the pipeline
  121638. */
  121639. LensChromaticAberrationEffect: string;
  121640. /**
  121641. * @ignore
  121642. * The highlights enhancing PostProcess id in the pipeline
  121643. */
  121644. HighlightsEnhancingEffect: string;
  121645. /**
  121646. * @ignore
  121647. * The depth-of-field PostProcess id in the pipeline
  121648. */
  121649. LensDepthOfFieldEffect: string;
  121650. private _scene;
  121651. private _depthTexture;
  121652. private _grainTexture;
  121653. private _chromaticAberrationPostProcess;
  121654. private _highlightsPostProcess;
  121655. private _depthOfFieldPostProcess;
  121656. private _edgeBlur;
  121657. private _grainAmount;
  121658. private _chromaticAberration;
  121659. private _distortion;
  121660. private _highlightsGain;
  121661. private _highlightsThreshold;
  121662. private _dofDistance;
  121663. private _dofAperture;
  121664. private _dofDarken;
  121665. private _dofPentagon;
  121666. private _blurNoise;
  121667. /**
  121668. * @constructor
  121669. *
  121670. * Effect parameters are as follow:
  121671. * {
  121672. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121673. * edge_blur: number; // from 0 to x (1 for realism)
  121674. * distortion: number; // from 0 to x (1 for realism)
  121675. * grain_amount: number; // from 0 to 1
  121676. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121677. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121678. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121679. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121680. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121681. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121682. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121683. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121684. * }
  121685. * Note: if an effect parameter is unset, effect is disabled
  121686. *
  121687. * @param name The rendering pipeline name
  121688. * @param parameters - An object containing all parameters (see above)
  121689. * @param scene The scene linked to this pipeline
  121690. * @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)
  121691. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121692. */
  121693. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121694. /**
  121695. * Get the class name
  121696. * @returns "LensRenderingPipeline"
  121697. */
  121698. getClassName(): string;
  121699. /**
  121700. * Gets associated scene
  121701. */
  121702. readonly scene: Scene;
  121703. /**
  121704. * Gets or sets the edge blur
  121705. */
  121706. edgeBlur: number;
  121707. /**
  121708. * Gets or sets the grain amount
  121709. */
  121710. grainAmount: number;
  121711. /**
  121712. * Gets or sets the chromatic aberration amount
  121713. */
  121714. chromaticAberration: number;
  121715. /**
  121716. * Gets or sets the depth of field aperture
  121717. */
  121718. dofAperture: number;
  121719. /**
  121720. * Gets or sets the edge distortion
  121721. */
  121722. edgeDistortion: number;
  121723. /**
  121724. * Gets or sets the depth of field distortion
  121725. */
  121726. dofDistortion: number;
  121727. /**
  121728. * Gets or sets the darken out of focus amount
  121729. */
  121730. darkenOutOfFocus: number;
  121731. /**
  121732. * Gets or sets a boolean indicating if blur noise is enabled
  121733. */
  121734. blurNoise: boolean;
  121735. /**
  121736. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121737. */
  121738. pentagonBokeh: boolean;
  121739. /**
  121740. * Gets or sets the highlight grain amount
  121741. */
  121742. highlightsGain: number;
  121743. /**
  121744. * Gets or sets the highlight threshold
  121745. */
  121746. highlightsThreshold: number;
  121747. /**
  121748. * Sets the amount of blur at the edges
  121749. * @param amount blur amount
  121750. */
  121751. setEdgeBlur(amount: number): void;
  121752. /**
  121753. * Sets edge blur to 0
  121754. */
  121755. disableEdgeBlur(): void;
  121756. /**
  121757. * Sets the amout of grain
  121758. * @param amount Amount of grain
  121759. */
  121760. setGrainAmount(amount: number): void;
  121761. /**
  121762. * Set grain amount to 0
  121763. */
  121764. disableGrain(): void;
  121765. /**
  121766. * Sets the chromatic aberration amount
  121767. * @param amount amount of chromatic aberration
  121768. */
  121769. setChromaticAberration(amount: number): void;
  121770. /**
  121771. * Sets chromatic aberration amount to 0
  121772. */
  121773. disableChromaticAberration(): void;
  121774. /**
  121775. * Sets the EdgeDistortion amount
  121776. * @param amount amount of EdgeDistortion
  121777. */
  121778. setEdgeDistortion(amount: number): void;
  121779. /**
  121780. * Sets edge distortion to 0
  121781. */
  121782. disableEdgeDistortion(): void;
  121783. /**
  121784. * Sets the FocusDistance amount
  121785. * @param amount amount of FocusDistance
  121786. */
  121787. setFocusDistance(amount: number): void;
  121788. /**
  121789. * Disables depth of field
  121790. */
  121791. disableDepthOfField(): void;
  121792. /**
  121793. * Sets the Aperture amount
  121794. * @param amount amount of Aperture
  121795. */
  121796. setAperture(amount: number): void;
  121797. /**
  121798. * Sets the DarkenOutOfFocus amount
  121799. * @param amount amount of DarkenOutOfFocus
  121800. */
  121801. setDarkenOutOfFocus(amount: number): void;
  121802. private _pentagonBokehIsEnabled;
  121803. /**
  121804. * Creates a pentagon bokeh effect
  121805. */
  121806. enablePentagonBokeh(): void;
  121807. /**
  121808. * Disables the pentagon bokeh effect
  121809. */
  121810. disablePentagonBokeh(): void;
  121811. /**
  121812. * Enables noise blur
  121813. */
  121814. enableNoiseBlur(): void;
  121815. /**
  121816. * Disables noise blur
  121817. */
  121818. disableNoiseBlur(): void;
  121819. /**
  121820. * Sets the HighlightsGain amount
  121821. * @param amount amount of HighlightsGain
  121822. */
  121823. setHighlightsGain(amount: number): void;
  121824. /**
  121825. * Sets the HighlightsThreshold amount
  121826. * @param amount amount of HighlightsThreshold
  121827. */
  121828. setHighlightsThreshold(amount: number): void;
  121829. /**
  121830. * Disables highlights
  121831. */
  121832. disableHighlights(): void;
  121833. /**
  121834. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121835. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121836. */
  121837. dispose(disableDepthRender?: boolean): void;
  121838. private _createChromaticAberrationPostProcess;
  121839. private _createHighlightsPostProcess;
  121840. private _createDepthOfFieldPostProcess;
  121841. private _createGrainTexture;
  121842. }
  121843. }
  121844. declare module BABYLON {
  121845. /** @hidden */
  121846. export var ssao2PixelShader: {
  121847. name: string;
  121848. shader: string;
  121849. };
  121850. }
  121851. declare module BABYLON {
  121852. /** @hidden */
  121853. export var ssaoCombinePixelShader: {
  121854. name: string;
  121855. shader: string;
  121856. };
  121857. }
  121858. declare module BABYLON {
  121859. /**
  121860. * Render pipeline to produce ssao effect
  121861. */
  121862. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121863. /**
  121864. * @ignore
  121865. * The PassPostProcess id in the pipeline that contains the original scene color
  121866. */
  121867. SSAOOriginalSceneColorEffect: string;
  121868. /**
  121869. * @ignore
  121870. * The SSAO PostProcess id in the pipeline
  121871. */
  121872. SSAORenderEffect: string;
  121873. /**
  121874. * @ignore
  121875. * The horizontal blur PostProcess id in the pipeline
  121876. */
  121877. SSAOBlurHRenderEffect: string;
  121878. /**
  121879. * @ignore
  121880. * The vertical blur PostProcess id in the pipeline
  121881. */
  121882. SSAOBlurVRenderEffect: string;
  121883. /**
  121884. * @ignore
  121885. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121886. */
  121887. SSAOCombineRenderEffect: string;
  121888. /**
  121889. * The output strength of the SSAO post-process. Default value is 1.0.
  121890. */
  121891. totalStrength: number;
  121892. /**
  121893. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121894. */
  121895. maxZ: number;
  121896. /**
  121897. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121898. */
  121899. minZAspect: number;
  121900. private _samples;
  121901. /**
  121902. * Number of samples used for the SSAO calculations. Default value is 8
  121903. */
  121904. samples: number;
  121905. private _textureSamples;
  121906. /**
  121907. * Number of samples to use for antialiasing
  121908. */
  121909. textureSamples: number;
  121910. /**
  121911. * Ratio object used for SSAO ratio and blur ratio
  121912. */
  121913. private _ratio;
  121914. /**
  121915. * Dynamically generated sphere sampler.
  121916. */
  121917. private _sampleSphere;
  121918. /**
  121919. * Blur filter offsets
  121920. */
  121921. private _samplerOffsets;
  121922. private _expensiveBlur;
  121923. /**
  121924. * If bilateral blur should be used
  121925. */
  121926. expensiveBlur: boolean;
  121927. /**
  121928. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121929. */
  121930. radius: number;
  121931. /**
  121932. * The base color of the SSAO post-process
  121933. * The final result is "base + ssao" between [0, 1]
  121934. */
  121935. base: number;
  121936. /**
  121937. * Support test.
  121938. */
  121939. static readonly IsSupported: boolean;
  121940. private _scene;
  121941. private _depthTexture;
  121942. private _normalTexture;
  121943. private _randomTexture;
  121944. private _originalColorPostProcess;
  121945. private _ssaoPostProcess;
  121946. private _blurHPostProcess;
  121947. private _blurVPostProcess;
  121948. private _ssaoCombinePostProcess;
  121949. private _firstUpdate;
  121950. /**
  121951. * Gets active scene
  121952. */
  121953. readonly scene: Scene;
  121954. /**
  121955. * @constructor
  121956. * @param name The rendering pipeline name
  121957. * @param scene The scene linked to this pipeline
  121958. * @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 }
  121959. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121960. */
  121961. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121962. /**
  121963. * Get the class name
  121964. * @returns "SSAO2RenderingPipeline"
  121965. */
  121966. getClassName(): string;
  121967. /**
  121968. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121969. */
  121970. dispose(disableGeometryBufferRenderer?: boolean): void;
  121971. private _createBlurPostProcess;
  121972. /** @hidden */
  121973. _rebuild(): void;
  121974. private _bits;
  121975. private _radicalInverse_VdC;
  121976. private _hammersley;
  121977. private _hemisphereSample_uniform;
  121978. private _generateHemisphere;
  121979. private _createSSAOPostProcess;
  121980. private _createSSAOCombinePostProcess;
  121981. private _createRandomTexture;
  121982. /**
  121983. * Serialize the rendering pipeline (Used when exporting)
  121984. * @returns the serialized object
  121985. */
  121986. serialize(): any;
  121987. /**
  121988. * Parse the serialized pipeline
  121989. * @param source Source pipeline.
  121990. * @param scene The scene to load the pipeline to.
  121991. * @param rootUrl The URL of the serialized pipeline.
  121992. * @returns An instantiated pipeline from the serialized object.
  121993. */
  121994. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121995. }
  121996. }
  121997. declare module BABYLON {
  121998. /** @hidden */
  121999. export var ssaoPixelShader: {
  122000. name: string;
  122001. shader: string;
  122002. };
  122003. }
  122004. declare module BABYLON {
  122005. /**
  122006. * Render pipeline to produce ssao effect
  122007. */
  122008. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  122009. /**
  122010. * @ignore
  122011. * The PassPostProcess id in the pipeline that contains the original scene color
  122012. */
  122013. SSAOOriginalSceneColorEffect: string;
  122014. /**
  122015. * @ignore
  122016. * The SSAO PostProcess id in the pipeline
  122017. */
  122018. SSAORenderEffect: string;
  122019. /**
  122020. * @ignore
  122021. * The horizontal blur PostProcess id in the pipeline
  122022. */
  122023. SSAOBlurHRenderEffect: string;
  122024. /**
  122025. * @ignore
  122026. * The vertical blur PostProcess id in the pipeline
  122027. */
  122028. SSAOBlurVRenderEffect: string;
  122029. /**
  122030. * @ignore
  122031. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122032. */
  122033. SSAOCombineRenderEffect: string;
  122034. /**
  122035. * The output strength of the SSAO post-process. Default value is 1.0.
  122036. */
  122037. totalStrength: number;
  122038. /**
  122039. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  122040. */
  122041. radius: number;
  122042. /**
  122043. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  122044. * Must not be equal to fallOff and superior to fallOff.
  122045. * Default value is 0.0075
  122046. */
  122047. area: number;
  122048. /**
  122049. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  122050. * Must not be equal to area and inferior to area.
  122051. * Default value is 0.000001
  122052. */
  122053. fallOff: number;
  122054. /**
  122055. * The base color of the SSAO post-process
  122056. * The final result is "base + ssao" between [0, 1]
  122057. */
  122058. base: number;
  122059. private _scene;
  122060. private _depthTexture;
  122061. private _randomTexture;
  122062. private _originalColorPostProcess;
  122063. private _ssaoPostProcess;
  122064. private _blurHPostProcess;
  122065. private _blurVPostProcess;
  122066. private _ssaoCombinePostProcess;
  122067. private _firstUpdate;
  122068. /**
  122069. * Gets active scene
  122070. */
  122071. readonly scene: Scene;
  122072. /**
  122073. * @constructor
  122074. * @param name - The rendering pipeline name
  122075. * @param scene - The scene linked to this pipeline
  122076. * @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 }
  122077. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  122078. */
  122079. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122080. /**
  122081. * Get the class name
  122082. * @returns "SSAORenderingPipeline"
  122083. */
  122084. getClassName(): string;
  122085. /**
  122086. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122087. */
  122088. dispose(disableDepthRender?: boolean): void;
  122089. private _createBlurPostProcess;
  122090. /** @hidden */
  122091. _rebuild(): void;
  122092. private _createSSAOPostProcess;
  122093. private _createSSAOCombinePostProcess;
  122094. private _createRandomTexture;
  122095. }
  122096. }
  122097. declare module BABYLON {
  122098. /** @hidden */
  122099. export var standardPixelShader: {
  122100. name: string;
  122101. shader: string;
  122102. };
  122103. }
  122104. declare module BABYLON {
  122105. /**
  122106. * Standard rendering pipeline
  122107. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122108. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  122109. */
  122110. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122111. /**
  122112. * Public members
  122113. */
  122114. /**
  122115. * Post-process which contains the original scene color before the pipeline applies all the effects
  122116. */
  122117. originalPostProcess: Nullable<PostProcess>;
  122118. /**
  122119. * Post-process used to down scale an image x4
  122120. */
  122121. downSampleX4PostProcess: Nullable<PostProcess>;
  122122. /**
  122123. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  122124. */
  122125. brightPassPostProcess: Nullable<PostProcess>;
  122126. /**
  122127. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  122128. */
  122129. blurHPostProcesses: PostProcess[];
  122130. /**
  122131. * Post-process array storing all the vertical blur post-processes used by the pipeline
  122132. */
  122133. blurVPostProcesses: PostProcess[];
  122134. /**
  122135. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  122136. */
  122137. textureAdderPostProcess: Nullable<PostProcess>;
  122138. /**
  122139. * Post-process used to create volumetric lighting effect
  122140. */
  122141. volumetricLightPostProcess: Nullable<PostProcess>;
  122142. /**
  122143. * Post-process used to smooth the previous volumetric light post-process on the X axis
  122144. */
  122145. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  122146. /**
  122147. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  122148. */
  122149. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  122150. /**
  122151. * Post-process used to merge the volumetric light effect and the real scene color
  122152. */
  122153. volumetricLightMergePostProces: Nullable<PostProcess>;
  122154. /**
  122155. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  122156. */
  122157. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  122158. /**
  122159. * Base post-process used to calculate the average luminance of the final image for HDR
  122160. */
  122161. luminancePostProcess: Nullable<PostProcess>;
  122162. /**
  122163. * Post-processes used to create down sample post-processes in order to get
  122164. * the average luminance of the final image for HDR
  122165. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  122166. */
  122167. luminanceDownSamplePostProcesses: PostProcess[];
  122168. /**
  122169. * Post-process used to create a HDR effect (light adaptation)
  122170. */
  122171. hdrPostProcess: Nullable<PostProcess>;
  122172. /**
  122173. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  122174. */
  122175. textureAdderFinalPostProcess: Nullable<PostProcess>;
  122176. /**
  122177. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  122178. */
  122179. lensFlareFinalPostProcess: Nullable<PostProcess>;
  122180. /**
  122181. * Post-process used to merge the final HDR post-process and the real scene color
  122182. */
  122183. hdrFinalPostProcess: Nullable<PostProcess>;
  122184. /**
  122185. * Post-process used to create a lens flare effect
  122186. */
  122187. lensFlarePostProcess: Nullable<PostProcess>;
  122188. /**
  122189. * Post-process that merges the result of the lens flare post-process and the real scene color
  122190. */
  122191. lensFlareComposePostProcess: Nullable<PostProcess>;
  122192. /**
  122193. * Post-process used to create a motion blur effect
  122194. */
  122195. motionBlurPostProcess: Nullable<PostProcess>;
  122196. /**
  122197. * Post-process used to create a depth of field effect
  122198. */
  122199. depthOfFieldPostProcess: Nullable<PostProcess>;
  122200. /**
  122201. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122202. */
  122203. fxaaPostProcess: Nullable<FxaaPostProcess>;
  122204. /**
  122205. * Represents the brightness threshold in order to configure the illuminated surfaces
  122206. */
  122207. brightThreshold: number;
  122208. /**
  122209. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  122210. */
  122211. blurWidth: number;
  122212. /**
  122213. * Sets if the blur for highlighted surfaces must be only horizontal
  122214. */
  122215. horizontalBlur: boolean;
  122216. /**
  122217. * Gets the overall exposure used by the pipeline
  122218. */
  122219. /**
  122220. * Sets the overall exposure used by the pipeline
  122221. */
  122222. exposure: number;
  122223. /**
  122224. * Texture used typically to simulate "dirty" on camera lens
  122225. */
  122226. lensTexture: Nullable<Texture>;
  122227. /**
  122228. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  122229. */
  122230. volumetricLightCoefficient: number;
  122231. /**
  122232. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  122233. */
  122234. volumetricLightPower: number;
  122235. /**
  122236. * Used the set the blur intensity to smooth the volumetric lights
  122237. */
  122238. volumetricLightBlurScale: number;
  122239. /**
  122240. * Light (spot or directional) used to generate the volumetric lights rays
  122241. * The source light must have a shadow generate so the pipeline can get its
  122242. * depth map
  122243. */
  122244. sourceLight: Nullable<SpotLight | DirectionalLight>;
  122245. /**
  122246. * For eye adaptation, represents the minimum luminance the eye can see
  122247. */
  122248. hdrMinimumLuminance: number;
  122249. /**
  122250. * For eye adaptation, represents the decrease luminance speed
  122251. */
  122252. hdrDecreaseRate: number;
  122253. /**
  122254. * For eye adaptation, represents the increase luminance speed
  122255. */
  122256. hdrIncreaseRate: number;
  122257. /**
  122258. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122259. */
  122260. /**
  122261. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122262. */
  122263. hdrAutoExposure: boolean;
  122264. /**
  122265. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  122266. */
  122267. lensColorTexture: Nullable<Texture>;
  122268. /**
  122269. * The overall strengh for the lens flare effect
  122270. */
  122271. lensFlareStrength: number;
  122272. /**
  122273. * Dispersion coefficient for lens flare ghosts
  122274. */
  122275. lensFlareGhostDispersal: number;
  122276. /**
  122277. * Main lens flare halo width
  122278. */
  122279. lensFlareHaloWidth: number;
  122280. /**
  122281. * Based on the lens distortion effect, defines how much the lens flare result
  122282. * is distorted
  122283. */
  122284. lensFlareDistortionStrength: number;
  122285. /**
  122286. * Lens star texture must be used to simulate rays on the flares and is available
  122287. * in the documentation
  122288. */
  122289. lensStarTexture: Nullable<Texture>;
  122290. /**
  122291. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  122292. * flare effect by taking account of the dirt texture
  122293. */
  122294. lensFlareDirtTexture: Nullable<Texture>;
  122295. /**
  122296. * Represents the focal length for the depth of field effect
  122297. */
  122298. depthOfFieldDistance: number;
  122299. /**
  122300. * Represents the blur intensity for the blurred part of the depth of field effect
  122301. */
  122302. depthOfFieldBlurWidth: number;
  122303. /**
  122304. * Gets how much the image is blurred by the movement while using the motion blur post-process
  122305. */
  122306. /**
  122307. * Sets how much the image is blurred by the movement while using the motion blur post-process
  122308. */
  122309. motionStrength: number;
  122310. /**
  122311. * Gets wether or not the motion blur post-process is object based or screen based.
  122312. */
  122313. /**
  122314. * Sets wether or not the motion blur post-process should be object based or screen based
  122315. */
  122316. objectBasedMotionBlur: boolean;
  122317. /**
  122318. * List of animations for the pipeline (IAnimatable implementation)
  122319. */
  122320. animations: Animation[];
  122321. /**
  122322. * Private members
  122323. */
  122324. private _scene;
  122325. private _currentDepthOfFieldSource;
  122326. private _basePostProcess;
  122327. private _fixedExposure;
  122328. private _currentExposure;
  122329. private _hdrAutoExposure;
  122330. private _hdrCurrentLuminance;
  122331. private _motionStrength;
  122332. private _isObjectBasedMotionBlur;
  122333. private _floatTextureType;
  122334. private _ratio;
  122335. private _bloomEnabled;
  122336. private _depthOfFieldEnabled;
  122337. private _vlsEnabled;
  122338. private _lensFlareEnabled;
  122339. private _hdrEnabled;
  122340. private _motionBlurEnabled;
  122341. private _fxaaEnabled;
  122342. private _motionBlurSamples;
  122343. private _volumetricLightStepsCount;
  122344. private _samples;
  122345. /**
  122346. * @ignore
  122347. * Specifies if the bloom pipeline is enabled
  122348. */
  122349. BloomEnabled: boolean;
  122350. /**
  122351. * @ignore
  122352. * Specifies if the depth of field pipeline is enabed
  122353. */
  122354. DepthOfFieldEnabled: boolean;
  122355. /**
  122356. * @ignore
  122357. * Specifies if the lens flare pipeline is enabed
  122358. */
  122359. LensFlareEnabled: boolean;
  122360. /**
  122361. * @ignore
  122362. * Specifies if the HDR pipeline is enabled
  122363. */
  122364. HDREnabled: boolean;
  122365. /**
  122366. * @ignore
  122367. * Specifies if the volumetric lights scattering effect is enabled
  122368. */
  122369. VLSEnabled: boolean;
  122370. /**
  122371. * @ignore
  122372. * Specifies if the motion blur effect is enabled
  122373. */
  122374. MotionBlurEnabled: boolean;
  122375. /**
  122376. * Specifies if anti-aliasing is enabled
  122377. */
  122378. fxaaEnabled: boolean;
  122379. /**
  122380. * Specifies the number of steps used to calculate the volumetric lights
  122381. * Typically in interval [50, 200]
  122382. */
  122383. volumetricLightStepsCount: number;
  122384. /**
  122385. * Specifies the number of samples used for the motion blur effect
  122386. * Typically in interval [16, 64]
  122387. */
  122388. motionBlurSamples: number;
  122389. /**
  122390. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122391. */
  122392. samples: number;
  122393. /**
  122394. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122395. * @constructor
  122396. * @param name The rendering pipeline name
  122397. * @param scene The scene linked to this pipeline
  122398. * @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)
  122399. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  122400. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122401. */
  122402. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  122403. private _buildPipeline;
  122404. private _createDownSampleX4PostProcess;
  122405. private _createBrightPassPostProcess;
  122406. private _createBlurPostProcesses;
  122407. private _createTextureAdderPostProcess;
  122408. private _createVolumetricLightPostProcess;
  122409. private _createLuminancePostProcesses;
  122410. private _createHdrPostProcess;
  122411. private _createLensFlarePostProcess;
  122412. private _createDepthOfFieldPostProcess;
  122413. private _createMotionBlurPostProcess;
  122414. private _getDepthTexture;
  122415. private _disposePostProcesses;
  122416. /**
  122417. * Dispose of the pipeline and stop all post processes
  122418. */
  122419. dispose(): void;
  122420. /**
  122421. * Serialize the rendering pipeline (Used when exporting)
  122422. * @returns the serialized object
  122423. */
  122424. serialize(): any;
  122425. /**
  122426. * Parse the serialized pipeline
  122427. * @param source Source pipeline.
  122428. * @param scene The scene to load the pipeline to.
  122429. * @param rootUrl The URL of the serialized pipeline.
  122430. * @returns An instantiated pipeline from the serialized object.
  122431. */
  122432. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  122433. /**
  122434. * Luminance steps
  122435. */
  122436. static LuminanceSteps: number;
  122437. }
  122438. }
  122439. declare module BABYLON {
  122440. /** @hidden */
  122441. export var tonemapPixelShader: {
  122442. name: string;
  122443. shader: string;
  122444. };
  122445. }
  122446. declare module BABYLON {
  122447. /** Defines operator used for tonemapping */
  122448. export enum TonemappingOperator {
  122449. /** Hable */
  122450. Hable = 0,
  122451. /** Reinhard */
  122452. Reinhard = 1,
  122453. /** HejiDawson */
  122454. HejiDawson = 2,
  122455. /** Photographic */
  122456. Photographic = 3
  122457. }
  122458. /**
  122459. * Defines a post process to apply tone mapping
  122460. */
  122461. export class TonemapPostProcess extends PostProcess {
  122462. private _operator;
  122463. /** Defines the required exposure adjustement */
  122464. exposureAdjustment: number;
  122465. /**
  122466. * Creates a new TonemapPostProcess
  122467. * @param name defines the name of the postprocess
  122468. * @param _operator defines the operator to use
  122469. * @param exposureAdjustment defines the required exposure adjustement
  122470. * @param camera defines the camera to use (can be null)
  122471. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  122472. * @param engine defines the hosting engine (can be ignore if camera is set)
  122473. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  122474. */
  122475. constructor(name: string, _operator: TonemappingOperator,
  122476. /** Defines the required exposure adjustement */
  122477. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  122478. }
  122479. }
  122480. declare module BABYLON {
  122481. /** @hidden */
  122482. export var depthVertexShader: {
  122483. name: string;
  122484. shader: string;
  122485. };
  122486. }
  122487. declare module BABYLON {
  122488. /** @hidden */
  122489. export var volumetricLightScatteringPixelShader: {
  122490. name: string;
  122491. shader: string;
  122492. };
  122493. }
  122494. declare module BABYLON {
  122495. /** @hidden */
  122496. export var volumetricLightScatteringPassPixelShader: {
  122497. name: string;
  122498. shader: string;
  122499. };
  122500. }
  122501. declare module BABYLON {
  122502. /**
  122503. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  122504. */
  122505. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122506. private _volumetricLightScatteringPass;
  122507. private _volumetricLightScatteringRTT;
  122508. private _viewPort;
  122509. private _screenCoordinates;
  122510. private _cachedDefines;
  122511. /**
  122512. * If not undefined, the mesh position is computed from the attached node position
  122513. */
  122514. attachedNode: {
  122515. position: Vector3;
  122516. };
  122517. /**
  122518. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122519. */
  122520. customMeshPosition: Vector3;
  122521. /**
  122522. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122523. */
  122524. useCustomMeshPosition: boolean;
  122525. /**
  122526. * If the post-process should inverse the light scattering direction
  122527. */
  122528. invert: boolean;
  122529. /**
  122530. * The internal mesh used by the post-process
  122531. */
  122532. mesh: Mesh;
  122533. /**
  122534. * @hidden
  122535. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122536. */
  122537. useDiffuseColor: boolean;
  122538. /**
  122539. * Array containing the excluded meshes not rendered in the internal pass
  122540. */
  122541. excludedMeshes: AbstractMesh[];
  122542. /**
  122543. * Controls the overall intensity of the post-process
  122544. */
  122545. exposure: number;
  122546. /**
  122547. * Dissipates each sample's contribution in range [0, 1]
  122548. */
  122549. decay: number;
  122550. /**
  122551. * Controls the overall intensity of each sample
  122552. */
  122553. weight: number;
  122554. /**
  122555. * Controls the density of each sample
  122556. */
  122557. density: number;
  122558. /**
  122559. * @constructor
  122560. * @param name The post-process name
  122561. * @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)
  122562. * @param camera The camera that the post-process will be attached to
  122563. * @param mesh The mesh used to create the light scattering
  122564. * @param samples The post-process quality, default 100
  122565. * @param samplingModeThe post-process filtering mode
  122566. * @param engine The babylon engine
  122567. * @param reusable If the post-process is reusable
  122568. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122569. */
  122570. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122571. /**
  122572. * Returns the string "VolumetricLightScatteringPostProcess"
  122573. * @returns "VolumetricLightScatteringPostProcess"
  122574. */
  122575. getClassName(): string;
  122576. private _isReady;
  122577. /**
  122578. * Sets the new light position for light scattering effect
  122579. * @param position The new custom light position
  122580. */
  122581. setCustomMeshPosition(position: Vector3): void;
  122582. /**
  122583. * Returns the light position for light scattering effect
  122584. * @return Vector3 The custom light position
  122585. */
  122586. getCustomMeshPosition(): Vector3;
  122587. /**
  122588. * Disposes the internal assets and detaches the post-process from the camera
  122589. */
  122590. dispose(camera: Camera): void;
  122591. /**
  122592. * Returns the render target texture used by the post-process
  122593. * @return the render target texture used by the post-process
  122594. */
  122595. getPass(): RenderTargetTexture;
  122596. private _meshExcluded;
  122597. private _createPass;
  122598. private _updateMeshScreenCoordinates;
  122599. /**
  122600. * Creates a default mesh for the Volumeric Light Scattering post-process
  122601. * @param name The mesh name
  122602. * @param scene The scene where to create the mesh
  122603. * @return the default mesh
  122604. */
  122605. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122606. }
  122607. }
  122608. declare module BABYLON {
  122609. interface Scene {
  122610. /** @hidden (Backing field) */
  122611. _boundingBoxRenderer: BoundingBoxRenderer;
  122612. /** @hidden (Backing field) */
  122613. _forceShowBoundingBoxes: boolean;
  122614. /**
  122615. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122616. */
  122617. forceShowBoundingBoxes: boolean;
  122618. /**
  122619. * Gets the bounding box renderer associated with the scene
  122620. * @returns a BoundingBoxRenderer
  122621. */
  122622. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122623. }
  122624. interface AbstractMesh {
  122625. /** @hidden (Backing field) */
  122626. _showBoundingBox: boolean;
  122627. /**
  122628. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122629. */
  122630. showBoundingBox: boolean;
  122631. }
  122632. /**
  122633. * Component responsible of rendering the bounding box of the meshes in a scene.
  122634. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122635. */
  122636. export class BoundingBoxRenderer implements ISceneComponent {
  122637. /**
  122638. * The component name helpfull to identify the component in the list of scene components.
  122639. */
  122640. readonly name: string;
  122641. /**
  122642. * The scene the component belongs to.
  122643. */
  122644. scene: Scene;
  122645. /**
  122646. * Color of the bounding box lines placed in front of an object
  122647. */
  122648. frontColor: Color3;
  122649. /**
  122650. * Color of the bounding box lines placed behind an object
  122651. */
  122652. backColor: Color3;
  122653. /**
  122654. * Defines if the renderer should show the back lines or not
  122655. */
  122656. showBackLines: boolean;
  122657. /**
  122658. * @hidden
  122659. */
  122660. renderList: SmartArray<BoundingBox>;
  122661. private _colorShader;
  122662. private _vertexBuffers;
  122663. private _indexBuffer;
  122664. private _fillIndexBuffer;
  122665. private _fillIndexData;
  122666. /**
  122667. * Instantiates a new bounding box renderer in a scene.
  122668. * @param scene the scene the renderer renders in
  122669. */
  122670. constructor(scene: Scene);
  122671. /**
  122672. * Registers the component in a given scene
  122673. */
  122674. register(): void;
  122675. private _evaluateSubMesh;
  122676. private _activeMesh;
  122677. private _prepareRessources;
  122678. private _createIndexBuffer;
  122679. /**
  122680. * Rebuilds the elements related to this component in case of
  122681. * context lost for instance.
  122682. */
  122683. rebuild(): void;
  122684. /**
  122685. * @hidden
  122686. */
  122687. reset(): void;
  122688. /**
  122689. * Render the bounding boxes of a specific rendering group
  122690. * @param renderingGroupId defines the rendering group to render
  122691. */
  122692. render(renderingGroupId: number): void;
  122693. /**
  122694. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122695. * @param mesh Define the mesh to render the occlusion bounding box for
  122696. */
  122697. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122698. /**
  122699. * Dispose and release the resources attached to this renderer.
  122700. */
  122701. dispose(): void;
  122702. }
  122703. }
  122704. declare module BABYLON {
  122705. /** @hidden */
  122706. export var depthPixelShader: {
  122707. name: string;
  122708. shader: string;
  122709. };
  122710. }
  122711. declare module BABYLON {
  122712. /**
  122713. * This represents a depth renderer in Babylon.
  122714. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122715. */
  122716. export class DepthRenderer {
  122717. private _scene;
  122718. private _depthMap;
  122719. private _effect;
  122720. private readonly _storeNonLinearDepth;
  122721. private readonly _clearColor;
  122722. /** Get if the depth renderer is using packed depth or not */
  122723. readonly isPacked: boolean;
  122724. private _cachedDefines;
  122725. private _camera;
  122726. /**
  122727. * Specifiess that the depth renderer will only be used within
  122728. * the camera it is created for.
  122729. * This can help forcing its rendering during the camera processing.
  122730. */
  122731. useOnlyInActiveCamera: boolean;
  122732. /** @hidden */
  122733. static _SceneComponentInitialization: (scene: Scene) => void;
  122734. /**
  122735. * Instantiates a depth renderer
  122736. * @param scene The scene the renderer belongs to
  122737. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122738. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122739. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122740. */
  122741. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122742. /**
  122743. * Creates the depth rendering effect and checks if the effect is ready.
  122744. * @param subMesh The submesh to be used to render the depth map of
  122745. * @param useInstances If multiple world instances should be used
  122746. * @returns if the depth renderer is ready to render the depth map
  122747. */
  122748. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122749. /**
  122750. * Gets the texture which the depth map will be written to.
  122751. * @returns The depth map texture
  122752. */
  122753. getDepthMap(): RenderTargetTexture;
  122754. /**
  122755. * Disposes of the depth renderer.
  122756. */
  122757. dispose(): void;
  122758. }
  122759. }
  122760. declare module BABYLON {
  122761. interface Scene {
  122762. /** @hidden (Backing field) */
  122763. _depthRenderer: {
  122764. [id: string]: DepthRenderer;
  122765. };
  122766. /**
  122767. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122768. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122769. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122770. * @returns the created depth renderer
  122771. */
  122772. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122773. /**
  122774. * Disables a depth renderer for a given camera
  122775. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122776. */
  122777. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122778. }
  122779. /**
  122780. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122781. * in several rendering techniques.
  122782. */
  122783. export class DepthRendererSceneComponent implements ISceneComponent {
  122784. /**
  122785. * The component name helpfull to identify the component in the list of scene components.
  122786. */
  122787. readonly name: string;
  122788. /**
  122789. * The scene the component belongs to.
  122790. */
  122791. scene: Scene;
  122792. /**
  122793. * Creates a new instance of the component for the given scene
  122794. * @param scene Defines the scene to register the component in
  122795. */
  122796. constructor(scene: Scene);
  122797. /**
  122798. * Registers the component in a given scene
  122799. */
  122800. register(): void;
  122801. /**
  122802. * Rebuilds the elements related to this component in case of
  122803. * context lost for instance.
  122804. */
  122805. rebuild(): void;
  122806. /**
  122807. * Disposes the component and the associated ressources
  122808. */
  122809. dispose(): void;
  122810. private _gatherRenderTargets;
  122811. private _gatherActiveCameraRenderTargets;
  122812. }
  122813. }
  122814. declare module BABYLON {
  122815. /** @hidden */
  122816. export var outlinePixelShader: {
  122817. name: string;
  122818. shader: string;
  122819. };
  122820. }
  122821. declare module BABYLON {
  122822. /** @hidden */
  122823. export var outlineVertexShader: {
  122824. name: string;
  122825. shader: string;
  122826. };
  122827. }
  122828. declare module BABYLON {
  122829. interface Scene {
  122830. /** @hidden */
  122831. _outlineRenderer: OutlineRenderer;
  122832. /**
  122833. * Gets the outline renderer associated with the scene
  122834. * @returns a OutlineRenderer
  122835. */
  122836. getOutlineRenderer(): OutlineRenderer;
  122837. }
  122838. interface AbstractMesh {
  122839. /** @hidden (Backing field) */
  122840. _renderOutline: boolean;
  122841. /**
  122842. * Gets or sets a boolean indicating if the outline must be rendered as well
  122843. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122844. */
  122845. renderOutline: boolean;
  122846. /** @hidden (Backing field) */
  122847. _renderOverlay: boolean;
  122848. /**
  122849. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122850. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122851. */
  122852. renderOverlay: boolean;
  122853. }
  122854. /**
  122855. * This class is responsible to draw bothe outline/overlay of meshes.
  122856. * It should not be used directly but through the available method on mesh.
  122857. */
  122858. export class OutlineRenderer implements ISceneComponent {
  122859. /**
  122860. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122861. */
  122862. private static _StencilReference;
  122863. /**
  122864. * The name of the component. Each component must have a unique name.
  122865. */
  122866. name: string;
  122867. /**
  122868. * The scene the component belongs to.
  122869. */
  122870. scene: Scene;
  122871. /**
  122872. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122873. */
  122874. zOffset: number;
  122875. private _engine;
  122876. private _effect;
  122877. private _cachedDefines;
  122878. private _savedDepthWrite;
  122879. /**
  122880. * Instantiates a new outline renderer. (There could be only one per scene).
  122881. * @param scene Defines the scene it belongs to
  122882. */
  122883. constructor(scene: Scene);
  122884. /**
  122885. * Register the component to one instance of a scene.
  122886. */
  122887. register(): void;
  122888. /**
  122889. * Rebuilds the elements related to this component in case of
  122890. * context lost for instance.
  122891. */
  122892. rebuild(): void;
  122893. /**
  122894. * Disposes the component and the associated ressources.
  122895. */
  122896. dispose(): void;
  122897. /**
  122898. * Renders the outline in the canvas.
  122899. * @param subMesh Defines the sumesh to render
  122900. * @param batch Defines the batch of meshes in case of instances
  122901. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122902. */
  122903. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122904. /**
  122905. * Returns whether or not the outline renderer is ready for a given submesh.
  122906. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122907. * @param subMesh Defines the submesh to check readyness for
  122908. * @param useInstances Defines wheter wee are trying to render instances or not
  122909. * @returns true if ready otherwise false
  122910. */
  122911. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122912. private _beforeRenderingMesh;
  122913. private _afterRenderingMesh;
  122914. }
  122915. }
  122916. declare module BABYLON {
  122917. /**
  122918. * Defines the list of states available for a task inside a AssetsManager
  122919. */
  122920. export enum AssetTaskState {
  122921. /**
  122922. * Initialization
  122923. */
  122924. INIT = 0,
  122925. /**
  122926. * Running
  122927. */
  122928. RUNNING = 1,
  122929. /**
  122930. * Done
  122931. */
  122932. DONE = 2,
  122933. /**
  122934. * Error
  122935. */
  122936. ERROR = 3
  122937. }
  122938. /**
  122939. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122940. */
  122941. export abstract class AbstractAssetTask {
  122942. /**
  122943. * Task name
  122944. */ name: string;
  122945. /**
  122946. * Callback called when the task is successful
  122947. */
  122948. onSuccess: (task: any) => void;
  122949. /**
  122950. * Callback called when the task is not successful
  122951. */
  122952. onError: (task: any, message?: string, exception?: any) => void;
  122953. /**
  122954. * Creates a new AssetsManager
  122955. * @param name defines the name of the task
  122956. */
  122957. constructor(
  122958. /**
  122959. * Task name
  122960. */ name: string);
  122961. private _isCompleted;
  122962. private _taskState;
  122963. private _errorObject;
  122964. /**
  122965. * Get if the task is completed
  122966. */
  122967. readonly isCompleted: boolean;
  122968. /**
  122969. * Gets the current state of the task
  122970. */
  122971. readonly taskState: AssetTaskState;
  122972. /**
  122973. * Gets the current error object (if task is in error)
  122974. */
  122975. readonly errorObject: {
  122976. message?: string;
  122977. exception?: any;
  122978. };
  122979. /**
  122980. * Internal only
  122981. * @hidden
  122982. */
  122983. _setErrorObject(message?: string, exception?: any): void;
  122984. /**
  122985. * Execute the current task
  122986. * @param scene defines the scene where you want your assets to be loaded
  122987. * @param onSuccess is a callback called when the task is successfully executed
  122988. * @param onError is a callback called if an error occurs
  122989. */
  122990. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122991. /**
  122992. * Execute the current task
  122993. * @param scene defines the scene where you want your assets to be loaded
  122994. * @param onSuccess is a callback called when the task is successfully executed
  122995. * @param onError is a callback called if an error occurs
  122996. */
  122997. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122998. /**
  122999. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  123000. * This can be used with failed tasks that have the reason for failure fixed.
  123001. */
  123002. reset(): void;
  123003. private onErrorCallback;
  123004. private onDoneCallback;
  123005. }
  123006. /**
  123007. * Define the interface used by progress events raised during assets loading
  123008. */
  123009. export interface IAssetsProgressEvent {
  123010. /**
  123011. * Defines the number of remaining tasks to process
  123012. */
  123013. remainingCount: number;
  123014. /**
  123015. * Defines the total number of tasks
  123016. */
  123017. totalCount: number;
  123018. /**
  123019. * Defines the task that was just processed
  123020. */
  123021. task: AbstractAssetTask;
  123022. }
  123023. /**
  123024. * Class used to share progress information about assets loading
  123025. */
  123026. export class AssetsProgressEvent implements IAssetsProgressEvent {
  123027. /**
  123028. * Defines the number of remaining tasks to process
  123029. */
  123030. remainingCount: number;
  123031. /**
  123032. * Defines the total number of tasks
  123033. */
  123034. totalCount: number;
  123035. /**
  123036. * Defines the task that was just processed
  123037. */
  123038. task: AbstractAssetTask;
  123039. /**
  123040. * Creates a AssetsProgressEvent
  123041. * @param remainingCount defines the number of remaining tasks to process
  123042. * @param totalCount defines the total number of tasks
  123043. * @param task defines the task that was just processed
  123044. */
  123045. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  123046. }
  123047. /**
  123048. * Define a task used by AssetsManager to load meshes
  123049. */
  123050. export class MeshAssetTask extends AbstractAssetTask {
  123051. /**
  123052. * Defines the name of the task
  123053. */
  123054. name: string;
  123055. /**
  123056. * Defines the list of mesh's names you want to load
  123057. */
  123058. meshesNames: any;
  123059. /**
  123060. * Defines the root url to use as a base to load your meshes and associated resources
  123061. */
  123062. rootUrl: string;
  123063. /**
  123064. * Defines the filename of the scene to load from
  123065. */
  123066. sceneFilename: string;
  123067. /**
  123068. * Gets the list of loaded meshes
  123069. */
  123070. loadedMeshes: Array<AbstractMesh>;
  123071. /**
  123072. * Gets the list of loaded particle systems
  123073. */
  123074. loadedParticleSystems: Array<IParticleSystem>;
  123075. /**
  123076. * Gets the list of loaded skeletons
  123077. */
  123078. loadedSkeletons: Array<Skeleton>;
  123079. /**
  123080. * Gets the list of loaded animation groups
  123081. */
  123082. loadedAnimationGroups: Array<AnimationGroup>;
  123083. /**
  123084. * Callback called when the task is successful
  123085. */
  123086. onSuccess: (task: MeshAssetTask) => void;
  123087. /**
  123088. * Callback called when the task is successful
  123089. */
  123090. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  123091. /**
  123092. * Creates a new MeshAssetTask
  123093. * @param name defines the name of the task
  123094. * @param meshesNames defines the list of mesh's names you want to load
  123095. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  123096. * @param sceneFilename defines the filename of the scene to load from
  123097. */
  123098. constructor(
  123099. /**
  123100. * Defines the name of the task
  123101. */
  123102. name: string,
  123103. /**
  123104. * Defines the list of mesh's names you want to load
  123105. */
  123106. meshesNames: any,
  123107. /**
  123108. * Defines the root url to use as a base to load your meshes and associated resources
  123109. */
  123110. rootUrl: string,
  123111. /**
  123112. * Defines the filename of the scene to load from
  123113. */
  123114. sceneFilename: string);
  123115. /**
  123116. * Execute the current task
  123117. * @param scene defines the scene where you want your assets to be loaded
  123118. * @param onSuccess is a callback called when the task is successfully executed
  123119. * @param onError is a callback called if an error occurs
  123120. */
  123121. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123122. }
  123123. /**
  123124. * Define a task used by AssetsManager to load text content
  123125. */
  123126. export class TextFileAssetTask extends AbstractAssetTask {
  123127. /**
  123128. * Defines the name of the task
  123129. */
  123130. name: string;
  123131. /**
  123132. * Defines the location of the file to load
  123133. */
  123134. url: string;
  123135. /**
  123136. * Gets the loaded text string
  123137. */
  123138. text: string;
  123139. /**
  123140. * Callback called when the task is successful
  123141. */
  123142. onSuccess: (task: TextFileAssetTask) => void;
  123143. /**
  123144. * Callback called when the task is successful
  123145. */
  123146. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  123147. /**
  123148. * Creates a new TextFileAssetTask object
  123149. * @param name defines the name of the task
  123150. * @param url defines the location of the file to load
  123151. */
  123152. constructor(
  123153. /**
  123154. * Defines the name of the task
  123155. */
  123156. name: string,
  123157. /**
  123158. * Defines the location of the file to load
  123159. */
  123160. url: string);
  123161. /**
  123162. * Execute the current task
  123163. * @param scene defines the scene where you want your assets to be loaded
  123164. * @param onSuccess is a callback called when the task is successfully executed
  123165. * @param onError is a callback called if an error occurs
  123166. */
  123167. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123168. }
  123169. /**
  123170. * Define a task used by AssetsManager to load binary data
  123171. */
  123172. export class BinaryFileAssetTask extends AbstractAssetTask {
  123173. /**
  123174. * Defines the name of the task
  123175. */
  123176. name: string;
  123177. /**
  123178. * Defines the location of the file to load
  123179. */
  123180. url: string;
  123181. /**
  123182. * Gets the lodaded data (as an array buffer)
  123183. */
  123184. data: ArrayBuffer;
  123185. /**
  123186. * Callback called when the task is successful
  123187. */
  123188. onSuccess: (task: BinaryFileAssetTask) => void;
  123189. /**
  123190. * Callback called when the task is successful
  123191. */
  123192. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  123193. /**
  123194. * Creates a new BinaryFileAssetTask object
  123195. * @param name defines the name of the new task
  123196. * @param url defines the location of the file to load
  123197. */
  123198. constructor(
  123199. /**
  123200. * Defines the name of the task
  123201. */
  123202. name: string,
  123203. /**
  123204. * Defines the location of the file to load
  123205. */
  123206. url: string);
  123207. /**
  123208. * Execute the current task
  123209. * @param scene defines the scene where you want your assets to be loaded
  123210. * @param onSuccess is a callback called when the task is successfully executed
  123211. * @param onError is a callback called if an error occurs
  123212. */
  123213. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123214. }
  123215. /**
  123216. * Define a task used by AssetsManager to load images
  123217. */
  123218. export class ImageAssetTask extends AbstractAssetTask {
  123219. /**
  123220. * Defines the name of the task
  123221. */
  123222. name: string;
  123223. /**
  123224. * Defines the location of the image to load
  123225. */
  123226. url: string;
  123227. /**
  123228. * Gets the loaded images
  123229. */
  123230. image: HTMLImageElement;
  123231. /**
  123232. * Callback called when the task is successful
  123233. */
  123234. onSuccess: (task: ImageAssetTask) => void;
  123235. /**
  123236. * Callback called when the task is successful
  123237. */
  123238. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  123239. /**
  123240. * Creates a new ImageAssetTask
  123241. * @param name defines the name of the task
  123242. * @param url defines the location of the image to load
  123243. */
  123244. constructor(
  123245. /**
  123246. * Defines the name of the task
  123247. */
  123248. name: string,
  123249. /**
  123250. * Defines the location of the image to load
  123251. */
  123252. url: string);
  123253. /**
  123254. * Execute the current task
  123255. * @param scene defines the scene where you want your assets to be loaded
  123256. * @param onSuccess is a callback called when the task is successfully executed
  123257. * @param onError is a callback called if an error occurs
  123258. */
  123259. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123260. }
  123261. /**
  123262. * Defines the interface used by texture loading tasks
  123263. */
  123264. export interface ITextureAssetTask<TEX extends BaseTexture> {
  123265. /**
  123266. * Gets the loaded texture
  123267. */
  123268. texture: TEX;
  123269. }
  123270. /**
  123271. * Define a task used by AssetsManager to load 2D textures
  123272. */
  123273. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  123274. /**
  123275. * Defines the name of the task
  123276. */
  123277. name: string;
  123278. /**
  123279. * Defines the location of the file to load
  123280. */
  123281. url: string;
  123282. /**
  123283. * Defines if mipmap should not be generated (default is false)
  123284. */
  123285. noMipmap?: boolean | undefined;
  123286. /**
  123287. * Defines if texture must be inverted on Y axis (default is false)
  123288. */
  123289. invertY?: boolean | undefined;
  123290. /**
  123291. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123292. */
  123293. samplingMode: number;
  123294. /**
  123295. * Gets the loaded texture
  123296. */
  123297. texture: Texture;
  123298. /**
  123299. * Callback called when the task is successful
  123300. */
  123301. onSuccess: (task: TextureAssetTask) => void;
  123302. /**
  123303. * Callback called when the task is successful
  123304. */
  123305. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  123306. /**
  123307. * Creates a new TextureAssetTask object
  123308. * @param name defines the name of the task
  123309. * @param url defines the location of the file to load
  123310. * @param noMipmap defines if mipmap should not be generated (default is false)
  123311. * @param invertY defines if texture must be inverted on Y axis (default is false)
  123312. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123313. */
  123314. constructor(
  123315. /**
  123316. * Defines the name of the task
  123317. */
  123318. name: string,
  123319. /**
  123320. * Defines the location of the file to load
  123321. */
  123322. url: string,
  123323. /**
  123324. * Defines if mipmap should not be generated (default is false)
  123325. */
  123326. noMipmap?: boolean | undefined,
  123327. /**
  123328. * Defines if texture must be inverted on Y axis (default is false)
  123329. */
  123330. invertY?: boolean | undefined,
  123331. /**
  123332. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123333. */
  123334. samplingMode?: number);
  123335. /**
  123336. * Execute the current task
  123337. * @param scene defines the scene where you want your assets to be loaded
  123338. * @param onSuccess is a callback called when the task is successfully executed
  123339. * @param onError is a callback called if an error occurs
  123340. */
  123341. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123342. }
  123343. /**
  123344. * Define a task used by AssetsManager to load cube textures
  123345. */
  123346. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  123347. /**
  123348. * Defines the name of the task
  123349. */
  123350. name: string;
  123351. /**
  123352. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123353. */
  123354. url: string;
  123355. /**
  123356. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123357. */
  123358. extensions?: string[] | undefined;
  123359. /**
  123360. * Defines if mipmaps should not be generated (default is false)
  123361. */
  123362. noMipmap?: boolean | undefined;
  123363. /**
  123364. * Defines the explicit list of files (undefined by default)
  123365. */
  123366. files?: string[] | undefined;
  123367. /**
  123368. * Gets the loaded texture
  123369. */
  123370. texture: CubeTexture;
  123371. /**
  123372. * Callback called when the task is successful
  123373. */
  123374. onSuccess: (task: CubeTextureAssetTask) => void;
  123375. /**
  123376. * Callback called when the task is successful
  123377. */
  123378. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  123379. /**
  123380. * Creates a new CubeTextureAssetTask
  123381. * @param name defines the name of the task
  123382. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123383. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123384. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123385. * @param files defines the explicit list of files (undefined by default)
  123386. */
  123387. constructor(
  123388. /**
  123389. * Defines the name of the task
  123390. */
  123391. name: string,
  123392. /**
  123393. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123394. */
  123395. url: string,
  123396. /**
  123397. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123398. */
  123399. extensions?: string[] | undefined,
  123400. /**
  123401. * Defines if mipmaps should not be generated (default is false)
  123402. */
  123403. noMipmap?: boolean | undefined,
  123404. /**
  123405. * Defines the explicit list of files (undefined by default)
  123406. */
  123407. files?: string[] | undefined);
  123408. /**
  123409. * Execute the current task
  123410. * @param scene defines the scene where you want your assets to be loaded
  123411. * @param onSuccess is a callback called when the task is successfully executed
  123412. * @param onError is a callback called if an error occurs
  123413. */
  123414. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123415. }
  123416. /**
  123417. * Define a task used by AssetsManager to load HDR cube textures
  123418. */
  123419. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  123420. /**
  123421. * Defines the name of the task
  123422. */
  123423. name: string;
  123424. /**
  123425. * Defines the location of the file to load
  123426. */
  123427. url: string;
  123428. /**
  123429. * Defines the desired size (the more it increases the longer the generation will be)
  123430. */
  123431. size: number;
  123432. /**
  123433. * Defines if mipmaps should not be generated (default is false)
  123434. */
  123435. noMipmap: boolean;
  123436. /**
  123437. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123438. */
  123439. generateHarmonics: boolean;
  123440. /**
  123441. * 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)
  123442. */
  123443. gammaSpace: boolean;
  123444. /**
  123445. * Internal Use Only
  123446. */
  123447. reserved: boolean;
  123448. /**
  123449. * Gets the loaded texture
  123450. */
  123451. texture: HDRCubeTexture;
  123452. /**
  123453. * Callback called when the task is successful
  123454. */
  123455. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  123456. /**
  123457. * Callback called when the task is successful
  123458. */
  123459. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  123460. /**
  123461. * Creates a new HDRCubeTextureAssetTask object
  123462. * @param name defines the name of the task
  123463. * @param url defines the location of the file to load
  123464. * @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.
  123465. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123466. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123467. * @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)
  123468. * @param reserved Internal use only
  123469. */
  123470. constructor(
  123471. /**
  123472. * Defines the name of the task
  123473. */
  123474. name: string,
  123475. /**
  123476. * Defines the location of the file to load
  123477. */
  123478. url: string,
  123479. /**
  123480. * Defines the desired size (the more it increases the longer the generation will be)
  123481. */
  123482. size: number,
  123483. /**
  123484. * Defines if mipmaps should not be generated (default is false)
  123485. */
  123486. noMipmap?: boolean,
  123487. /**
  123488. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123489. */
  123490. generateHarmonics?: boolean,
  123491. /**
  123492. * 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)
  123493. */
  123494. gammaSpace?: boolean,
  123495. /**
  123496. * Internal Use Only
  123497. */
  123498. reserved?: boolean);
  123499. /**
  123500. * Execute the current task
  123501. * @param scene defines the scene where you want your assets to be loaded
  123502. * @param onSuccess is a callback called when the task is successfully executed
  123503. * @param onError is a callback called if an error occurs
  123504. */
  123505. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123506. }
  123507. /**
  123508. * Define a task used by AssetsManager to load Equirectangular cube textures
  123509. */
  123510. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123511. /**
  123512. * Defines the name of the task
  123513. */
  123514. name: string;
  123515. /**
  123516. * Defines the location of the file to load
  123517. */
  123518. url: string;
  123519. /**
  123520. * Defines the desired size (the more it increases the longer the generation will be)
  123521. */
  123522. size: number;
  123523. /**
  123524. * Defines if mipmaps should not be generated (default is false)
  123525. */
  123526. noMipmap: boolean;
  123527. /**
  123528. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123529. * but the standard material would require them in Gamma space) (default is true)
  123530. */
  123531. gammaSpace: boolean;
  123532. /**
  123533. * Gets the loaded texture
  123534. */
  123535. texture: EquiRectangularCubeTexture;
  123536. /**
  123537. * Callback called when the task is successful
  123538. */
  123539. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123540. /**
  123541. * Callback called when the task is successful
  123542. */
  123543. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123544. /**
  123545. * Creates a new EquiRectangularCubeTextureAssetTask object
  123546. * @param name defines the name of the task
  123547. * @param url defines the location of the file to load
  123548. * @param size defines the desired size (the more it increases the longer the generation will be)
  123549. * If the size is omitted this implies you are using a preprocessed cubemap.
  123550. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123551. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123552. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123553. * (default is true)
  123554. */
  123555. constructor(
  123556. /**
  123557. * Defines the name of the task
  123558. */
  123559. name: string,
  123560. /**
  123561. * Defines the location of the file to load
  123562. */
  123563. url: string,
  123564. /**
  123565. * Defines the desired size (the more it increases the longer the generation will be)
  123566. */
  123567. size: number,
  123568. /**
  123569. * Defines if mipmaps should not be generated (default is false)
  123570. */
  123571. noMipmap?: boolean,
  123572. /**
  123573. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123574. * but the standard material would require them in Gamma space) (default is true)
  123575. */
  123576. gammaSpace?: boolean);
  123577. /**
  123578. * Execute the current task
  123579. * @param scene defines the scene where you want your assets to be loaded
  123580. * @param onSuccess is a callback called when the task is successfully executed
  123581. * @param onError is a callback called if an error occurs
  123582. */
  123583. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123584. }
  123585. /**
  123586. * This class can be used to easily import assets into a scene
  123587. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123588. */
  123589. export class AssetsManager {
  123590. private _scene;
  123591. private _isLoading;
  123592. protected _tasks: AbstractAssetTask[];
  123593. protected _waitingTasksCount: number;
  123594. protected _totalTasksCount: number;
  123595. /**
  123596. * Callback called when all tasks are processed
  123597. */
  123598. onFinish: (tasks: AbstractAssetTask[]) => void;
  123599. /**
  123600. * Callback called when a task is successful
  123601. */
  123602. onTaskSuccess: (task: AbstractAssetTask) => void;
  123603. /**
  123604. * Callback called when a task had an error
  123605. */
  123606. onTaskError: (task: AbstractAssetTask) => void;
  123607. /**
  123608. * Callback called when a task is done (whatever the result is)
  123609. */
  123610. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123611. /**
  123612. * Observable called when all tasks are processed
  123613. */
  123614. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123615. /**
  123616. * Observable called when a task had an error
  123617. */
  123618. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123619. /**
  123620. * Observable called when all tasks were executed
  123621. */
  123622. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123623. /**
  123624. * Observable called when a task is done (whatever the result is)
  123625. */
  123626. onProgressObservable: Observable<IAssetsProgressEvent>;
  123627. /**
  123628. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123629. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123630. */
  123631. useDefaultLoadingScreen: boolean;
  123632. /**
  123633. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123634. * when all assets have been downloaded.
  123635. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123636. */
  123637. autoHideLoadingUI: boolean;
  123638. /**
  123639. * Creates a new AssetsManager
  123640. * @param scene defines the scene to work on
  123641. */
  123642. constructor(scene: Scene);
  123643. /**
  123644. * Add a MeshAssetTask to the list of active tasks
  123645. * @param taskName defines the name of the new task
  123646. * @param meshesNames defines the name of meshes to load
  123647. * @param rootUrl defines the root url to use to locate files
  123648. * @param sceneFilename defines the filename of the scene file
  123649. * @returns a new MeshAssetTask object
  123650. */
  123651. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123652. /**
  123653. * Add a TextFileAssetTask to the list of active tasks
  123654. * @param taskName defines the name of the new task
  123655. * @param url defines the url of the file to load
  123656. * @returns a new TextFileAssetTask object
  123657. */
  123658. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123659. /**
  123660. * Add a BinaryFileAssetTask to the list of active tasks
  123661. * @param taskName defines the name of the new task
  123662. * @param url defines the url of the file to load
  123663. * @returns a new BinaryFileAssetTask object
  123664. */
  123665. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123666. /**
  123667. * Add a ImageAssetTask to the list of active tasks
  123668. * @param taskName defines the name of the new task
  123669. * @param url defines the url of the file to load
  123670. * @returns a new ImageAssetTask object
  123671. */
  123672. addImageTask(taskName: string, url: string): ImageAssetTask;
  123673. /**
  123674. * Add a TextureAssetTask to the list of active tasks
  123675. * @param taskName defines the name of the new task
  123676. * @param url defines the url of the file to load
  123677. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123678. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123679. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123680. * @returns a new TextureAssetTask object
  123681. */
  123682. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123683. /**
  123684. * Add a CubeTextureAssetTask to the list of active tasks
  123685. * @param taskName defines the name of the new task
  123686. * @param url defines the url of the file to load
  123687. * @param extensions defines the extension to use to load the cube map (can be null)
  123688. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123689. * @param files defines the list of files to load (can be null)
  123690. * @returns a new CubeTextureAssetTask object
  123691. */
  123692. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123693. /**
  123694. *
  123695. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123696. * @param taskName defines the name of the new task
  123697. * @param url defines the url of the file to load
  123698. * @param size defines the size you want for the cubemap (can be null)
  123699. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123700. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123701. * @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)
  123702. * @param reserved Internal use only
  123703. * @returns a new HDRCubeTextureAssetTask object
  123704. */
  123705. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123706. /**
  123707. *
  123708. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123709. * @param taskName defines the name of the new task
  123710. * @param url defines the url of the file to load
  123711. * @param size defines the size you want for the cubemap (can be null)
  123712. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123713. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123714. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123715. * @returns a new EquiRectangularCubeTextureAssetTask object
  123716. */
  123717. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123718. /**
  123719. * Remove a task from the assets manager.
  123720. * @param task the task to remove
  123721. */
  123722. removeTask(task: AbstractAssetTask): void;
  123723. private _decreaseWaitingTasksCount;
  123724. private _runTask;
  123725. /**
  123726. * Reset the AssetsManager and remove all tasks
  123727. * @return the current instance of the AssetsManager
  123728. */
  123729. reset(): AssetsManager;
  123730. /**
  123731. * Start the loading process
  123732. * @return the current instance of the AssetsManager
  123733. */
  123734. load(): AssetsManager;
  123735. /**
  123736. * Start the loading process as an async operation
  123737. * @return a promise returning the list of failed tasks
  123738. */
  123739. loadAsync(): Promise<void>;
  123740. }
  123741. }
  123742. declare module BABYLON {
  123743. /**
  123744. * Wrapper class for promise with external resolve and reject.
  123745. */
  123746. export class Deferred<T> {
  123747. /**
  123748. * The promise associated with this deferred object.
  123749. */
  123750. readonly promise: Promise<T>;
  123751. private _resolve;
  123752. private _reject;
  123753. /**
  123754. * The resolve method of the promise associated with this deferred object.
  123755. */
  123756. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123757. /**
  123758. * The reject method of the promise associated with this deferred object.
  123759. */
  123760. readonly reject: (reason?: any) => void;
  123761. /**
  123762. * Constructor for this deferred object.
  123763. */
  123764. constructor();
  123765. }
  123766. }
  123767. declare module BABYLON {
  123768. /**
  123769. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123770. */
  123771. export class MeshExploder {
  123772. private _centerMesh;
  123773. private _meshes;
  123774. private _meshesOrigins;
  123775. private _toCenterVectors;
  123776. private _scaledDirection;
  123777. private _newPosition;
  123778. private _centerPosition;
  123779. /**
  123780. * Explodes meshes from a center mesh.
  123781. * @param meshes The meshes to explode.
  123782. * @param centerMesh The mesh to be center of explosion.
  123783. */
  123784. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123785. private _setCenterMesh;
  123786. /**
  123787. * Get class name
  123788. * @returns "MeshExploder"
  123789. */
  123790. getClassName(): string;
  123791. /**
  123792. * "Exploded meshes"
  123793. * @returns Array of meshes with the centerMesh at index 0.
  123794. */
  123795. getMeshes(): Array<Mesh>;
  123796. /**
  123797. * Explodes meshes giving a specific direction
  123798. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123799. */
  123800. explode(direction?: number): void;
  123801. }
  123802. }
  123803. declare module BABYLON {
  123804. /**
  123805. * Class used to help managing file picking and drag'n'drop
  123806. */
  123807. export class FilesInput {
  123808. /**
  123809. * List of files ready to be loaded
  123810. */
  123811. static readonly FilesToLoad: {
  123812. [key: string]: File;
  123813. };
  123814. /**
  123815. * Callback called when a file is processed
  123816. */
  123817. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123818. private _engine;
  123819. private _currentScene;
  123820. private _sceneLoadedCallback;
  123821. private _progressCallback;
  123822. private _additionalRenderLoopLogicCallback;
  123823. private _textureLoadingCallback;
  123824. private _startingProcessingFilesCallback;
  123825. private _onReloadCallback;
  123826. private _errorCallback;
  123827. private _elementToMonitor;
  123828. private _sceneFileToLoad;
  123829. private _filesToLoad;
  123830. /**
  123831. * Creates a new FilesInput
  123832. * @param engine defines the rendering engine
  123833. * @param scene defines the hosting scene
  123834. * @param sceneLoadedCallback callback called when scene is loaded
  123835. * @param progressCallback callback called to track progress
  123836. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123837. * @param textureLoadingCallback callback called when a texture is loading
  123838. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123839. * @param onReloadCallback callback called when a reload is requested
  123840. * @param errorCallback callback call if an error occurs
  123841. */
  123842. 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);
  123843. private _dragEnterHandler;
  123844. private _dragOverHandler;
  123845. private _dropHandler;
  123846. /**
  123847. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123848. * @param elementToMonitor defines the DOM element to track
  123849. */
  123850. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123851. /**
  123852. * Release all associated resources
  123853. */
  123854. dispose(): void;
  123855. private renderFunction;
  123856. private drag;
  123857. private drop;
  123858. private _traverseFolder;
  123859. private _processFiles;
  123860. /**
  123861. * Load files from a drop event
  123862. * @param event defines the drop event to use as source
  123863. */
  123864. loadFiles(event: any): void;
  123865. private _processReload;
  123866. /**
  123867. * Reload the current scene from the loaded files
  123868. */
  123869. reload(): void;
  123870. }
  123871. }
  123872. declare module BABYLON {
  123873. /**
  123874. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123875. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123876. */
  123877. export class SceneOptimization {
  123878. /**
  123879. * Defines the priority of this optimization (0 by default which means first in the list)
  123880. */
  123881. priority: number;
  123882. /**
  123883. * Gets a string describing the action executed by the current optimization
  123884. * @returns description string
  123885. */
  123886. getDescription(): string;
  123887. /**
  123888. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123889. * @param scene defines the current scene where to apply this optimization
  123890. * @param optimizer defines the current optimizer
  123891. * @returns true if everything that can be done was applied
  123892. */
  123893. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123894. /**
  123895. * Creates the SceneOptimization object
  123896. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123897. * @param desc defines the description associated with the optimization
  123898. */
  123899. constructor(
  123900. /**
  123901. * Defines the priority of this optimization (0 by default which means first in the list)
  123902. */
  123903. priority?: number);
  123904. }
  123905. /**
  123906. * Defines an optimization used to reduce the size of render target textures
  123907. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123908. */
  123909. export class TextureOptimization extends SceneOptimization {
  123910. /**
  123911. * Defines the priority of this optimization (0 by default which means first in the list)
  123912. */
  123913. priority: number;
  123914. /**
  123915. * 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
  123916. */
  123917. maximumSize: number;
  123918. /**
  123919. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123920. */
  123921. step: number;
  123922. /**
  123923. * Gets a string describing the action executed by the current optimization
  123924. * @returns description string
  123925. */
  123926. getDescription(): string;
  123927. /**
  123928. * Creates the TextureOptimization object
  123929. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123930. * @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
  123931. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123932. */
  123933. constructor(
  123934. /**
  123935. * Defines the priority of this optimization (0 by default which means first in the list)
  123936. */
  123937. priority?: number,
  123938. /**
  123939. * 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
  123940. */
  123941. maximumSize?: number,
  123942. /**
  123943. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123944. */
  123945. step?: number);
  123946. /**
  123947. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123948. * @param scene defines the current scene where to apply this optimization
  123949. * @param optimizer defines the current optimizer
  123950. * @returns true if everything that can be done was applied
  123951. */
  123952. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123953. }
  123954. /**
  123955. * Defines an optimization used to increase or decrease the rendering resolution
  123956. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123957. */
  123958. export class HardwareScalingOptimization extends SceneOptimization {
  123959. /**
  123960. * Defines the priority of this optimization (0 by default which means first in the list)
  123961. */
  123962. priority: number;
  123963. /**
  123964. * Defines the maximum scale to use (2 by default)
  123965. */
  123966. maximumScale: number;
  123967. /**
  123968. * Defines the step to use between two passes (0.5 by default)
  123969. */
  123970. step: number;
  123971. private _currentScale;
  123972. private _directionOffset;
  123973. /**
  123974. * Gets a string describing the action executed by the current optimization
  123975. * @return description string
  123976. */
  123977. getDescription(): string;
  123978. /**
  123979. * Creates the HardwareScalingOptimization object
  123980. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123981. * @param maximumScale defines the maximum scale to use (2 by default)
  123982. * @param step defines the step to use between two passes (0.5 by default)
  123983. */
  123984. constructor(
  123985. /**
  123986. * Defines the priority of this optimization (0 by default which means first in the list)
  123987. */
  123988. priority?: number,
  123989. /**
  123990. * Defines the maximum scale to use (2 by default)
  123991. */
  123992. maximumScale?: number,
  123993. /**
  123994. * Defines the step to use between two passes (0.5 by default)
  123995. */
  123996. step?: number);
  123997. /**
  123998. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123999. * @param scene defines the current scene where to apply this optimization
  124000. * @param optimizer defines the current optimizer
  124001. * @returns true if everything that can be done was applied
  124002. */
  124003. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124004. }
  124005. /**
  124006. * Defines an optimization used to remove shadows
  124007. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124008. */
  124009. export class ShadowsOptimization extends SceneOptimization {
  124010. /**
  124011. * Gets a string describing the action executed by the current optimization
  124012. * @return description string
  124013. */
  124014. getDescription(): string;
  124015. /**
  124016. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124017. * @param scene defines the current scene where to apply this optimization
  124018. * @param optimizer defines the current optimizer
  124019. * @returns true if everything that can be done was applied
  124020. */
  124021. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124022. }
  124023. /**
  124024. * Defines an optimization used to turn post-processes off
  124025. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124026. */
  124027. export class PostProcessesOptimization extends SceneOptimization {
  124028. /**
  124029. * Gets a string describing the action executed by the current optimization
  124030. * @return description string
  124031. */
  124032. getDescription(): string;
  124033. /**
  124034. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124035. * @param scene defines the current scene where to apply this optimization
  124036. * @param optimizer defines the current optimizer
  124037. * @returns true if everything that can be done was applied
  124038. */
  124039. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124040. }
  124041. /**
  124042. * Defines an optimization used to turn lens flares off
  124043. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124044. */
  124045. export class LensFlaresOptimization extends SceneOptimization {
  124046. /**
  124047. * Gets a string describing the action executed by the current optimization
  124048. * @return description string
  124049. */
  124050. getDescription(): string;
  124051. /**
  124052. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124053. * @param scene defines the current scene where to apply this optimization
  124054. * @param optimizer defines the current optimizer
  124055. * @returns true if everything that can be done was applied
  124056. */
  124057. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124058. }
  124059. /**
  124060. * Defines an optimization based on user defined callback.
  124061. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124062. */
  124063. export class CustomOptimization extends SceneOptimization {
  124064. /**
  124065. * Callback called to apply the custom optimization.
  124066. */
  124067. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  124068. /**
  124069. * Callback called to get custom description
  124070. */
  124071. onGetDescription: () => string;
  124072. /**
  124073. * Gets a string describing the action executed by the current optimization
  124074. * @returns description string
  124075. */
  124076. getDescription(): string;
  124077. /**
  124078. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124079. * @param scene defines the current scene where to apply this optimization
  124080. * @param optimizer defines the current optimizer
  124081. * @returns true if everything that can be done was applied
  124082. */
  124083. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124084. }
  124085. /**
  124086. * Defines an optimization used to turn particles off
  124087. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124088. */
  124089. export class ParticlesOptimization extends SceneOptimization {
  124090. /**
  124091. * Gets a string describing the action executed by the current optimization
  124092. * @return description string
  124093. */
  124094. getDescription(): string;
  124095. /**
  124096. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124097. * @param scene defines the current scene where to apply this optimization
  124098. * @param optimizer defines the current optimizer
  124099. * @returns true if everything that can be done was applied
  124100. */
  124101. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124102. }
  124103. /**
  124104. * Defines an optimization used to turn render targets off
  124105. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124106. */
  124107. export class RenderTargetsOptimization extends SceneOptimization {
  124108. /**
  124109. * Gets a string describing the action executed by the current optimization
  124110. * @return description string
  124111. */
  124112. getDescription(): string;
  124113. /**
  124114. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124115. * @param scene defines the current scene where to apply this optimization
  124116. * @param optimizer defines the current optimizer
  124117. * @returns true if everything that can be done was applied
  124118. */
  124119. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124120. }
  124121. /**
  124122. * Defines an optimization used to merge meshes with compatible materials
  124123. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124124. */
  124125. export class MergeMeshesOptimization extends SceneOptimization {
  124126. private static _UpdateSelectionTree;
  124127. /**
  124128. * Gets or sets a boolean which defines if optimization octree has to be updated
  124129. */
  124130. /**
  124131. * Gets or sets a boolean which defines if optimization octree has to be updated
  124132. */
  124133. static UpdateSelectionTree: boolean;
  124134. /**
  124135. * Gets a string describing the action executed by the current optimization
  124136. * @return description string
  124137. */
  124138. getDescription(): string;
  124139. private _canBeMerged;
  124140. /**
  124141. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124142. * @param scene defines the current scene where to apply this optimization
  124143. * @param optimizer defines the current optimizer
  124144. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  124145. * @returns true if everything that can be done was applied
  124146. */
  124147. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  124148. }
  124149. /**
  124150. * Defines a list of options used by SceneOptimizer
  124151. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124152. */
  124153. export class SceneOptimizerOptions {
  124154. /**
  124155. * Defines the target frame rate to reach (60 by default)
  124156. */
  124157. targetFrameRate: number;
  124158. /**
  124159. * Defines the interval between two checkes (2000ms by default)
  124160. */
  124161. trackerDuration: number;
  124162. /**
  124163. * Gets the list of optimizations to apply
  124164. */
  124165. optimizations: SceneOptimization[];
  124166. /**
  124167. * Creates a new list of options used by SceneOptimizer
  124168. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  124169. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  124170. */
  124171. constructor(
  124172. /**
  124173. * Defines the target frame rate to reach (60 by default)
  124174. */
  124175. targetFrameRate?: number,
  124176. /**
  124177. * Defines the interval between two checkes (2000ms by default)
  124178. */
  124179. trackerDuration?: number);
  124180. /**
  124181. * Add a new optimization
  124182. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  124183. * @returns the current SceneOptimizerOptions
  124184. */
  124185. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  124186. /**
  124187. * Add a new custom optimization
  124188. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  124189. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  124190. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124191. * @returns the current SceneOptimizerOptions
  124192. */
  124193. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  124194. /**
  124195. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  124196. * @param targetFrameRate defines the target frame rate (60 by default)
  124197. * @returns a SceneOptimizerOptions object
  124198. */
  124199. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124200. /**
  124201. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  124202. * @param targetFrameRate defines the target frame rate (60 by default)
  124203. * @returns a SceneOptimizerOptions object
  124204. */
  124205. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124206. /**
  124207. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  124208. * @param targetFrameRate defines the target frame rate (60 by default)
  124209. * @returns a SceneOptimizerOptions object
  124210. */
  124211. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124212. }
  124213. /**
  124214. * Class used to run optimizations in order to reach a target frame rate
  124215. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124216. */
  124217. export class SceneOptimizer implements IDisposable {
  124218. private _isRunning;
  124219. private _options;
  124220. private _scene;
  124221. private _currentPriorityLevel;
  124222. private _targetFrameRate;
  124223. private _trackerDuration;
  124224. private _currentFrameRate;
  124225. private _sceneDisposeObserver;
  124226. private _improvementMode;
  124227. /**
  124228. * Defines an observable called when the optimizer reaches the target frame rate
  124229. */
  124230. onSuccessObservable: Observable<SceneOptimizer>;
  124231. /**
  124232. * Defines an observable called when the optimizer enables an optimization
  124233. */
  124234. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  124235. /**
  124236. * Defines an observable called when the optimizer is not able to reach the target frame rate
  124237. */
  124238. onFailureObservable: Observable<SceneOptimizer>;
  124239. /**
  124240. * Gets a boolean indicating if the optimizer is in improvement mode
  124241. */
  124242. readonly isInImprovementMode: boolean;
  124243. /**
  124244. * Gets the current priority level (0 at start)
  124245. */
  124246. readonly currentPriorityLevel: number;
  124247. /**
  124248. * Gets the current frame rate checked by the SceneOptimizer
  124249. */
  124250. readonly currentFrameRate: number;
  124251. /**
  124252. * Gets or sets the current target frame rate (60 by default)
  124253. */
  124254. /**
  124255. * Gets or sets the current target frame rate (60 by default)
  124256. */
  124257. targetFrameRate: number;
  124258. /**
  124259. * Gets or sets the current interval between two checks (every 2000ms by default)
  124260. */
  124261. /**
  124262. * Gets or sets the current interval between two checks (every 2000ms by default)
  124263. */
  124264. trackerDuration: number;
  124265. /**
  124266. * Gets the list of active optimizations
  124267. */
  124268. readonly optimizations: SceneOptimization[];
  124269. /**
  124270. * Creates a new SceneOptimizer
  124271. * @param scene defines the scene to work on
  124272. * @param options defines the options to use with the SceneOptimizer
  124273. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  124274. * @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)
  124275. */
  124276. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  124277. /**
  124278. * Stops the current optimizer
  124279. */
  124280. stop(): void;
  124281. /**
  124282. * Reset the optimizer to initial step (current priority level = 0)
  124283. */
  124284. reset(): void;
  124285. /**
  124286. * Start the optimizer. By default it will try to reach a specific framerate
  124287. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  124288. */
  124289. start(): void;
  124290. private _checkCurrentState;
  124291. /**
  124292. * Release all resources
  124293. */
  124294. dispose(): void;
  124295. /**
  124296. * Helper function to create a SceneOptimizer with one single line of code
  124297. * @param scene defines the scene to work on
  124298. * @param options defines the options to use with the SceneOptimizer
  124299. * @param onSuccess defines a callback to call on success
  124300. * @param onFailure defines a callback to call on failure
  124301. * @returns the new SceneOptimizer object
  124302. */
  124303. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  124304. }
  124305. }
  124306. declare module BABYLON {
  124307. /**
  124308. * Class used to serialize a scene into a string
  124309. */
  124310. export class SceneSerializer {
  124311. /**
  124312. * Clear cache used by a previous serialization
  124313. */
  124314. static ClearCache(): void;
  124315. /**
  124316. * Serialize a scene into a JSON compatible object
  124317. * @param scene defines the scene to serialize
  124318. * @returns a JSON compatible object
  124319. */
  124320. static Serialize(scene: Scene): any;
  124321. /**
  124322. * Serialize a mesh into a JSON compatible object
  124323. * @param toSerialize defines the mesh to serialize
  124324. * @param withParents defines if parents must be serialized as well
  124325. * @param withChildren defines if children must be serialized as well
  124326. * @returns a JSON compatible object
  124327. */
  124328. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  124329. }
  124330. }
  124331. declare module BABYLON {
  124332. /**
  124333. * Class used to host texture specific utilities
  124334. */
  124335. export class TextureTools {
  124336. /**
  124337. * Uses the GPU to create a copy texture rescaled at a given size
  124338. * @param texture Texture to copy from
  124339. * @param width defines the desired width
  124340. * @param height defines the desired height
  124341. * @param useBilinearMode defines if bilinear mode has to be used
  124342. * @return the generated texture
  124343. */
  124344. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  124345. }
  124346. }
  124347. declare module BABYLON {
  124348. /**
  124349. * This represents the different options available for the video capture.
  124350. */
  124351. export interface VideoRecorderOptions {
  124352. /** Defines the mime type of the video. */
  124353. mimeType: string;
  124354. /** Defines the FPS the video should be recorded at. */
  124355. fps: number;
  124356. /** Defines the chunk size for the recording data. */
  124357. recordChunckSize: number;
  124358. /** The audio tracks to attach to the recording. */
  124359. audioTracks?: MediaStreamTrack[];
  124360. }
  124361. /**
  124362. * This can help with recording videos from BabylonJS.
  124363. * This is based on the available WebRTC functionalities of the browser.
  124364. *
  124365. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  124366. */
  124367. export class VideoRecorder {
  124368. private static readonly _defaultOptions;
  124369. /**
  124370. * Returns whether or not the VideoRecorder is available in your browser.
  124371. * @param engine Defines the Babylon Engine.
  124372. * @returns true if supported otherwise false.
  124373. */
  124374. static IsSupported(engine: Engine): boolean;
  124375. private readonly _options;
  124376. private _canvas;
  124377. private _mediaRecorder;
  124378. private _recordedChunks;
  124379. private _fileName;
  124380. private _resolve;
  124381. private _reject;
  124382. /**
  124383. * True when a recording is already in progress.
  124384. */
  124385. readonly isRecording: boolean;
  124386. /**
  124387. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  124388. * @param engine Defines the BabylonJS Engine you wish to record.
  124389. * @param options Defines options that can be used to customize the capture.
  124390. */
  124391. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  124392. /**
  124393. * Stops the current recording before the default capture timeout passed in the startRecording function.
  124394. */
  124395. stopRecording(): void;
  124396. /**
  124397. * Starts recording the canvas for a max duration specified in parameters.
  124398. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  124399. * If null no automatic download will start and you can rely on the promise to get the data back.
  124400. * @param maxDuration Defines the maximum recording time in seconds.
  124401. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  124402. * @return A promise callback at the end of the recording with the video data in Blob.
  124403. */
  124404. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  124405. /**
  124406. * Releases internal resources used during the recording.
  124407. */
  124408. dispose(): void;
  124409. private _handleDataAvailable;
  124410. private _handleError;
  124411. private _handleStop;
  124412. }
  124413. }
  124414. declare module BABYLON {
  124415. /**
  124416. * Class containing a set of static utilities functions for screenshots
  124417. */
  124418. export class ScreenshotTools {
  124419. /**
  124420. * Captures a screenshot of the current rendering
  124421. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124422. * @param engine defines the rendering engine
  124423. * @param camera defines the source camera
  124424. * @param size This parameter can be set to a single number or to an object with the
  124425. * following (optional) properties: precision, width, height. If a single number is passed,
  124426. * it will be used for both width and height. If an object is passed, the screenshot size
  124427. * will be derived from the parameters. The precision property is a multiplier allowing
  124428. * rendering at a higher or lower resolution
  124429. * @param successCallback defines the callback receives a single parameter which contains the
  124430. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124431. * src parameter of an <img> to display it
  124432. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124433. * Check your browser for supported MIME types
  124434. */
  124435. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  124436. /**
  124437. * Captures a screenshot of the current rendering
  124438. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124439. * @param engine defines the rendering engine
  124440. * @param camera defines the source camera
  124441. * @param size This parameter can be set to a single number or to an object with the
  124442. * following (optional) properties: precision, width, height. If a single number is passed,
  124443. * it will be used for both width and height. If an object is passed, the screenshot size
  124444. * will be derived from the parameters. The precision property is a multiplier allowing
  124445. * rendering at a higher or lower resolution
  124446. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124447. * Check your browser for supported MIME types
  124448. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124449. * to the src parameter of an <img> to display it
  124450. */
  124451. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  124452. /**
  124453. * Generates an image screenshot from the specified camera.
  124454. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124455. * @param engine The engine to use for rendering
  124456. * @param camera The camera to use for rendering
  124457. * @param size This parameter can be set to a single number or to an object with the
  124458. * following (optional) properties: precision, width, height. If a single number is passed,
  124459. * it will be used for both width and height. If an object is passed, the screenshot size
  124460. * will be derived from the parameters. The precision property is a multiplier allowing
  124461. * rendering at a higher or lower resolution
  124462. * @param successCallback The callback receives a single parameter which contains the
  124463. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124464. * src parameter of an <img> to display it
  124465. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124466. * Check your browser for supported MIME types
  124467. * @param samples Texture samples (default: 1)
  124468. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124469. * @param fileName A name for for the downloaded file.
  124470. */
  124471. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  124472. /**
  124473. * Generates an image screenshot from the specified camera.
  124474. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124475. * @param engine The engine to use for rendering
  124476. * @param camera The camera to use for rendering
  124477. * @param size This parameter can be set to a single number or to an object with the
  124478. * following (optional) properties: precision, width, height. If a single number is passed,
  124479. * it will be used for both width and height. If an object is passed, the screenshot size
  124480. * will be derived from the parameters. The precision property is a multiplier allowing
  124481. * rendering at a higher or lower resolution
  124482. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124483. * Check your browser for supported MIME types
  124484. * @param samples Texture samples (default: 1)
  124485. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124486. * @param fileName A name for for the downloaded file.
  124487. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124488. * to the src parameter of an <img> to display it
  124489. */
  124490. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  124491. }
  124492. }
  124493. declare module BABYLON {
  124494. /**
  124495. * A cursor which tracks a point on a path
  124496. */
  124497. export class PathCursor {
  124498. private path;
  124499. /**
  124500. * Stores path cursor callbacks for when an onchange event is triggered
  124501. */
  124502. private _onchange;
  124503. /**
  124504. * The value of the path cursor
  124505. */
  124506. value: number;
  124507. /**
  124508. * The animation array of the path cursor
  124509. */
  124510. animations: Animation[];
  124511. /**
  124512. * Initializes the path cursor
  124513. * @param path The path to track
  124514. */
  124515. constructor(path: Path2);
  124516. /**
  124517. * Gets the cursor point on the path
  124518. * @returns A point on the path cursor at the cursor location
  124519. */
  124520. getPoint(): Vector3;
  124521. /**
  124522. * Moves the cursor ahead by the step amount
  124523. * @param step The amount to move the cursor forward
  124524. * @returns This path cursor
  124525. */
  124526. moveAhead(step?: number): PathCursor;
  124527. /**
  124528. * Moves the cursor behind by the step amount
  124529. * @param step The amount to move the cursor back
  124530. * @returns This path cursor
  124531. */
  124532. moveBack(step?: number): PathCursor;
  124533. /**
  124534. * Moves the cursor by the step amount
  124535. * If the step amount is greater than one, an exception is thrown
  124536. * @param step The amount to move the cursor
  124537. * @returns This path cursor
  124538. */
  124539. move(step: number): PathCursor;
  124540. /**
  124541. * Ensures that the value is limited between zero and one
  124542. * @returns This path cursor
  124543. */
  124544. private ensureLimits;
  124545. /**
  124546. * Runs onchange callbacks on change (used by the animation engine)
  124547. * @returns This path cursor
  124548. */
  124549. private raiseOnChange;
  124550. /**
  124551. * Executes a function on change
  124552. * @param f A path cursor onchange callback
  124553. * @returns This path cursor
  124554. */
  124555. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124556. }
  124557. }
  124558. declare module BABYLON {
  124559. /** @hidden */
  124560. export var blurPixelShader: {
  124561. name: string;
  124562. shader: string;
  124563. };
  124564. }
  124565. declare module BABYLON {
  124566. /** @hidden */
  124567. export var pointCloudVertexDeclaration: {
  124568. name: string;
  124569. shader: string;
  124570. };
  124571. }
  124572. // Mixins
  124573. interface Window {
  124574. mozIndexedDB: IDBFactory;
  124575. webkitIndexedDB: IDBFactory;
  124576. msIndexedDB: IDBFactory;
  124577. webkitURL: typeof URL;
  124578. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124579. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124580. WebGLRenderingContext: WebGLRenderingContext;
  124581. MSGesture: MSGesture;
  124582. CANNON: any;
  124583. AudioContext: AudioContext;
  124584. webkitAudioContext: AudioContext;
  124585. PointerEvent: any;
  124586. Math: Math;
  124587. Uint8Array: Uint8ArrayConstructor;
  124588. Float32Array: Float32ArrayConstructor;
  124589. mozURL: typeof URL;
  124590. msURL: typeof URL;
  124591. VRFrameData: any; // WebVR, from specs 1.1
  124592. DracoDecoderModule: any;
  124593. setImmediate(handler: (...args: any[]) => void): number;
  124594. }
  124595. interface HTMLCanvasElement {
  124596. requestPointerLock(): void;
  124597. msRequestPointerLock?(): void;
  124598. mozRequestPointerLock?(): void;
  124599. webkitRequestPointerLock?(): void;
  124600. /** Track wether a record is in progress */
  124601. isRecording: boolean;
  124602. /** Capture Stream method defined by some browsers */
  124603. captureStream(fps?: number): MediaStream;
  124604. }
  124605. interface CanvasRenderingContext2D {
  124606. msImageSmoothingEnabled: boolean;
  124607. }
  124608. interface MouseEvent {
  124609. mozMovementX: number;
  124610. mozMovementY: number;
  124611. webkitMovementX: number;
  124612. webkitMovementY: number;
  124613. msMovementX: number;
  124614. msMovementY: number;
  124615. }
  124616. interface Navigator {
  124617. mozGetVRDevices: (any: any) => any;
  124618. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124619. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124620. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124621. webkitGetGamepads(): Gamepad[];
  124622. msGetGamepads(): Gamepad[];
  124623. webkitGamepads(): Gamepad[];
  124624. }
  124625. interface HTMLVideoElement {
  124626. mozSrcObject: any;
  124627. }
  124628. interface Math {
  124629. fround(x: number): number;
  124630. imul(a: number, b: number): number;
  124631. }
  124632. interface WebGLRenderingContext {
  124633. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124634. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124635. vertexAttribDivisor(index: number, divisor: number): void;
  124636. createVertexArray(): any;
  124637. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124638. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124639. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124640. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124641. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124642. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124643. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124644. // Queries
  124645. createQuery(): WebGLQuery;
  124646. deleteQuery(query: WebGLQuery): void;
  124647. beginQuery(target: number, query: WebGLQuery): void;
  124648. endQuery(target: number): void;
  124649. getQueryParameter(query: WebGLQuery, pname: number): any;
  124650. getQuery(target: number, pname: number): any;
  124651. MAX_SAMPLES: number;
  124652. RGBA8: number;
  124653. READ_FRAMEBUFFER: number;
  124654. DRAW_FRAMEBUFFER: number;
  124655. UNIFORM_BUFFER: number;
  124656. HALF_FLOAT_OES: number;
  124657. RGBA16F: number;
  124658. RGBA32F: number;
  124659. R32F: number;
  124660. RG32F: number;
  124661. RGB32F: number;
  124662. R16F: number;
  124663. RG16F: number;
  124664. RGB16F: number;
  124665. RED: number;
  124666. RG: number;
  124667. R8: number;
  124668. RG8: number;
  124669. UNSIGNED_INT_24_8: number;
  124670. DEPTH24_STENCIL8: number;
  124671. /* Multiple Render Targets */
  124672. drawBuffers(buffers: number[]): void;
  124673. readBuffer(src: number): void;
  124674. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124675. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124676. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124677. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124678. // Occlusion Query
  124679. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124680. ANY_SAMPLES_PASSED: number;
  124681. QUERY_RESULT_AVAILABLE: number;
  124682. QUERY_RESULT: number;
  124683. }
  124684. interface WebGLProgram {
  124685. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124686. }
  124687. interface EXT_disjoint_timer_query {
  124688. QUERY_COUNTER_BITS_EXT: number;
  124689. TIME_ELAPSED_EXT: number;
  124690. TIMESTAMP_EXT: number;
  124691. GPU_DISJOINT_EXT: number;
  124692. QUERY_RESULT_EXT: number;
  124693. QUERY_RESULT_AVAILABLE_EXT: number;
  124694. queryCounterEXT(query: WebGLQuery, target: number): void;
  124695. createQueryEXT(): WebGLQuery;
  124696. beginQueryEXT(target: number, query: WebGLQuery): void;
  124697. endQueryEXT(target: number): void;
  124698. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124699. deleteQueryEXT(query: WebGLQuery): void;
  124700. }
  124701. interface WebGLUniformLocation {
  124702. _currentState: any;
  124703. }
  124704. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124705. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124706. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124707. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124708. interface WebGLRenderingContext {
  124709. readonly RASTERIZER_DISCARD: number;
  124710. readonly DEPTH_COMPONENT24: number;
  124711. readonly TEXTURE_3D: number;
  124712. readonly TEXTURE_2D_ARRAY: number;
  124713. readonly TEXTURE_COMPARE_FUNC: number;
  124714. readonly TEXTURE_COMPARE_MODE: number;
  124715. readonly COMPARE_REF_TO_TEXTURE: number;
  124716. readonly TEXTURE_WRAP_R: number;
  124717. readonly HALF_FLOAT: number;
  124718. readonly RGB8: number;
  124719. readonly RED_INTEGER: number;
  124720. readonly RG_INTEGER: number;
  124721. readonly RGB_INTEGER: number;
  124722. readonly RGBA_INTEGER: number;
  124723. readonly R8_SNORM: number;
  124724. readonly RG8_SNORM: number;
  124725. readonly RGB8_SNORM: number;
  124726. readonly RGBA8_SNORM: number;
  124727. readonly R8I: number;
  124728. readonly RG8I: number;
  124729. readonly RGB8I: number;
  124730. readonly RGBA8I: number;
  124731. readonly R8UI: number;
  124732. readonly RG8UI: number;
  124733. readonly RGB8UI: number;
  124734. readonly RGBA8UI: number;
  124735. readonly R16I: number;
  124736. readonly RG16I: number;
  124737. readonly RGB16I: number;
  124738. readonly RGBA16I: number;
  124739. readonly R16UI: number;
  124740. readonly RG16UI: number;
  124741. readonly RGB16UI: number;
  124742. readonly RGBA16UI: number;
  124743. readonly R32I: number;
  124744. readonly RG32I: number;
  124745. readonly RGB32I: number;
  124746. readonly RGBA32I: number;
  124747. readonly R32UI: number;
  124748. readonly RG32UI: number;
  124749. readonly RGB32UI: number;
  124750. readonly RGBA32UI: number;
  124751. readonly RGB10_A2UI: number;
  124752. readonly R11F_G11F_B10F: number;
  124753. readonly RGB9_E5: number;
  124754. readonly RGB10_A2: number;
  124755. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124756. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124757. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124758. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124759. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124760. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124761. 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;
  124762. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124763. readonly TRANSFORM_FEEDBACK: number;
  124764. readonly INTERLEAVED_ATTRIBS: number;
  124765. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124766. createTransformFeedback(): WebGLTransformFeedback;
  124767. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124768. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124769. beginTransformFeedback(primitiveMode: number): void;
  124770. endTransformFeedback(): void;
  124771. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124772. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124773. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124774. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124775. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124776. }
  124777. interface ImageBitmap {
  124778. readonly width: number;
  124779. readonly height: number;
  124780. close(): void;
  124781. }
  124782. interface WebGLQuery extends WebGLObject {
  124783. }
  124784. declare var WebGLQuery: {
  124785. prototype: WebGLQuery;
  124786. new(): WebGLQuery;
  124787. };
  124788. interface WebGLSampler extends WebGLObject {
  124789. }
  124790. declare var WebGLSampler: {
  124791. prototype: WebGLSampler;
  124792. new(): WebGLSampler;
  124793. };
  124794. interface WebGLSync extends WebGLObject {
  124795. }
  124796. declare var WebGLSync: {
  124797. prototype: WebGLSync;
  124798. new(): WebGLSync;
  124799. };
  124800. interface WebGLTransformFeedback extends WebGLObject {
  124801. }
  124802. declare var WebGLTransformFeedback: {
  124803. prototype: WebGLTransformFeedback;
  124804. new(): WebGLTransformFeedback;
  124805. };
  124806. interface WebGLVertexArrayObject extends WebGLObject {
  124807. }
  124808. declare var WebGLVertexArrayObject: {
  124809. prototype: WebGLVertexArrayObject;
  124810. new(): WebGLVertexArrayObject;
  124811. };
  124812. // Type definitions for WebVR API
  124813. // Project: https://w3c.github.io/webvr/
  124814. // Definitions by: six a <https://github.com/lostfictions>
  124815. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124816. interface VRDisplay extends EventTarget {
  124817. /**
  124818. * Dictionary of capabilities describing the VRDisplay.
  124819. */
  124820. readonly capabilities: VRDisplayCapabilities;
  124821. /**
  124822. * z-depth defining the far plane of the eye view frustum
  124823. * enables mapping of values in the render target depth
  124824. * attachment to scene coordinates. Initially set to 10000.0.
  124825. */
  124826. depthFar: number;
  124827. /**
  124828. * z-depth defining the near plane of the eye view frustum
  124829. * enables mapping of values in the render target depth
  124830. * attachment to scene coordinates. Initially set to 0.01.
  124831. */
  124832. depthNear: number;
  124833. /**
  124834. * An identifier for this distinct VRDisplay. Used as an
  124835. * association point in the Gamepad API.
  124836. */
  124837. readonly displayId: number;
  124838. /**
  124839. * A display name, a user-readable name identifying it.
  124840. */
  124841. readonly displayName: string;
  124842. readonly isConnected: boolean;
  124843. readonly isPresenting: boolean;
  124844. /**
  124845. * If this VRDisplay supports room-scale experiences, the optional
  124846. * stage attribute contains details on the room-scale parameters.
  124847. */
  124848. readonly stageParameters: VRStageParameters | null;
  124849. /**
  124850. * Passing the value returned by `requestAnimationFrame` to
  124851. * `cancelAnimationFrame` will unregister the callback.
  124852. * @param handle Define the hanle of the request to cancel
  124853. */
  124854. cancelAnimationFrame(handle: number): void;
  124855. /**
  124856. * Stops presenting to the VRDisplay.
  124857. * @returns a promise to know when it stopped
  124858. */
  124859. exitPresent(): Promise<void>;
  124860. /**
  124861. * Return the current VREyeParameters for the given eye.
  124862. * @param whichEye Define the eye we want the parameter for
  124863. * @returns the eye parameters
  124864. */
  124865. getEyeParameters(whichEye: string): VREyeParameters;
  124866. /**
  124867. * Populates the passed VRFrameData with the information required to render
  124868. * the current frame.
  124869. * @param frameData Define the data structure to populate
  124870. * @returns true if ok otherwise false
  124871. */
  124872. getFrameData(frameData: VRFrameData): boolean;
  124873. /**
  124874. * Get the layers currently being presented.
  124875. * @returns the list of VR layers
  124876. */
  124877. getLayers(): VRLayer[];
  124878. /**
  124879. * Return a VRPose containing the future predicted pose of the VRDisplay
  124880. * when the current frame will be presented. The value returned will not
  124881. * change until JavaScript has returned control to the browser.
  124882. *
  124883. * The VRPose will contain the position, orientation, velocity,
  124884. * and acceleration of each of these properties.
  124885. * @returns the pose object
  124886. */
  124887. getPose(): VRPose;
  124888. /**
  124889. * Return the current instantaneous pose of the VRDisplay, with no
  124890. * prediction applied.
  124891. * @returns the current instantaneous pose
  124892. */
  124893. getImmediatePose(): VRPose;
  124894. /**
  124895. * The callback passed to `requestAnimationFrame` will be called
  124896. * any time a new frame should be rendered. When the VRDisplay is
  124897. * presenting the callback will be called at the native refresh
  124898. * rate of the HMD. When not presenting this function acts
  124899. * identically to how window.requestAnimationFrame acts. Content should
  124900. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124901. * asynchronously from other displays and at differing refresh rates.
  124902. * @param callback Define the eaction to run next frame
  124903. * @returns the request handle it
  124904. */
  124905. requestAnimationFrame(callback: FrameRequestCallback): number;
  124906. /**
  124907. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124908. * Repeat calls while already presenting will update the VRLayers being displayed.
  124909. * @param layers Define the list of layer to present
  124910. * @returns a promise to know when the request has been fulfilled
  124911. */
  124912. requestPresent(layers: VRLayer[]): Promise<void>;
  124913. /**
  124914. * Reset the pose for this display, treating its current position and
  124915. * orientation as the "origin/zero" values. VRPose.position,
  124916. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124917. * updated when calling resetPose(). This should be called in only
  124918. * sitting-space experiences.
  124919. */
  124920. resetPose(): void;
  124921. /**
  124922. * The VRLayer provided to the VRDisplay will be captured and presented
  124923. * in the HMD. Calling this function has the same effect on the source
  124924. * canvas as any other operation that uses its source image, and canvases
  124925. * created without preserveDrawingBuffer set to true will be cleared.
  124926. * @param pose Define the pose to submit
  124927. */
  124928. submitFrame(pose?: VRPose): void;
  124929. }
  124930. declare var VRDisplay: {
  124931. prototype: VRDisplay;
  124932. new(): VRDisplay;
  124933. };
  124934. interface VRLayer {
  124935. leftBounds?: number[] | Float32Array | null;
  124936. rightBounds?: number[] | Float32Array | null;
  124937. source?: HTMLCanvasElement | null;
  124938. }
  124939. interface VRDisplayCapabilities {
  124940. readonly canPresent: boolean;
  124941. readonly hasExternalDisplay: boolean;
  124942. readonly hasOrientation: boolean;
  124943. readonly hasPosition: boolean;
  124944. readonly maxLayers: number;
  124945. }
  124946. interface VREyeParameters {
  124947. /** @deprecated */
  124948. readonly fieldOfView: VRFieldOfView;
  124949. readonly offset: Float32Array;
  124950. readonly renderHeight: number;
  124951. readonly renderWidth: number;
  124952. }
  124953. interface VRFieldOfView {
  124954. readonly downDegrees: number;
  124955. readonly leftDegrees: number;
  124956. readonly rightDegrees: number;
  124957. readonly upDegrees: number;
  124958. }
  124959. interface VRFrameData {
  124960. readonly leftProjectionMatrix: Float32Array;
  124961. readonly leftViewMatrix: Float32Array;
  124962. readonly pose: VRPose;
  124963. readonly rightProjectionMatrix: Float32Array;
  124964. readonly rightViewMatrix: Float32Array;
  124965. readonly timestamp: number;
  124966. }
  124967. interface VRPose {
  124968. readonly angularAcceleration: Float32Array | null;
  124969. readonly angularVelocity: Float32Array | null;
  124970. readonly linearAcceleration: Float32Array | null;
  124971. readonly linearVelocity: Float32Array | null;
  124972. readonly orientation: Float32Array | null;
  124973. readonly position: Float32Array | null;
  124974. readonly timestamp: number;
  124975. }
  124976. interface VRStageParameters {
  124977. sittingToStandingTransform?: Float32Array;
  124978. sizeX?: number;
  124979. sizeY?: number;
  124980. }
  124981. interface Navigator {
  124982. getVRDisplays(): Promise<VRDisplay[]>;
  124983. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124984. }
  124985. interface Window {
  124986. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124987. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124988. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124989. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124990. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124991. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124992. }
  124993. interface Gamepad {
  124994. readonly displayId: number;
  124995. }
  124996. type XRSessionMode =
  124997. | "inline"
  124998. | "immersive-vr"
  124999. | "immersive-ar";
  125000. type XRReferenceSpaceType =
  125001. | "viewer"
  125002. | "local"
  125003. | "local-floor"
  125004. | "bounded-floor"
  125005. | "unbounded";
  125006. type XREnvironmentBlendMode =
  125007. | "opaque"
  125008. | "additive"
  125009. | "alpha-blend";
  125010. type XRVisibilityState =
  125011. | "visible"
  125012. | "visible-blurred"
  125013. | "hidden";
  125014. type XRHandedness =
  125015. | "none"
  125016. | "left"
  125017. | "right";
  125018. type XRTargetRayMode =
  125019. | "gaze"
  125020. | "tracked-pointer"
  125021. | "screen";
  125022. type XREye =
  125023. | "none"
  125024. | "left"
  125025. | "right";
  125026. interface XRSpace extends EventTarget {
  125027. }
  125028. interface XRRenderState {
  125029. depthNear?: number;
  125030. depthFar?: number;
  125031. inlineVerticalFieldOfView?: number;
  125032. baseLayer?: XRWebGLLayer;
  125033. }
  125034. interface XRInputSource {
  125035. handedness: XRHandedness;
  125036. targetRayMode: XRTargetRayMode;
  125037. targetRaySpace: XRSpace;
  125038. gripSpace: XRSpace | undefined;
  125039. gamepad: Gamepad | undefined;
  125040. profiles: Array<string>;
  125041. }
  125042. interface XRSession {
  125043. addEventListener: Function;
  125044. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  125045. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  125046. requestAnimationFrame: Function;
  125047. end(): Promise<void>;
  125048. renderState: XRRenderState;
  125049. inputSources: Array<XRInputSource>;
  125050. }
  125051. interface XRReferenceSpace extends XRSpace {
  125052. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  125053. onreset: any;
  125054. }
  125055. interface XRFrame {
  125056. session: XRSession;
  125057. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  125058. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  125059. }
  125060. interface XRViewerPose extends XRPose {
  125061. views: Array<XRView>;
  125062. }
  125063. interface XRPose {
  125064. transform: XRRigidTransform;
  125065. emulatedPosition: boolean;
  125066. }
  125067. declare var XRWebGLLayer: {
  125068. prototype: XRWebGLLayer;
  125069. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  125070. };
  125071. interface XRWebGLLayer {
  125072. framebuffer: WebGLFramebuffer;
  125073. framebufferWidth: number;
  125074. framebufferHeight: number;
  125075. getViewport: Function;
  125076. }
  125077. interface XRRigidTransform {
  125078. position: DOMPointReadOnly;
  125079. orientation: DOMPointReadOnly;
  125080. matrix: Float32Array;
  125081. inverse: XRRigidTransform;
  125082. }
  125083. interface XRView {
  125084. eye: XREye;
  125085. projectionMatrix: Float32Array;
  125086. transform: XRRigidTransform;
  125087. }
  125088. interface XRInputSourceChangeEvent {
  125089. session: XRSession;
  125090. removed: Array<XRInputSource>;
  125091. added: Array<XRInputSource>;
  125092. }